Try overlays- they're linked to individual brush faces, and you can control all of the coordinates from the properties box of info_overlay
On Sat, Aug 1, 2009 at 7:21 PM, Bluestrike <[email protected]> wrote: > Decals are automaticly projected on any nearby brushes, but you said you > tried already? > They are able to show those spay logo decals ingame maybe that can sent you > in the right direction. > > ----- Original Message ----- > From: "Ook" <[email protected]> > To: "Discussion of Half-Life Mapping" <[email protected]> > Sent: Saturday, August 01, 2009 11:53 PM > Subject: Re: [hlmappers] How to hack an image into a map? > > > >I tried info_decal already. I loaded the map into Hammer (decompiled > > version - can't be used to recompile) and put an info_decal on a wall to > > see > > what it did to the .map file. All it did was add the infodecal entity. > And > > the only properties of the entity are the texture name and origin. It is > > not > > linked to any specific brush like brush based entities are, nor is there > > any > > orientation information. I already had my texture in a wad, and I added > > the > > wad to the wad list at the top of the entity file. I also tried it with > > stock textures. Doesn't show in the map. > > > > My guess is that something happens at compile time to make this work. The > > entity entry doesn't have any orientation information in it, so the > > compiler > > probably figures this out and applies the texture to whatever brush it > > finds > > at those coordinates at compile time. > > > > monster_generic...that might do the job. You can hack a monster_generic > > into > > the map, and it appears so that doesn't appear to require any compile > time > > work. > > > > ----- Original Message ----- > > From: "Bluestrike" <[email protected]> > > To: "Discussion of Half-Life Mapping" <[email protected]> > > Sent: Saturday, August 01, 2009 10:32 AM > > Subject: Re: [hlmappers] How to hack an image into a map? > > > > > >> It should still work with a info_decal entity or info_overlay entity > >> (overlay is assigned to a specific brush so I am not sure if that > works). > >> They are projected on a brush, you can't have a text in the middle of > >> the > >> game world then you would need a sprite or need the mapeditor. > >> Now I don't know what kind of overhead takes place during a compile and > >> if > >> decals are someow assigned to brushes or anything > >> but its the only way i can think of that some server plugins use to > >> display > >> things on walls in the levels. > >> > >> You just have to create a vtf anf vmt file for your texture. > >> (you mentioned op4, are you talking about the originial hl:opossing > >> force?, > >> then you need a wad file that contains the image) > >> > >> A harder way would also be adding a prop_static (model) thats just a > flat > >> plane with your texture. > >> > >> > >> ----- Original Message ----- > >> From: "Ook" <[email protected]> > >> To: "Discussion of Half-Life Mapping" <[email protected] > > > >> Sent: Saturday, August 01, 2009 6:01 PM > >> Subject: Re: [hlmappers] How to hack an image into a map? > >> > >> > >>>I thought I made it clear I was doing this by editing the entities in an > >>> existing .BSP. I guess I wasn't clear enough because based on the > >>> replies > >>> I'm getting, not one you realizes that. I'm sorry for not being more > >>> specific. > >>> > >>> This is an existing OP4 map (.BSP) that I don't have the source for, > and > >>> I'm > >>> NOT USING HAMMER. I extract the entities, make the desired changes, and > >>> import the entities back into the .BSP. This basically means you can't > >>> touch > >>> any brush based entities, and can only add/edit/delete point based > >>> entities. > >>> There are some exceptions - you can add a trigger_teleport, for > example, > >>> without associating it with a brush. When you do this it acts like a > >>> point > >>> entity. > >>> > >>> This is typically done to add/edit/delete sprites, teleports, spawn > >>> points, > >>> weapons, etc. > >>> > >>> So, given the above limitations, how do you add a static non-rotating > >>> sign > >>> to a map? I know it can be done - I've seen it. And you don't do it > with > >>> sprites because what I saw years ago was not