Removing The Blue From Textures...

EflfKEflfK Join Date: 2002-11-04 Member: 6868Members
<div class="IPBDescription">Ive read a ton of tutorrials and nothin</div> Ive read maybe 10 different tutorials on how to do this. Ive used the following two methods with no result.

Make an object with a texture such as hanging wired.
Make it an entity by pressing ctrl + t.
Change it to func_illusionary, also tried func_wall and func_wall_(Something else).
Change the render mode to solid.
Change fx amount to 255.

As far as I know it should remove the blue and make it walk through. All im getting is a walk through block with a blue area <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> .

Well thanks ahead of time whoever answers my newbie question its only my second day of mapping ^^.

Comments

  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    This should work... any visible entity with render mode solid and fx amount 255 will have seethrough parts.

    are you sure that you're compiling the correct version of your map, and are you sure that you're copying it into your maps directory? you could be using an old version of it
  • breathstealerbreathstealer Join Date: 2002-11-25 Member: 9872Members
    correct me if i'm wrong, but func_illusionary is NOT what you want to use here, normal wall will be fine, just use the same rendermode as above. illusionary will make the block walkthru.
  • EflfKEflfK Join Date: 2002-11-04 Member: 6868Members
    edited October 2003
    Im positive its the right version of the map. Wierd it doesnt work is there an option in the batch compiler that would prevent it from working?
    And ya I tried wall and have the same result. While im at it for the RR how do i get the Join Marines sign to look like the hologram on most maps?
    Im sure its the same method with just one difference.
  • cheesehoundcheesehound Join Date: 2003-08-03 Member: 18826Members
    The texture name nees a { preceding it.
  • cyNickalcyNickal Join Date: 2003-10-14 Member: 21677Members
    <!--QuoteBegin--breathstealer+Oct 23 2003, 10:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (breathstealer @ Oct 23 2003, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->correct me if i'm wrong, but func_illusionary is NOT what you want to use here, normal wall will be fine, just use the same rendermode as above.  illusionary will make the block walkthru.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What if he wants people to go through or shoot through the entity?

    What graphics mode are you using?
    On my old computer I had to use SOFTWARE MODE and that made the "blue" parts of my entities either black or blue.
    If you using OpenGL or D3D I have no idea...

    ****

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    Here are the steps, just to clarify.

    Create a BRUSH with a texture preceded with { (i.e {wires_1)
    Make it an entity by either pressing ctrl+t or right clicking and selecting TIE TO ENTITY.
    Make the new entity either "func_illusionary" or "func_wall"
    Change the render mode to solid.
    Change fx amount to 255.

    Save and Compile your map.
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    Those steps are practically the same, make sure you havn't changed any other Entity settings.
    If your still having trouble I can only suggest you remake the entity. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    also render mode aditive wil remove teh black texture and use any other color at full bright , in refrence to your question about teh join team signs.
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    edited October 2003
    set FX color to blue ??

    don't know about you but that's what i did wrong the first time
  • EflfKEflfK Join Date: 2002-11-04 Member: 6868Members
    Nice thanks for the help everyone one last thing on this. When i make a rail how do I make it shoot through? I tried func_wall_toggle and that doesnt work. The only other thing I can think of doing is making it func_illusionary and then after adding invisible walls to where u cant go seems wasteful and im better there is a way to do it.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    edited October 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->While im at it for the RR how do i get the Join Marines sign to look like the hologram on most maps?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You set Render FX to <span style='color:purple'>Distort</span>, its a func_illusionary so you can walk thru it. And Render Mode is additive. Just learnt how to do it myself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Good luck with the mapping.
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    There are some textures in the .wad files that contain blue parts, but they don't have an "{" in their name. What about those? We use the same method or something different?
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    They won't work. You will have to create custom textures from them with { in front.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    <!--QuoteBegin--cheesehound+Oct 23 2003, 11:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cheesehound @ Oct 23 2003, 11:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The texture name nees a { preceding it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And the question has been answered!
  • EflfKEflfK Join Date: 2002-11-04 Member: 6868Members
    Thanks a lot for the help guys works great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .
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