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

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(→‎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)