How Do I......

GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
How do i make like a slide show?

Let me explain a litle better

if you take a look at this image...

<img src='http://www.clanscf.com/rofl.jpg' border='0' alt='user posted image' />

I have 17 textures, (pictures of clan members) and i want to beable to have 17 buttons on a wall, each button is a picture of a clan member, HOWEVER...

for this to work, i would need to clear the "screen" on each button, before it puts up the image... how/where/when PLEASE help !:\

Comments

  • HazzardHazzard Join Date: 2004-02-11 Member: 26396Members
    Well first grab your images and put each one in the Wad.
    Then in Hammer make each texture one <span style='color:purple'>func_wall_toogle</span> an then its just entry work nad youre done...

    hope this helped :\
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    If func_wall_toggle responds properly to the ON/OFF/Toggle trigger types you can create a trigger_relay for each func_wall_toggle with trigger type OFF and have each button target a multimanager that targets all these trigger_relays except the one you want to turn on.
    Then create a trigger_relay for each func_wall_toggle with triggerstate ON and have the multimaneget target only the trigger_relay belonging to the image you want to show.

    Perhaps a little overkill, but should make it fool proof, even when the same button is pushed twice or so.

    If func_wall_toggle doesn't respond to the triggerstates it's easiest to use env_render instead to make them visible or invisible (a func_wall would actually do just as fine in that case).

    Most entity efficient would probably be a system with trigger_changetargets, though a little less robust then the aforementioned methods.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    <!--QuoteBegin-Wolv+Jul 2 2004, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Jul 2 2004, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If func_wall_toggle responds properly to the ON/OFF/Toggle trigger types you can create a trigger_relay for each func_wall_toggle with trigger type OFF and have each button target a multimanager that targets all these trigger_relays except the one you want to turn on.
    Then create a trigger_relay for each func_wall_toggle with triggerstate ON and have the multimaneget target only the trigger_relay belonging to the image you want to show.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    hmhm that makes up a good amount of point entities.
    17 trigger_relay with OFF state
    17 trigger_relay with ON state
    34 multimanager to handle them since 1 multimanager can't handle 17 targets
    thats err... 68 point entities for it.. quite a bit too much

    in my opinion you should get one trigger_relays with OFF state for each wall, but all with the same name and discard the trigger_relays with ON state and one multimanager for each button. the multimanager targets the name of the trigger_relays with OFF state at 0 seconds and the relating wall which should be swiched on directly at 0.1 seconds.
    That way you would save 34 point entities... BUT you would get a pretty short switching effect for these 0.1 seconds. On the other hand you could even increase the time before triggering the wall to like one second and combine it with an slide projector click sound. an with a white wall 1 unit behind the wall toggles you could create a nice effect.
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    out of curiosity, where did you get the 34 multimanagers from?
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...i want to beable to have 17 buttons on a wall...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...each button target a multimanager that targets all these trigger_relays ...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Well he wants 17 buttons. And one multimanager can handle just 16 targets.. so 17 is one too much which would require a second multimanager which makes 2 multimanagers per button and that makes 34 multimanagers

    or I simply got it wrong <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    edited July 2004
    Yep, you got it wrong <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo--> . You only need to turn off 16 func_wall_toggles. The 17th func_wall_toggle (or rather it's trigger_relay) can be fired directly by the func_button.
    The reason I included a second set of trigger_relays for the ON state is to make it fool proof (people pushing the same button twice, several buttons shortly after each other, etc.)

    But I agree that this would be a system that requires a lot of entities, hence the mention of a method that uses trigger_changetarget. Would be a lot more complex to set up though.

    To keep the entity count lowest and maintain a foolproof system, combining trigger_changetargets with a single button would probably be the best method, to cycle through the func_wall_toggles. May not be what Ghozer is after though.

    func_button targets 1
    trigger_changetarget 1 is triggered by 1 and changes the button's target to 2
    func_wall_toggle 1 is triggered by 1 and turns on
    trigger_relay 1 is triggered by 1 and turns func_wall_toggle 17 off
    Pushing the button again triggers 2
    trigger_changetarget 2 is triggered by 2 and changes the button's target to 3
    func_wall_toggle 2 is triggered by 2 and turns on
    trigger_relay 2 is triggered by 2 and turns func_wall_toggle 1 off
    etc.

    This would require 17 + 1 = 18 brush based entities (as opposed to 34) and 17 + 17 = 34 point based entities for a grand total of 52 entities. Still quite a lot for a simple slide show, but in a co map it might be doable. Also, this entity system doesn't rely on the assumption that func_wall_toggle properly responds to triggerstates, which I'm not certain off, since the trigger_relay used to turn the wall off always only targets a wall that's on.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    okay my fault <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    but.. I thought of another possiblity last night which wasn't about changing walls. The idea was based on toggeling textures instead of switching walls. since a func_wall can switch it's texture when triggered, when you have a +0texname and a +atexname texture. that way the projecting walls can be reduced by the half. But I havn't thought about trigger system yet.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Yeah, I thought about that one too. Unfortunately it would need env_renders and a more complex triggering system, so I doubt it would save on the overall entity count.
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