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VHE Help


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Ghosted
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Join Date: Apr 2015
Location: Georgia
Old 07-09-2016 , 05:40   VHE Help
Reply With Quote #1

im making custom map in valve hammer editor (CS). and for example while i want to make ladder im making it as func_wall Solid (fx = 255 ) but the ladder still has blue texture. (using custom map compilers)
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klippy
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Join Date: May 2013
Location: Serbia
Old 07-09-2016 , 05:45   Re: VHE Help
Reply With Quote #2

https://sites.google.com/site/svenmanor/rendermodes
This may be the best rendering reference out there.
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Depresie
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Join Date: Nov 2013
Old 07-09-2016 , 05:52   Re: VHE Help
Reply With Quote #3

1. Use Jackhamer Editor
2. To create a ladder, create a block and set it func_ladder
3. Duplicate that block and make it func_illusionary
4. Set rendering type to "Solid" if you want to use blue textures
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Last edited by Depresie; 07-09-2016 at 05:53.
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klippy
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Old 07-09-2016 , 06:07   Re: VHE Help
Reply With Quote #4

Quote:
Originally Posted by Depresie View Post
3. Duplicate that block and make it func_illusionary
What's the point of using an illusionary if you can just apply a texture to a func_ladder?
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Depresie
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Join Date: Nov 2013
Old 07-09-2016 , 06:11   Re: VHE Help
Reply With Quote #5

func_ladder isn't rendered in game, that's what func_illusionary is for

Oh, didn't see that he used func_solid as rendering type
In case if the blue part of the texture doesn't become invisible, it is the texture's fault, it doesnt have the exact color required for transparency, usually this happens while creating wads using jpeg files, because the exact color code is not keept exactly the same

I we would have a Resources section on this forums i would post my textures, i got about 50.000 of them, all sized to 240 x resolution in order to avoid extra polygons
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Last edited by Depresie; 07-09-2016 at 06:18.
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Ghosted
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Join Date: Apr 2015
Location: Georgia
Old 07-09-2016 , 06:12   Re: VHE Help
Reply With Quote #6

Quote:
Originally Posted by KliPPy View Post
What's the point of using an illusionary if you can just apply a texture to a func_ladder?
then blue textures will be also shown
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Ghosted
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Join Date: Apr 2015
Location: Georgia
Old 07-09-2016 , 06:13   Re: VHE Help
Reply With Quote #7

Quote:
Originally Posted by KliPPy View Post
https://sites.google.com/site/svenmanor/rendermodes
This may be the best rendering reference out there.
Download?
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Ghosted
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Join Date: Apr 2015
Location: Georgia
Old 07-09-2016 , 06:34   Re: VHE Help
Reply With Quote #8

Quote:
Originally Posted by Depresie View Post
func_ladder isn't rendered in game, that's what func_illusionary is for

Oh, didn't see that he used func_solid as rendering type
In case if the blue part of the texture doesn't become invisible, it is the texture's fault, it doesnt have the exact color required for transparency, usually this happens while creating wads using jpeg files, because the exact color code is not keept exactly the same

I we would have a Resources section on this forums i would post my textures, i got about 50.000 of them, all sized to 240 x resolution in order to avoid extra polygons
Yes, the problem was that the i re-made wads by Easy Wad Maker.
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klippy
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Join Date: May 2013
Location: Serbia
Old 07-09-2016 , 07:48   Re: VHE Help
Reply With Quote #9

Quote:
Originally Posted by Depresie View Post
func_ladder isn't rendered in game, that's what func_illusionary is for
Seems like that's what the compiler does, even zhlt forces zhlt_invisible on it. func_ladder is just like any other and there's no special code for not rendering it I believe. Oh well.

Anyway, if you plan to have a ladder hang from somewhere instead of sticking it to the wall, please use a func_wall then. I hate maps where I "sink" into the ladder entity.
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Depresie
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Join Date: Nov 2013
Old 07-09-2016 , 11:40   Re: VHE Help
Reply With Quote #10

Next time you remake or make wads, export all files to .BMP not .JPEG
I had the same problem and I've been killing myself for two days before realizing where the issue was coming from

@Klippy

Nope, if you use func_wall over func_ladder you won't be able to use it
To make sure you don't sink in it, make the func_illusionary same size as the func_ladder
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Last edited by Depresie; 07-09-2016 at 11:40.
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