Talk:TF2/Team-Specific Doors: Difference between revisions

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(Opaque tools/nodraw material?)
 
(solved one of the issues.)
 
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== Opaque tools/nodraw material ==
== Opaque tools/nodraw material ==


After placing the [[func_door]] [[Entity_Creation#Brush-based_entity_creation|brush-based entity]] and applying the tools/toolsnodraw material, I can no longer see the [[prop_dynamic]] and its door model in the 3D view, and it becomes difficult to select in any view. I want to tweak the position of the [[prop_dynamic]] so it meets the floor evenly, but I can't easily see it to do so. Is there some advice for this? Can the tools/toolsnodraw material be made opaque like the tools/toolstrigger material? If so, this may be a useful tip to add to the article. --[[User:TaviRider|TaviRider]] 15:14, 4 Sep 2008 (PDT)
After placing the [[func_door]] [[Entity creation#Brush-based_entity_creation|brush-based entity]] and applying the tools/toolsnodraw material, I can no longer see the [[prop_dynamic]] and its door model in the 3D view, and it becomes difficult to select in any view. I want to tweak the position of the [[prop_dynamic]] so it meets the floor evenly, but I can't easily see it to do so. Is there some advice for this? Can the tools/toolsnodraw material be made opaque like the tools/toolstrigger material? If so, this may be a useful tip to add to the article. --[[User:TaviRider|TaviRider]] 15:14, 4 Sep 2008 (PDT)
 
== func_nobuild ==
 
After following this tutorial, I found that engineers could build right in the middle of the door. Proximity to the [[func_respawnroom]] wasn't sufficient. Perhaps this article should describe adding an appropriate [[func_nobuild]] entity to prevent odd-looking engineer structures? --[[User:TaviRider|TaviRider]] 15:36, 4 Sep 2008 (PDT)
:Indeed.--[[User:MrTwoVideoCards|Gear]] 18:45, 4 Sep 2008 (PDT)
 
== Dead download link ==
 
The download link for the demo map leads to a 404.
 
also having this issue, there is no input named "close" on the func_door???
[[File:Why is there no input named close.png|thumb|left|there is no input named close.]]
 
--[[User:Starhorder|Starhorder]] ([[User talk:Starhorder|talk]]) 11:42, 26 May 2024 (PDT)
:of course as soon as i posted it, i found a solution on my own. I gave the trigger_multiple entity its own name (in this case, blu_spawn2_logic and that resolved that situation.
 
the download link still leads to a 404, however.--[[User:Starhorder|Starhorder]] ([[User talk:Starhorder|talk]]) 12:04, 26 May 2024 (PDT)

Latest revision as of 12:04, 26 May 2024

Opaque tools/nodraw material

After placing the func_door brush-based entity and applying the tools/toolsnodraw material, I can no longer see the prop_dynamic and its door model in the 3D view, and it becomes difficult to select in any view. I want to tweak the position of the prop_dynamic so it meets the floor evenly, but I can't easily see it to do so. Is there some advice for this? Can the tools/toolsnodraw material be made opaque like the tools/toolstrigger material? If so, this may be a useful tip to add to the article. --TaviRider 15:14, 4 Sep 2008 (PDT)

func_nobuild

After following this tutorial, I found that engineers could build right in the middle of the door. Proximity to the func_respawnroom wasn't sufficient. Perhaps this article should describe adding an appropriate func_nobuild entity to prevent odd-looking engineer structures? --TaviRider 15:36, 4 Sep 2008 (PDT)

Indeed.--Gear 18:45, 4 Sep 2008 (PDT)

Dead download link

The download link for the demo map leads to a 404.

also having this issue, there is no input named "close" on the func_door???

there is no input named close.

--Starhorder (talk) 11:42, 26 May 2024 (PDT)

of course as soon as i posted it, i found a solution on my own. I gave the trigger_multiple entity its own name (in this case, blu_spawn2_logic and that resolved that situation.

the download link still leads to a 404, however.--Starhorder (talk) 12:04, 26 May 2024 (PDT)