As mentioned earlier, a point_template would solve all your ills. You could
also use http://developer.valvesoftware.com/wiki/Material_modify_controlwith
custom materials; use the material_modify_control on the materials'
$alpha value to make it fade in (I think you'll want StartFloatLerp for
this); have the materials start with an $alpha of 0 (ie invisible) and, when
spawned, set them up to gradually increase their $alpha to 1 (opaque).

On 6 June 2010 03:26, Tobias Kammersgaard <tobias.kammersga...@gmail.com>wrote:

> Obviously what you're trying to do is possible in several different ways
> :-)!
>
> - ScarT
>
>
> On 6 June 2010 03:29, Joe W-A <joewa...@gmail.com> wrote:
>
> > There used to be something called env_texturetoggle but I never looked
> into
> > it.
> >
> > On 6 June 2010 10:49, Major Johnson <draco...@gmail.com> wrote:
> >
> > > Or you can use a point_template and forceSpawn the objects.
> > >
> > > Draco18s
> > >
> > >
> > > On Sat, Jun 5, 2010 at 4:52 PM, Bluestrike <bluestr...@bluestrike.be>
> > > wrote:
> > >
> > > > You can use a func brush and toggle it on/off
> > > > or make the stairs a door and raise it from the floor at a high
> speed.
> > > >
> > > > If its a model it must also be possible to toggle a model since thats
> > > what
> > > > they do in TF2 to open/close a section in maps like dustbowl.
> > > > (could be a TF2 only feature tough)
> > > >
> > > > Thats how I would go for it, since switching the texture does not
> > effect
> > > > the
> > > > collision of the object and I asume the stairs would be usable by the
> > > > player.
> > > > But there should also be ways to replace a texture, for example: the
> > > > connections to a button in portal are 2 seperate textures that are
> > > toggled.
> > > >
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