Talk:TF2/Team-Specific Doors: Difference between revisions
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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) | 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) | :Indeed.--[[User:MrTwoVideoCards|Gear]] 18:45, 4 Sep 2008 (PDT) | ||
== Dead download link == | |||
The download link for the demo map leads to a 404. |
Revision as of 11:42, 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.