Talk:Keyframe rope: Difference between revisions
(Created page with 'Anybody know why my keyframe_rope entities don't show the actual cable while in 3D mode? Every other map I load with them plots the cable in Hammer but when I create and link two…') |
SirYodaJedi (talk | contribs) |
||
| (8 intermediate revisions by 6 users not shown) | |||
| Line 1: | Line 1: | ||
Is there a way to make custom rope textures? --[[User:Beasty Billy|Beasty Billy]] 06:09, 18 February 2011 (UTC) | |||
:I don't see why not. Have you tried making it the same way you make any [[material]] (and basically copying the cable or rope material parameters)? --[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 06:53, 18 February 2011 (UTC) | |||
--[[User: | == Keyvalue: Speed == | ||
What does the Speed keyvalue ''exactly'' do? Does it change the movement speed of the wind affecting the rope, or something else? --[[User:Pandaboy|Pandaboy]] 21:24, 3 November 2011 (PDT) | |||
:Nothing; it's due to the FGD being set up to inherit from a BaseClass that's also used by unrelated animation entities.<br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 16:39, 25 November 2025 (PST) | |||
== Merge this and move_rope == | |||
<code>keyframe_rope</code> and {{ent|move_rope}} are not different entities, they're both linked to the same class <code>CRopeKeyframe</code>. This is from SDK 2013: | |||
<pre> | |||
LINK_ENTITY_TO_CLASS( move_rope, CRopeKeyframe ); | |||
LINK_ENTITY_TO_CLASS( keyframe_rope, CRopeKeyframe ); | |||
</pre> | |||
In-game testing in various different branches further supports this: a rope chain does not have to start with a <code>move_rope</code> and have every following ent as a <code>keyframe_rope</code>. It can be made entirely of <code>keyframe_ropes</code>, entirely of <code>move_ropes</code>, alternate between the two, etc. and it still appears and works exactly the same. We don't have separate pages for {{ent|dynamic_prop}} and {{ent|prop_dynamic}}, so why should this be any different? I'd suggest using {{ent|move_rope}} as the combined page, since that entity has more keyvalues in the default FGD. It'd still note that <code>keyframe_rope</code> is an alternate classname. - [[User:Luke18033|Luke18033]] ([[User talk:Luke18033|talk]]) 13:57, 9 May 2021 (PDT) | |||
Latest revision as of 16:39, 25 November 2025
Is there a way to make custom rope textures? --Beasty Billy 06:09, 18 February 2011 (UTC)
- I don't see why not. Have you tried making it the same way you make any material (and basically copying the cable or rope material parameters)? --MossyBucket (formerly Andreasen) 06:53, 18 February 2011 (UTC)
Keyvalue: Speed
What does the Speed keyvalue exactly do? Does it change the movement speed of the wind affecting the rope, or something else? --Pandaboy 21:24, 3 November 2011 (PDT)
- Nothing; it's due to the FGD being set up to inherit from a BaseClass that's also used by unrelated animation entities.
— SirYodaJedi (talk) 16:39, 25 November 2025 (PST)
Merge this and move_rope
keyframe_rope and move_rope are not different entities, they're both linked to the same class CRopeKeyframe. This is from SDK 2013:
LINK_ENTITY_TO_CLASS( move_rope, CRopeKeyframe ); LINK_ENTITY_TO_CLASS( keyframe_rope, CRopeKeyframe );
In-game testing in various different branches further supports this: a rope chain does not have to start with a move_rope and have every following ent as a keyframe_rope. It can be made entirely of keyframe_ropes, entirely of move_ropes, alternate between the two, etc. and it still appears and works exactly the same. We don't have separate pages for dynamic_prop and prop_dynamic, so why should this be any different? I'd suggest using move_rope as the combined page, since that entity has more keyvalues in the default FGD. It'd still note that keyframe_rope is an alternate classname. - Luke18033 (talk) 13:57, 9 May 2021 (PDT)