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You know how same textures have that blue stuff in them that's supposed to be invisble? (The textures with } in front of the name)
In my game when ever I have a texture like that, it isn't invisible, it's black....
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2006 Nov 7 at 22:19 UTC
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2006 Nov 9 at 02:10 UTC
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Troi
2006 Sep 11 • 115
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Well here can be two things why it is black....
1.Your brush render mode sould be SOLID and amount 255
2.Maybe your texture palette is bad, couse the last color of the palette (255 index) must be blue....
I want to make a HL mod! Doing everythig with HL except coding C++ | its not interesting to work alone
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2006 Nov 10 at 19:01 UTC
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yes the blue is invisible
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2006 Nov 11 at 03:37 UTC
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Troi is correct. You need rendermode=solid and fxamount=255.
This only works on entities too.
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2006 Nov 11 at 08:30 UTC
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Well, when I do this.......and play the game......the brush isn't solid. You're able to walk right through it.
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2006 Nov 12 at 01:16 UTC
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What entity ddi you make it?
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2006 Nov 12 at 03:33 UTC
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func_illusinary (spelling?)
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2006 Nov 12 at 03:51 UTC
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Well, could this be solved by doing a func_wall and setting it to Render Mode > Solid and FX Amount 255?
Also, what func_illusinary would i do if I want it to be able to shoot through it and the blue stuff still invisible?
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2006 Nov 12 at 04:33 UTC
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omg omg omg omg omg help!!!!11one
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2006 Nov 14 at 01:41 UTC
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func_illusionary is supposed to be non-solid.
If you make it a func_wall, it will block everything, including bullets.
OR: you can add a clip brush in the same position as your func_illusionary and it will block players ONLY.
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2006 Nov 14 at 03:52 UTC
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um, do you know how the decals.wad file has all the textures with the white around them?
I want to make an area look all scorched, but I want to get rid of the white stuff around the texture.
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2006 Nov 15 at 23:18 UTC
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I rarely use decals but I thought they just worked on their own?
If it doesn't, does a decal have RenderMode?
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2006 Nov 16 at 01:23 UTC
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2006 Nov 16 at 02:34 UTC
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Show me a shot of it in game?
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2006 Nov 16 at 08:50 UTC
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alright. After school I will.
Damn education propoganda.....
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2006 Nov 16 at 14:04 UTC
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well, it's the same. The white stuff is still there, even though I did func_illusanary or whatever with RenderMode = Solid FX Amount = 255. (in the game)
I'm making a HL1 map for single player and this part here has dead bodies strewn about. But how would I render the blood red and get rid of the white?
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2006 Nov 20 at 22:10 UTC
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Make the background blue, and really blue I mean.
In wally in the colors palette pick the blue that has Red = 0, Green = 0, and Blue = 255. Then in the func_illusionary the Rendermode = Solid, and the FX = 255
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2006 Nov 21 at 00:39 UTC
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would the actual sprite render red? Or would I have to color that in myself?
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2006 Nov 21 at 03:36 UTC
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Umm..It should render red if you're making a red texture? But you need the blue color to make it transparent I believe.
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2006 Nov 21 at 04:37 UTC
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aHA!
infodecal is my answer! I tested it in a map and the white stuff didn't show up, and it rendered the blood red!!!!
muahahahahahahahahaha.....ha...ha......ha.
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2006 Nov 28 at 23:30 UTC
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