rotating. A sprite rotates > >>> to > >>> face the viewer. I've searched all over and I can't find out how this > >>> was > >>> done nor can I find the map. Someone had taken a map and added a > >>> non-rotating sign advertising their server, and they did it by > modifying > >>> the > >>> entities and importing them back into the map. > >>> > >>> > >>> > >>> > >>> > >>> > >>> ----- Original Message ----- > >>> From: "Nathan West" <[email protected]> > >>> To: "Discussion of Half-Life Mapping" < > [email protected]> > >>> Sent: Saturday, August 01, 2009 8:52 AM > >>> Subject: Re: [hlmappers] How to hack an image into a map? > >>> > >>> > >>>> If you want just the image pasted on a brush, use the decal or overlay > >>>> tool > >>>> to place it. > >>>> > >>>> On Sat, Aug 1, 2009 at 9:31 AM, Niels Gade <[email protected]> > wrote: > >>>> > >>>>> You can edit brush faces by pressing Shift + A and then selecting the > >>>>> face > >>>>> you want to change. Follow this to create a custom texture. > >>>>> http://developer.valvesoftware.com/wiki/Creating_a_Material > >>>>> > >>>>> 2009/8/1 Tobias Kammersgaard <[email protected]> > >>>>> > >>>>> > WHY DON'T YOU JUST APPLY IT TO A BRUSH AND STICK IT TO THE WALL LOL > >>>>> > OUT > >>>>> > LOUD > >>>>> > > >>>>> > /ScarT > >>>>> > > >>>>> > > >>>>> > 2009/8/1 Nathan West <[email protected]> > >>>>> > > >>>>> > > While I honestly don't know, I would think a decal or overlay > >>>>> > > placed > >>>>> > > on > >>>>> > an > >>>>> > > invisible or nodrawed brush would do the trick. Also, I know > >>>>> > > source > >>>>> > > supports > >>>>> > > alpha channels in surface textures (there's a railing texture > >>>>> > > that's > >>>>> > > invisible between the rails), so perhaps you could create a > >>>>> > > material > >>>>> > using > >>>>> > > your image on a transparent background and apply that to a brush. > >>>>> > > > >>>>> > > On Sat, Aug 1, 2009 at 12:47 AM, Ook <[email protected]> > >>>>> > > wrote: > >>>>> > > > >>>>> > > > I have a map that I have modified extensively by modifying the > >>>>> > entities. > >>>>> > > I > >>>>> > > > would like to add a static image to the map. I can do this with > >>>>> > > > a > >>>>> > sprite, > >>>>> > > > but the problem is that it "rotates" to face the viewer. Is > >>>>> > > > there > >>>>> > > > a > >>>>> way > >>>>> > > to > >>>>> > > > stop it from rotating? > >>>>> > > > > >>>>> > > > Many years ago I had a modified map - crossfire or snark_pit, I > >>>>> > > > think > >>>>> - > >>>>> > > > that > >>>>> > > > someone had added signs to the map by adding/editing entities. > >>>>> > > > They > >>>>> > > > appeared > >>>>> > > > as static, non-rotating images on the wall. How do you do this? > >>>>> > > > Since > >>>>> > I'm > >>>>> > > > editing the entities, I obviously can't just add a brush and > >>>>> > > > stick > >>>>> > > > on > >>>>> > the > >>>>> > > > wall and apply my texture to it. > >>>>> > > > > >>>>> > > > > >>>>> > > > _______________________________________________ > >>>>> > > > To unsubscribe, edit your list preferences, or view the list > >>>>> archives, > >>>>> > > > please visit: > >>>>> > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>>>> > > > > >>>>> > > > > >>>>> > > _______________________________________________ > >>>>> > > To unsubscribe, edit your list preferences, or view the list > >>>>> > > archives, > >>>>> > > please visit: > >>>>> > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>>>> > > > >>>>> > > > >>>>> > _______________________________________________ > >>>>> > To unsubscribe, edit your list preferences, or view the list > >>>>> > archives, > >>>>> > please visit: > >>>>> > http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>>>> > > >>>>> > > >>>>> _______________________________________________ > >>>>> To unsubscribe, edit your list preferences, or view the list > archives, > >>>>> please visit: > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>>>> > >>>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>>> please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>>> > >>> > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers > >> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers > >> > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
