How Do U Get A Brush To Not Apprear?
rm2kacer
Join Date: 2003-09-13 Member: 20841Banned
<div class="IPBDescription">valve hammer editor</div> I want to get a trigger_once entity to not appear as a brush in game. Im trying to make a func_door_rotating but its hard! Thanks
Also how do i get a texture to be transparent? Like i asigened a fence texture to a skinny brush hoping it would be transparent, how do i fix this?
Also how do i get a texture to be transparent? Like i asigened a fence texture to a skinny brush hoping it would be transparent, how do i fix this?
Comments
I think in your second question you're asking how to make the blue spaces in railing and ladder textures be transparent in game. For that you have to make the brush an entity (func_wall for a brush which serves no other function) and set Render Mode:Solid and Render Amount 255.
I think in your second question you're asking how to make the blue spaces in railing and ladder textures be transparent in game. For that you have to make the brush an entity (func_wall for a brush which serves no other function) and set Render Mode:Solid and Render Amount 255. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ok dude thanks alot! but a few questions, an enemy on the other side cant see me though the fence, but he can see me through the func_door how do i fix that?and what does Render Amount & Mode do?
And also, I have a door that will open with a trigger_multiple on one side and that works fime, but how would i be able to make it one the other side?
vis and rad are needed for lighting (also without running vis the engine will render EVERY BRUSH no matter if it can be seen from your current position... resulting in w_polys beyond good and evil).
If you just want to test geometry, proportions and stuff like that, run without vis and rad.
for texturing and especially lighting you will need vis and rad (for quick checks use the -fast parameter).
Hyper