Texture The wood-intel sign, a blank one?

Discussion in 'Request Area' started by Jethro, Feb 24, 2010.

  1. Jethro

    Jethro MUSty Complainer

    Messages:
    288
    Positive Ratings:
    261
    models\props_gameplay\sign_wood_cap002b.mdl

    Is there anyone who could remove the BLU/RED Intel picture and just make it a blank piece of wood? It'd be good for overlay-signs etc.
     
  2. Remnic

    Remnic L2: Junior Member

    Messages:
    95
    Positive Ratings:
    16
    You can't place overlays over props. They can only be rendered on world geometry.

    For this request, you're better off making several brushes shaped like the wooden sign prop itself with a little bit of vertex editing and the clipping tool, and then turning each brush into func_detail individually. Afterwards, you can use the overlay tool to place whichever sign on it (but you'll need to go into the overlay's properties and select multiple brush surfaces so that it may render properly on all brushes).
     
  3. Mick-a-nator

    aa Mick-a-nator

    Messages:
    640
    Positive Ratings:
    314
    eeeewww... just make the whole thing func_detail :bored:

    anyway, the principle is right, models can't have overlays or decals on them. Overlays and decals work on applying the image onto a brush's texture directly, and are rendered with the brush. This means that you can't add them to models in hammer. The only way would be to make a new skin for each sign you wanted, in which case it would be easier if you learned how to do it using this and this.
     
  4. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    You could, however, put an overlay on a nodraw or invisible brush, or even texture only the front face with your overlay and all other faces with nodraw.
     
    • Thanks Thanks x 1
  5. Remnic

    Remnic L2: Junior Member

    Messages:
    95
    Positive Ratings:
    16
    This could also be another vĂ lid option but I think it would look rather ugly if aligned incorrectly.