For my map Canyon, I've been using a near-invisible hwn_kart_ball01 to give the pipeballs an outline (since tf_glow doesn't function on brush-based entities).
This has two downsides, however. Both minor and visual-only, but still downsides nevertheless. The first is that you can always *juuuuust* barely see the pattern of the kart ball, which clashes with the pure-white and pure-black color of the pipeballs themselves. The second is that the mesh of the model doesn't perfectly square-up with the much blockier pipeball brushes, leaving very noticible gaps in between the pipeball and the glow.
I figure that if I had a version of hwn_kart_ball01 that was more bespoke to the Pipeball gamemode, I could make the brushes invisible, the model fully-visible, and the issues I'm having would entirely disappear.
Here are the skins I need-- two "classic" skins to represent the original Pipeball maps, and two that use War Paint textures
This has two downsides, however. Both minor and visual-only, but still downsides nevertheless. The first is that you can always *juuuuust* barely see the pattern of the kart ball, which clashes with the pure-white and pure-black color of the pipeballs themselves. The second is that the mesh of the model doesn't perfectly square-up with the much blockier pipeball brushes, leaving very noticible gaps in between the pipeball and the glow.
I figure that if I had a version of hwn_kart_ball01 that was more bespoke to the Pipeball gamemode, I could make the brushes invisible, the model fully-visible, and the issues I'm having would entirely disappear.
Here are the skins I need-- two "classic" skins to represent the original Pipeball maps, and two that use War Paint textures
- A classic "pure white" skin
- A classic "pure black w/ a skull and crossbones decal" skin
- One of the War Paint textures that's a solid color w/ 'chipped' details, such as "solid_white" or "solid_offwhite"
- The tallymarks texture from the "Kill Covered" War Paint
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