Talk:TF2/Team-Specific Doors: Difference between revisions
(Opaque tools/nodraw material?) |
Starhorder (talk | contribs) (solved one of the issues.) |
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== Opaque tools/nodraw material == | == Opaque tools/nodraw material == | ||
After placing the [[func_door]] [[ | 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???
--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)