Alternate trigger textures?

Discussion in 'Mapping Questions & Discussion' started by Terr, Aug 9, 2009.

  1. Terr

    aa Terr Cranky Coder

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    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...
     
  2. Waif

    Waif L7: Fancy Member

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    Im not sure, you could try putting them in their own individual vis groups, perhaps that would help.
     
  3. YM

    aa YM LVL100 YM

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    You can use whatever you like, just use GCFscape to extract the original trigger texture and maintain the properties in it's vmt
     
  4. Terr

    aa Terr Cranky Coder

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    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?
     
    Last edited: Aug 9, 2009
  5. Open Blade

    Open Blade L7: Fancy Member

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

    Waif L7: Fancy Member

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    Sounds cool.
    One for trigger_hurt would be nice.

    EDIT: Openblade bet me.
     
    Last edited: Aug 9, 2009
  7. Beamos

    Beamos L2: Junior Member

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    Whipped up some quick tools textures

    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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    Last edited: Aug 9, 2009
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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.
     
  9. Psy

    aa Psy The Imp Queen

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    Displacement nodraw?
     
  10. Terr

    aa Terr Cranky Coder

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    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.
     
    Last edited: Aug 9, 2009
  11. Beamos

    Beamos L2: Junior Member

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    *shrug*

    It was requested, so I included it