- Jan 22, 2008
- 120
- 32
Two questions.
Any files in "source materials.gcf" are common to TF2 and all other games right? Naturally I didn't want to use any materials in the map that aren't a part of the basic TF2 installation, but this seems to be the only place one can find any of those bombed/blasted/scorched decals.
Second, how does one apply a decal at runtime? I see info_projecteddecal has an Activate input, but there's no corresponding Deactivate, only a Kill, which would just remove the entity entirely right? See, I want to apply this decal upon a win condition, but then remove it after the round is over. I'm assuming I just need to make a thin func_brush and apply the decal texture to one of its faces yes? That seems to be the only way I can achieve the control I want.
Any files in "source materials.gcf" are common to TF2 and all other games right? Naturally I didn't want to use any materials in the map that aren't a part of the basic TF2 installation, but this seems to be the only place one can find any of those bombed/blasted/scorched decals.
Second, how does one apply a decal at runtime? I see info_projecteddecal has an Activate input, but there's no corresponding Deactivate, only a Kill, which would just remove the entity entirely right? See, I want to apply this decal upon a win condition, but then remove it after the round is over. I'm assuming I just need to make a thin func_brush and apply the decal texture to one of its faces yes? That seems to be the only way I can achieve the control I want.