Alternate trigger textures?

Terr

Cranky Coder
aa
Jul 31, 2009
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410
Is it possible to have custom (read: colorized) trigger textures on volumes? For example, distinguishing actual triggers from no-build areas from func_regenerate etc. etc.?

I'm not sure to what extent the compilation system cares versus what's just a standard. Obviously for some things like hint/skip it's important to use a specific texture...
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Im not sure, you could try putting them in their own individual vis groups, perhaps that would help.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
You can use whatever you like, just use GCFscape to extract the original trigger texture and maintain the properties in it's vmt
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
You can use whatever you like, just use GCFscape to extract the original trigger texture and maintain the properties in it's vmt
Ahh, thanks, so it's all through the magic %compiletrigger property...

<montyburns>Excellent. </montyburns>

If I did make a little project out of this, does anybody have suggestions for tools-textures they'd want? Ex:

  • Nobuild
  • Spawnroom
  • Regenerate
  • FogTrigger
  • DoorTrigger

Come to think of it you could also do custom nodraws for displacements and water (which would make some things clearer when flying around) but that might be well past the point of diminishing returns...

P.S.: It has long been a minor annoyance that I have to keep unsetting the "tf" keyword to find tools textures in the browser, and it looks like the VMTs shipped in the TF2 GCF files simply don't have TF as a keyword for those. Anybody think that'd be a worthwhile usability fix on its own?
 
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Open Blade

L420: High Member
Nov 30, 2007
439
34
Ahh, thanks, so it's all through the magic %compiletrigger property...

<montyburns>Excellent. </montyburns>

If I did make a little project out of this, does anybody have suggestions for tools-textures they'd want? Ex:

  • Nobuild
  • Spawnroom
  • Regenerate
  • FogTrigger
  • DoorTrigger

Come to think of it you could also do custom nodraws for displacements and water (which would make some things clearer when flying around) but that might be well past the point of diminishing returns...

P.S.: It has long been a minor annoyance that I have to keep unsetting the "tf" keyword to find tools textures in the browser, and it looks like the VMTs shipped in the TF2 GCF files simply don't have TF as a keyword for those. Anybody think that'd be a worthwhile usability fix on its own?

include a trigger capture area & trigger hurt and I think you would have most of the common ones used.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Sounds cool.
One for trigger_hurt would be nice.

EDIT: Openblade bet me.
 
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Beamos

L2: Junior Member
May 14, 2008
80
43
Whipped up some quick tools textures

Readme.txt said:
Included materials:
Code:
	-Readme.txt
	-tools.psd incase you want to tweak anything
	-The following NODRAW-type tools:
		-"WATER" nodraw (toolsdisplacementnodraw)
		-"DIS-PLACE-MENT" nodraw(toolswaternodraw)
	-The following TRIGGER-type tools:
		-toolsdoortrigger
		-toolsfoghurt
		-toolshurt
		-toolsnobuild
		-toolsregenerate
		-toolsrespawn

===========================================

Installation instructions:

Unzip to your team fortress directory

ex: C:\Program Files\Steam\steamapps\<ACCOUNT NAME>\team fortress 2\

===========================================

Tweaking instructions:

To tweak the transparency of any texture, just open up the texture's vmt, and change the "srgb?$alpha" value to the desired amount. 1 = fully opaque, 0.0 = cannot see it in hammer, 0.50 = 50% transparent!

If you're tweaking the .vtfs in photoshop, file type is DXT5. Feel free to use alpha with that type! :)

Yes, I know some tools repeat in that screenshot. It's due to the 3 copies scattered around my materials folder :p

edit: Oh, and some tools I didn't make included in that screenshot PLUS I forgot to make a toolscapturearea....! Oh well. Whatever!

edit2: Added a toolscapturearea.vmt/vtf, as well as a unlitgeneric white texture.
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Isn't it usually pretty obvious what a trigger does by its location? and moreover, you made it, I should hope you know what it does when you see it where it belongs.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Isn't it usually pretty obvious what a trigger does by its location?
The specific scenario I'm encountering is that I have a tall hollow column, the interior of a cooling tower, needing both fog-controller triggers and no-build entities in about all the same places.

A similar situation occurs when you have door-triggers between areas and you want to prevent people from building near the door as well.

It'd just be nice to be able to more-clearly determine which nested semi-transparent identically-textured surface I'm selecting when I click.
 
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