![]() I had to manually rename the letter ones because irfanview's batch rename can only increment with numbers. This technique is most notable in the eyescanners at the beginning of half-life.Ħ)For a dual animated sequence using the letters further than +A I have this example here showing the two ten frame sequences. If we want it reversed, then texture the func_wall with the "+0gord.bmp" so it begins in the animated state. Without toggled flag, the button will reset itself after a set amount of seconds. The update includes previously unavailable content. Add the images as usual to a wad and place the texture in hammer.ĥ)This time I have a func_wall with the "+Agord.bmp" texture added to it and the button is targeting it so it will set it to the animated looping state, then deactivate on pressed again since I have the button to toggled state. Valve releases a significant update for Half-Lifes 25th anniversary, fixing bugs, adding new features, and restoring lost content. ![]() Prepare an animated texture in the exact same way as in Part4, but this time the final image will be renamed to the OFF state as "+Agord.bmp". The func_button has a target of "red" so when pushed it activates the light and activates the func_wall texture state as observed here:Ĥ) Next I will create a toggled Animated texture. Here I have a func_wall brush entity that has another toggle texture (caution texture name "+A~LAB1_CAU") and a light both with the name "red". 1 part white Portland cement with 2 or 3 parts coarse white sand or marble. This way it will stay in an ON or OFF state.Ī thing to know is that any brush entity that has a togglable texture changes its state when the entity is triggered. animated texture to the otherwise leaden and lifeless material. Go to "flags" on the func_button entity and set it to "toggle" if you want. By default the button resets itself and then returns to the original state after a few seconds. When the button entity is pressed it will change the state to the on texture. Add the textures to your wad and add to hammer as usual:ģ) Now apply your +A texture to a func_button entity. Save your texture out as you would in Part1, only name the off state as "+Aredb.bmp" and the on state as "+0redb.bmp". Here I will create 2, a simple on-off switch and a toggle animate switch that pulses when on. From Combine OverWiki, the original Half-Life wiki and Portal wiki. Remember to have the same filenames so it is linked to the other textures. ![]() Now if you want the second state to be animated then use names like "+B","+C" all the way to "+J" (10 frames maximum just like +0 to +9). PART 5: TOGGLED AND TOGGLED ANIMATED TEXTURESġ) To create a toggleable animated texture or just a simple button toggle create a texture that is a static unanimated state and add "+A". ![]()
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