- Jul 10, 2011
- 355
- 299
I've struggled all morning trying to get this to work, and I give up.
Basically, for the Dynamic Payload contest, I want to add in some extra non-essential CPs that modify the speed of the cart (double it or halve it, depending on which team capped the point).
But since we can't hybridize the HUDs due to them being hard-coded, I'm forced to rely upon other audiovisual cues, mainly the Announcer, game_text_tf, etc.
For Arnold's/Honeymustard's cp_Konkreet, they used a rim light similar to the one seen around the intel or Payload cart around each active point. I took a look at the decompiled version of their map, and what it did is parent the active CP's prop to an Intel (Red, Blue, or Neutral), making sure to disable the collisions on the CP's plate model. The Intel, being rimlighted itself, would extend its rimlighting to the new child, effectively "highlighting" it on the map. To keep the Intel itself from showing up, they used what appears to be an invisible model (considering it's a model called "invisible model"). I don't have access to that, as custom models don't get decompiled.
I have copied that setup and got it working ingame, but in addition to the rimlights, I can see the Intel models through the walls. I have tried to replace them with an invisible custom model, but I've hit a snag.
Or, better yet, does anyone have a working invisible prop_static (or prop_dynamic, or whatever kind of prop) that they can give me?
Thanks in advance.
Basically, for the Dynamic Payload contest, I want to add in some extra non-essential CPs that modify the speed of the cart (double it or halve it, depending on which team capped the point).
But since we can't hybridize the HUDs due to them being hard-coded, I'm forced to rely upon other audiovisual cues, mainly the Announcer, game_text_tf, etc.
For Arnold's/Honeymustard's cp_Konkreet, they used a rim light similar to the one seen around the intel or Payload cart around each active point. I took a look at the decompiled version of their map, and what it did is parent the active CP's prop to an Intel (Red, Blue, or Neutral), making sure to disable the collisions on the CP's plate model. The Intel, being rimlighted itself, would extend its rimlighting to the new child, effectively "highlighting" it on the map. To keep the Intel itself from showing up, they used what appears to be an invisible model (considering it's a model called "invisible model"). I don't have access to that, as custom models don't get decompiled.
I have copied that setup and got it working ingame, but in addition to the rimlights, I can see the Intel models through the walls. I have tried to replace them with an invisible custom model, but I've hit a snag.
- First, I tried compiling just a static_prop bone with no model attached. Everything compiled, but the game crashed when it attempted to load the map, spitting out an exception that says "Game error: glow_red (or blue or neutral; it varies) has backwards mins/maxs" (sic).
- This is what the Wiki had to say about the error:
"It means that the mins and maxs ( the bounding box ) for the sequence is "reversed" (one of the mins is bigger than the maxs). This happens when anything calls SET_SIZE with bad extents. If you compiling your own code, you can wrap the setsize() calls and check it yourself, but that's probably not a simple answer."
Translation: Do you have any special models or prefabs? they may have been screwed up, or you somehow turned a brush inside out, no idea how that could have happened - but some entities like platforms seem prone to this. You can also look for a brush with bad extents, or check the texture, is it divisible by 16 on the edges EXACTLY? Finally, are you using the most modern version of zoners tools? Old versions or ancient qtools are more prone to this error.
- Now, that isn't directly for TF2, but rather for Source mods in general, and I don't believe I'm calling "SET_SIZE." Another thing I noticed is that the error is prefaced with "Host error" rather than my "Game error," so this might not even be the right problem. But that's the only lead I have, as Google turned up zilch otherwise.
- Seeing as my "glow_red" entity is the Intel case, I figured that was probably the game freaking out over a bone with no model.
- I made a custom texture, null.vtf (there probably already was one, but I wanted to make sure). It's a 2x2 pixel black dot with a black alpha. The VMT reads like so:
Code:
"UnlitGeneric"
{
"$basetexture" "models/props_spytech/null"
"$alpha" 0
}
- To go with this custom texture, I re-exported my invisible Intel model with a 1x1 box parented to the bone, textured to "null." I had the same result.
- I expanded the box to be 16x16. Same thing.
- I imported the actual intel model and reskinned the entire thing to "null." Same error.
Or, better yet, does anyone have a working invisible prop_static (or prop_dynamic, or whatever kind of prop) that they can give me?
Thanks in advance.