Quick and easy question hopefully

Quick and easy question hopefully

Hammer Mapping — Page [1]
Danemj3
2008 Dec 3 • 31
Im still making my De_rats style map and I need a breakable vent, like air vent, ceiling type thing.. what func do I use? and anything else.. thanks
 
 
 
2008 Dec 5 at 08:22 PST
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
I'd recommend func_breakable with a side-order of FX amount.
May contain traces of invisible text.
 
 
 
2008 Dec 5 at 08:53 PST
Danemj3
2008 Dec 3 • 31
eDan Co. said:
I'd recommend func_breakable with a side-order of FX amount.


fx amount = ?
 
 
 
2008 Dec 5 at 09:19 PST
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
Nah, I'm just saying nonsense. Just use func_breakble, I'm sorry about that.
May contain traces of invisible text.
 
 
 
2008 Dec 5 at 10:03 PST
Benefit1970

2008 Nov 28 • 41
Five things to remember with vents:

1) If you want them to be see-through, you need to use the vents that start with " { "

Those are the ones with the blue in between the slats. The blue will be the part you can see through. Interesting side note... The only objects that have parts within them that you can see through start with this symbol " { " also! So you can browse your textures and just type " { " and it will show you all the ones you can see through. Anyway.

2) Choose func_breakable like eDan said. This will make it breakable.

3) Strength. The number corresponds with the number of hit points (or whatever) it will take to break it. If you want it to be broken easily, use a low number. A knife hit, like 15 or something. An awp, 100. If you want someone to empty a clip into it before it breaks, pick like 400.

4) Material type (or is it render mode..). Find the one that starts on "Normal." Change this to "Solid." If you don't do this, it won't work properly!

5) Fx Amount: If you don't do 255, then the slats that are SUPPOSED to show up WONT show up. 0 will make the whole thing invisible. If you're doing like a glass vent or something, it might be cool to set it to 100, but you would have to make a model for a glass, see-through vent. Waste of time.

So there you go! Do this and you will make a sweet vent! I personally like to have some vents that take a while to break. Makes you think twice before doing it because it either wastes bullets, takes too long, or is loud and you're detected.

-Brandon

Thanks for your help
 
 
 
2008 Dec 5 at 11:16 PST — Ed. 2008 Dec 5 at 11:18 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
could someone please explain to me exactly what the following entity properties do since almost every entity I've used so far has them:
Render FX
Render Mode
FX Amount
FX Color

Which ones do I need to change to make the blue parts of the { textures transparent/invisible/seethroughable(yes, that's a word)/whatever else you wanna call it?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Dec 5 at 11:16 PST
Benefit1970

2008 Nov 28 • 41
Mate de Vita said:
could someone please explain to me exactly what the following entity properties do since almost every entity I've used so far has them:
Render FX
Render Mode
FX Amount
FX Color

Which ones do I need to change to make the blue parts of the { textures transparent/invisible/seethroughable(yes, that's a word)/whatever else you wanna call it?


Render FX - No fucking idea. Why not mess around with them and see? I've never used them.

Render mode - To create a vent you can see through, use SOLID

FX Amount - Sets the transparency of object, MINUS the part that is see through. This will be see through anyway. 255 = a vent that looks normal. 0 = a vent thats 100% invisible.

FX Color - No clue. Experiment. Maybe it gives it a different shade of a certain color.

-Brandon
Thanks for your help
 
 
 
2008 Dec 5 at 12:09 PST
Page [1]