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 > hlmappers@list.valvesoftware.com > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlmappers > or, via email, send a message with subject or body 'help' to > hlmappers-requ...@list.valvesoftware.com > > You can reach the person managing the list at > hlmappers-ow...@list.valvesoftware.com > > 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 > **************************************** _________________________________________________________________ MSN Dating: Find someone special. 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