LivingDog said:
I read the tutorial but it isn't very clear (as the other tutorials) about how to make the advanced stuff.
LADDER
VISIBLE part: I found textures with the '{' beginning their name and created a brush with that texture placing it on another brush (wall of a tunnel) I already had.
SOLID part: what "CLIP" texture??
CLIMBY part: I found the "lambda" symbol which is a AAATRIGGER texture and placed it over the other two.
Compiling went as usual - badly. Nonetheless I started a server and the game crashed once I looked at the ladder (turned my head in the ladder's direction after spawning). All I got to see was
the pink "lambda" surface.
I just realized mid-writing this that this is advanced - and much basic info is missing. So np if this is too dumb to answer.
ORIGIN Brush
Ok, now this one is just plain weird - where is this ORIGIN brush ... and it's GREEN??? Ain't no such thing no where in VHE!!!
thanks in advance
The CLIP and ORIGIN textures are I think in the zhlt.wad (you can get it from the appendix in the tutorial). They may also be in the halflife.wad (found in your valve folder).
An origin brush is just a brush with an origin texture.
Ladders aren't really that advanced...
Anyway select the visible part and press ctrl+t. Then select func_illusionary, set the render mode to solid and the fx amount to 255. Place it in front of your wall.
Place the solid part (a normal brush with the clip texture) in the exact same place.
For the climby part first make a brush as thin as possible and place it right in front of the other two (so that they touch). Then select it and tie it to func_ladder (ctrl+t and select func_ladder). Then texture it with the aaatrigger.
...and that's the bottom line because Mate de Vita said so.