Talk:TF2/Team-Specific Doors: Difference between revisions
Starhorder (talk | contribs) (→Dead download link: new section) |
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== Dead download link == | == Dead download link == | ||
The download link for the demo map leads to a 404. | The download link for the demo map leads to a 404.--[[User:Starhorder|Starhorder]] ([[User talk:Starhorder|talk]]) 11:42, 26 May 2024 (PDT) |
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.--Starhorder (talk) 11:42, 26 May 2024 (PDT)