I believe you could make it a func_brush,
make it start disabled,
and then enable it with a trigger,
or a logic auto.


                                                                            
Igor     

                      


> From: hlmappers-requ...@list.valvesoftware.com
> Subject: hlmappers Digest, Vol 28, Issue 2
> To: hlmappers@list.valvesoftware.com
> Date: Sun, 6 Jun 2010 06:44:48 -0700
> 
> Send hlmappers mailing list submissions to
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> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlmappers digest..."
> 
> 
> Today's Topics:
> 
>    1. Changing textures on the run (Peter Enerccio)
>    2. Re: Changing textures on the run (Tobias Kammersgaard)
>    3. Re: Changing textures on the run (Peter Enerccio)
>    4. Re: Changing textures on the run (Tobias Kammersgaard)
>    5. Re: Changing textures on the run (Bluestrike)
>    6. Re: Changing textures on the run (Peter Enerccio)
>    7. Re: Changing textures on the run (Major Johnson)
>    8. Re: Changing textures on the run (Joe W-A)
>    9. Re: Changing textures on the run (Tobias Kammersgaard)
>   10. Re: Changing textures on the run (Christopher Jones)
> 
> 
> ----------------------------------------------------------------------
> 
> Message: 1
> Date: Sat, 5 Jun 2010 21:53:45 +0200
> From: Peter Enerccio <enerc...@gmail.com>
> Subject: [hlmappers] Changing textures on the run
> To: hlmappers@list.valvesoftware.com
> Message-ID:
>       <aanlktilpyfqbmecpxxeeiojmq7_rh9hmazot4jjol...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
> 
> Is it possible to change texture of a brush during the gameplay?
> 
> I would like to have an appearing staircase on my map, that should
> appear out of nowhere. I don't know the best way to do it. The
> staircase will be huge, so using train would be impractical I think.
> 
> Thanks a bunch, Ener
> 
> 
> 
> ------------------------------
> 
> Message: 2
> Date: Sat, 5 Jun 2010 22:26:22 +0200
> From: Tobias Kammersgaard <tobias.kammersga...@gmail.com>
> Subject: Re: [hlmappers] Changing textures on the run
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>       <aanlktinoyg2mqfehgoqjbh5lwvc7oklmplgraruw7...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
> 
>  I'd say the only way to do that would be a func_illusionary with the
> textures you want. You can't change the texture of a brush.
> 
> 
>  - ScarT
> 
> 
> On 5 June 2010 21:53, Peter Enerccio <enerc...@gmail.com> wrote:
> 
> > Is it possible to change texture of a brush during the gameplay?
> >
> > I would like to have an appearing staircase on my map, that should
> > appear out of nowhere. I don't know the best way to do it. The
> > staircase will be huge, so using train would be impractical I think.
> >
> > Thanks a bunch, Ener
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
> 
> 
> ------------------------------
> 
> Message: 3
> Date: Sat, 5 Jun 2010 22:32:49 +0200
> From: Peter Enerccio <enerc...@gmail.com>
> Subject: Re: [hlmappers] Changing textures on the run
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>       <aanlktilvc3uwr9wbmpfnoaqxrcnela2fwq0ovhgqz...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
> 
> So it will be invisible?
> 
> 2010/6/5 Tobias Kammersgaard <tobias.kammersga...@gmail.com>:
> > ?I'd say the only way to do that would be a func_illusionary with the
> > textures you want. You can't change the texture of a brush.
> >
> >
> > ?- ScarT
> >
> >
> > On 5 June 2010 21:53, Peter Enerccio <enerc...@gmail.com> wrote:
> >
> >> Is it possible to change texture of a brush during the gameplay?
> >>
> >> I would like to have an appearing staircase on my map, that should
> >> appear out of nowhere. I don't know the best way to do it. The
> >> staircase will be huge, so using train would be impractical I think.
> >>
> >> Thanks a bunch, Ener
> >>
> >> _______________________________________________
> >> 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
> >
> >
> 
> 
> 
> ------------------------------
> 
> Message: 4
> Date: Sat, 5 Jun 2010 22:41:02 +0200
> From: Tobias Kammersgaard <tobias.kammersga...@gmail.com>
> Subject: Re: [hlmappers] Changing textures on the run
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>       <aanlktiknjbilgojlotinrx6tl9yzxtzs0z_g3s9uz...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
> 
> Well you could have brush(es) that's the same shape as your stairs being
> there constantly. You can change entities but you can't do so with brushes,
> that's why I want it to be a brush. In my head what you are requesting
> should be possible!
> 
> - ScarT
> 
> 
> On 5 June 2010 22:32, Peter Enerccio <enerc...@gmail.com> wrote:
> 
> > So it will be invisible?
> >
> > 2010/6/5 Tobias Kammersgaard <tobias.kammersga...@gmail.com>:
> > >  I'd say the only way to do that would be a func_illusionary with the
> > > textures you want. You can't change the texture of a brush.
> > >
> > >
> > >  - ScarT
> > >
> > >
> > > On 5 June 2010 21:53, Peter Enerccio <enerc...@gmail.com> wrote:
> > >
> > >> Is it possible to change texture of a brush during the gameplay?
> > >>
> > >> I would like to have an appearing staircase on my map, that should
> > >> appear out of nowhere. I don't know the best way to do it. The
> > >> staircase will be huge, so using train would be impractical I think.
> > >>
> > >> Thanks a bunch, Ener
> > >>
