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yet another ?
Posted: Fri Oct 05, 2007 3:59 am
by Tazz
i hate to bother yall more but i made a clip riser...basically i made a clip 20 20 915 and i want it beside my lift so it looks like its riding up the clip....BUT my clip u know is invisible....i wanted to know if i could color the clip or if there was anything else i could use for that like a telephone pole thats just the pole i just need something tall and narrow so the lift can rise next to it appearing to be connected to it
Posted: Fri Oct 05, 2007 3:18 pm
by jv_map
Why don't you give it some metal texture or so?
Posted: Fri Oct 05, 2007 6:35 pm
by Tazz
ummmm didnt know i could really lol...im new to this and trying to help out some buds with my time.....i have the clip already done so do i just put a skin on it?.....could it be wood also...im trying to make a pole and wood would be better but ill do metal if thats my only option.....but how do i do that?
Posted: Sat Oct 06, 2007 6:44 pm
by jv_map
Uhm, this belongs more to mapping but load a texture set from the texture menu, select the thing and then click any texture of your liking

script
Posted: Sat Oct 06, 2007 7:28 pm
by tltrude
As you put this in scripting, my guess is that its all being done in your script. No one has found a way to apply texture by script, but you can add a func_beam and color it black to look like a rope(s).
Code: Select all
local.start = ( 0 0 0 )
local.end = ( 0 0 500 )
local.beam = spawn func_beam origin local.start endpoint local.end maxoffset 0
local.beam doActivate
local.beam color (0 0 0)
Posted: Sat Oct 06, 2007 9:31 pm
by Tazz
yes this is being done by script no mapping here....and ok i guess ill just have to leave it alone for right now....dont want a rope effect i need basically a pole look.......if i cant texture a clip can i just spawn a texture then clip that?.....basically it will be the same thing....an area defined by the script that has a texture and is solid?
imma go try that out and ill post my results if i get the desired effect
Posted: Sun Oct 07, 2007 2:06 pm
by Gold
If you want the telephone pole look why not just spawn something like
a minepole or a barbwire post and scale it up.You could probally give it some setsize also if you need it to be solid.Of course i havent tryed this yet to see if it works lol.Just trying to help out:)
Posted: Sun Oct 07, 2007 5:32 pm
by Tazz
i tried the minepole already but it spawns at a 45 degree angle and i cant it it straight up....tried everyone angle and I cant get it to spawn standing straight up.....then i havent tried the barbwie pole but i did notice when i scale things up everything scales up meaning diameter too....i have to make it tall and narrow and the pole will be tall and wide if i scale them up.......i might just have to go ahead and use the func_beam with the rope effect if we have to have a look like that...if not ill just leave it like it is with just the cratelid going up like a lift....thx for all the help and replys guys.....ill keep trying things
Posted: Mon Oct 15, 2007 10:08 pm
by Gold
I decided to play around with this a bit just to see what i could come up with.If ya wanna take a look at this telephone pole just paste this code into the brest map script.The funtion beam may look better that tom was talking about...not tryed that yet.To me thou this looked pretty good.I placed it right beside a stock telephone pole in brest for comparison:)
thread telephone_pole
telephone_pole:
local.static = spawn script_model
local.static model "static/barbwire_post.tik"
local.static.origin = ( -2267 -1340 370 )
local.static.angles = ( 0 190 13 )
local.static.scale = 1.9
local.static solid
local.static = spawn script_model
local.static model "static/barbwire_post.tik"
local.static.origin = ( -2268 -1340 819 )
local.static.angles = ( 180 190 13 )
local.static.scale = 1.9
local.static solid
local.static = spawn script_model
local.static model "static/barbwire_post.tik"
local.static.origin = ( -2320 -1350 800 )
local.static.angles = ( 90 0 10 )
local.static.scale = 1.0
local.static solid
local.static = spawn script_model
local.static model "static/barbwire_post.tik"
local.static.origin = ( -2320 -1350 780 )
local.static.angles = ( 90 0 10 )
local.static.scale = 1.0
local.static solid
end
Posted: Tue Oct 16, 2007 11:18 am
by Tazz
ok kewl ill have a look at it when i get back home have to go to work this AM...thx alot man