Model Map Holder - Customizable !

lana

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Sep 28, 2009
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no, but it would mean that if a custom was played, THEN the officialised one, the officialised one would show the custom's map. So if it ever happens, if this is made official it either needs a new skin or it needs EVERY custom map using it to remove it from them, which of course you can't do retrospectively.

You could decompile it and recompile it with your custom skin.
 

Acumen

Annoyer
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Jun 11, 2009
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ah oke, thanks for the illustration, Rexy !

but oh boy, i had no idea this would be that complicated :(
i really wanted to get around the brushwork method, so i can keep the modeled holes in the board.
maybe i shall just offer a custom compiled version to the people who want to use this in their maps and release the model without a customization option but a general map on it, like on the world map-model ?
 

Freyja

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Jul 31, 2009
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You could, in theory, still model the holes in the board, but cut out say a 50x30 shape from the middle.
Then you can make a brush in the middle with the same texture as the model part of the board, and then you can use overlays!
 
May 23, 2009
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You could, in theory, still model the holes in the board, but cut out say a 50x30 shape from the middle.
Then you can make a brush in the middle with the same texture as the model part of the board, and then you can use overlays!

nope, lighting differences would make that look HIDEOUS.

However, if you JUST ship the plain texture one and no extra skin, and provide a transparent overlay template, you can use a transparent texture applied to a func_illusionary (like the cobwebs) and just make it 1 unit thick ever so slightly infront of the model, no one would be able to see the paralax and no one has to have any clashing textures.

win!
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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Can you make several versions with legs, without legs, with speakers and ligting.
 

lana

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How about he just does as ABS said: make a model for the base, make the legs into models, and then you can use them how you want.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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nope, lighting differences would make that look HIDEOUS.

However, if you JUST ship the plain texture one and no extra skin, and provide a transparent overlay template, you can use a transparent texture applied to a func_illusionary (like the cobwebs) and just make it 1 unit thick ever so slightly infront of the model, no one would be able to see the paralax and no one has to have any clashing textures.

win!
To build on this. Since models don't have alignment restrictions, it would be good to make the modeled part just a tiiiiny bit off grid backwards. Then the overlay brush would be even more unnoticeable.
 

Acumen

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Jun 11, 2009
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this solution seems very handy, but since i'm a complete mapping failure could anybody ellaborate on how to get this to work ?
what i did was create brush, convert to func_illusionary applied overlay texture to the func_illu. while it looks perfectly fine in the editor ingame it disappeared. same when converting to func_brush and check "don't render".
how exactly do i get this working ?
 

gamemaster1996

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Sep 30, 2009
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Ahem sorry to interupt gentlemen but when will this be released
 

lana

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this solution seems very handy, but since i'm a complete mapping failure could anybody ellaborate on how to get this to work ?
what i did was create brush, convert to func_illusionary applied overlay texture to the func_illu. while it looks perfectly fine in the editor ingame it disappeared. same when converting to func_brush and check "don't render".
how exactly do i get this working ?

Take the texture that you want to use and insure that its background is transparent. Make a brush in the size you want with it as the texture, then convert to func_illusionary.
 
May 23, 2009
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Take the texture that you want to use and insure that its background is transparent. Make a brush in the size you want with it as the texture, then convert to func_illusionary.

this is what you do, and then you make the other sides nodraw so they're not rendered.

no overlays at all, forget that word even exists.
 
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Acumen

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Jun 11, 2009
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meh, sry to bug you guys, i'm doing something wrong here.
so i chose one of the signs (sign115b) which i thought would be transparent background. also tried one of the overlays (blue_logo_sign) as soon as i apply this texture to one of the faces it gets transparent/seethrough and ingame there's nothing to see, neither. converted to func_illusionary as well
 

gamemaster1996

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Sep 30, 2009
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Hmmm in which case i dont think thats much of a problem wouldn't mappers just put a thin peice of glass or a tool/invisible where they want to put their eg. map?
 

lana

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Sep 28, 2009
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meh, sry to bug you guys, i'm doing something wrong here.
so i chose one of the signs (sign115b) which i thought would be transparent background. also tried one of the overlays (blue_logo_sign) as soon as i apply this texture to one of the faces it gets transparent/seethrough and ingame there's nothing to see, neither. converted to func_illusionary as well

Not sure what you're doing wrong. Take a screenshot of it in hammer.

Hmmm in which case i dont think thats much of a problem wouldn't mappers just put a thin peice of glass or a tool/invisible where they want to put their eg. map?

Are you being sarcastic, or do you just not understand?
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
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meh, sry to bug you guys, i'm doing something wrong here.
so i chose one of the signs (sign115b) which i thought would be transparent background. also tried one of the overlays (blue_logo_sign) as soon as i apply this texture to one of the faces it gets transparent/seethrough and ingame there's nothing to see, neither. converted to func_illusionary as well

I think you were meant to make the brush with an actual texture on it, then convert that to func_illusionary..
 

Tapp

L10: Glamorous Member
Jan 26, 2009
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Most overlays have $nofullbright, which I think caps the lighting and cancels out the fullbright effect. Anyway, I like the whole brush idea, wouldn't the lighting work fine if it was compiled with -final and -staticprop?