Holograms

BadgerBadger Join Date: 2002-05-04 Member: 575Members
<div class="IPBDescription">Big glowing images of the future</div>As a newbie mapper, I'd really like to know how you do these holograms that you do.

Comments

  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Which, the flat ones?

    Make a brush, texture one side with the hologram. Set it to func_illusionary and a solid render mode.

    I think. I'm not a mapper.

    Best place to find out though would be <a href="http://www.valve-erc.com" target="_blank">Valve-ERC</a> since we're mostly here to help people with NS stuff, like placement of resource nodes or how particle systems work. Stuff like that.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    actually, its additive render mode.
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    The way I do it is to create two func_illusionaries, side by side, completely covered in the null textures apart from the sides that touch each other. These sides are textured how you want the hologram to look (form both sides) with the render mode set to additive. The end effect is an infinitely thin hologram positioned where the two boxes touch each other.

    Good luck with your map <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    Thanks, I just spent an hour trying to get it to work when I realized render FX was at 0.

    <------- Imbecile and proud of it.
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Hmmmmmm, sorry should have mentioned that <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • BadgerBadger Join Date: 2002-05-04 Member: 575Members
    Hey no problem,
    I'm thinking about making a holographic projection of the map's layout at the marine start.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin--Mecha+May 06 2002,04:09--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Mecha @ May 06 2002,04:09)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The way I do it is to create two func_illusionaries, side by side, completely covered in the null textures apart from the sides that touch each other. These sides are textured how you want the hologram to look (form both sides) with the render mode set to additive. The end effect is an infinitely thin hologram positioned where the two boxes touch each other.

    Good luck with your map <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    In practice, I've found its much better simply to have a 1 unit wide brush with the two opposite sides textured. Noone'll notice the 1 unit gap unless they are REALLY looking, and it saves on planes and brush entities.
  • WildfireWildfire Join Date: 2002-05-09 Member: 593Members
    I'd personally go with the single-brush approach unless I was being really anal, in which case I'd go a small step further and use a "diamond-shaped" brush (manipulated cube), made one unit thick at its' widest point, to avoid the gap that having a 1 unit box leaves.
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