> > >> _______________________________________________
> > >> 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
> >
> >
> 
> 
> ------------------------------
> 
> Message: 5
> Date: Sat, 5 Jun 2010 22:52:51 +0200
> From: "Bluestrike" <bluestr...@bluestrike.be>
> Subject: Re: [hlmappers] Changing textures on the run
> To: "Discussion of Half-Life Mapping"
>       <hlmappers@list.valvesoftware.com>
> Message-ID: <d2a6a9885ce94a2d960d01903e7ef...@ares>
> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
>       reply-type=original
> 
> 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.
> 
> 
> 
> ----- Original Message ----- 
> From: "Peter Enerccio" <enerc...@gmail.com>
> To: <hlmappers@list.valvesoftware.com>
> Sent: Saturday, June 05, 2010 9:53 PM
> Subject: [hlmappers] Changing textures on the run
> 
> 
> > Is it possible to change texture of a brush during the gameplay?
> >
> > I would like to have an appearing staircase on my map, that should
> > appear out of nowhere. I don't know the best way to do it. The
> > staircase will be huge, so using train would be impractical I think.
> >
> > Thanks a bunch, Ener
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers 
> 
> 
> 
> 
> ------------------------------
> 
> Message: 6
> Date: Sat, 5 Jun 2010 22:53:03 +0200
> From: Peter Enerccio <enerc...@gmail.com>
> Subject: Re: [hlmappers] Changing textures on the run
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>       <aanlktimf0o6arlrwn7akej8tl1b8ecb8zuqgi1djr...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
> 
> Well, I plan to have huge stair case + some platforms in the middle
> appearing after certain time amount.
> It should be invisible and with no collision. After the time has
> finished, it should appear out of this air, allowing players to ascend
> through it.
> 
> Is it possible to have multiple entities on one brush? I would like to
> make some parts breakable (as traps - it's a map for zombie master).
> 
> Ener
> 
> 2010/6/5 Tobias Kammersgaard <tobias.kammersga...@gmail.com>:
> > Well you could have brush(es) that's the same shape as your stairs being
> > there constantly. You can change entities but you can't do so with brushes,
> > that's why I want it to be a brush. In my head what you are requesting
> > should be possible!
> >
> > - ScarT
> >
> >
> > On 5 June 2010 22:32, Peter Enerccio <enerc...@gmail.com> wrote:
> >
> >> So it will be invisible?
> >>
> >> 2010/6/5 Tobias Kammersgaard <tobias.kammersga...@gmail.com>:
> >> > ?I'd say the only way to do that would be a func_illusionary with the
> >> > textures you want. You can't change the texture of a brush.
> >> >
> >> >
> >> > ?- ScarT
> >> >
> >> >
> >> > On 5 June 2010 21:53, Peter Enerccio <enerc...@gmail.com> wrote:
> >> >
> >> >> Is it possible to change texture of a brush during the gameplay?
> >> >>
> >> >> I would like to have an appearing staircase on my map, that should
> >> >> appear out of nowhere. I don't know the best way to do it. The
> >> >> staircase will be huge, so using train would be impractical I think.
> >> >>
> >> >> Thanks a bunch, Ener
> >> >>
> >> >> _______________________________________________
> >> >> 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
> >
> >
> 
> 
> 
> ------------------------------
> 
> Message: 7
> Date: Sat, 5 Jun 2010 20:49:06 -0400
> From: Major Johnson <draco...@gmail.com>
> Subject: Re: [hlmappers] Changing textures on the run
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>       <aanlktilia8sukkvw6nyhs8isyqpduyjjpzmlwb59a...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
> 
> 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.
> >
> 
> 
> ------------------------------
> 
> Message: 8
> Date: Sun, 6 Jun 2010 11:29:49 +1000
> From: Joe W-A <joewa...@gmail.com>
> Subject: Re: [hlmappers] Changing textures on the run
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>       <aanlktimjbzylrrilej5nsh7q2rj24am-mo2b33y1x...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
> 
> 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.
> > >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
> 
> 
> ------------------------------
> 
> Message: 9
> Date: Sun, 6 Jun 2010 04:26:44 +0200
> From: Tobias Kammersgaard <tobias.kammersga...@gmail.com>
> Subject: Re: [hlmappers] Changing textures on the run
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>       <aanlktimkqgpbkd_dbjnj0n4i6jp4ehxyphbhvxss_...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
> 
> 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.
> > > >
> > > _______________________________________________
> > > 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
> >
> >
> 
> 
> ------------------------------
> 
> Message: 10
> Date: Sun, 6 Jun 2010 14:44:45 +0100
> From: Christopher Jones <cjones.ke...@gmail.com>
> Subject: Re: [hlmappers] Changing textures on the run
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>       <aanlktiljm3v7lxpiynpsc44ve03czyu-7v7t3jf4m...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
> 
> 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.
> > > > >
> > > > _______________________________________________
> > > > 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
> 
> 
> 
> End of hlmappers Digest, Vol 28, Issue 2
> ****************************************

                                          
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