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Half life 1 water texture2/3/2024 The shape of his head has been made to look more human, and his military vest has been re-modeled, along with his arms and legs. The regular grunt has undergone some very noticable changes.Processed in an annoyingly monumental 260 milliseconds. Views expressed by users are the individuals's own and do not represent the opinions of any other entity. TWHL is a fan site and is not affiliated with Valve Corporation. All rights reserved.Īll member-submitted resources copyright their respective authors unless otherwise specified. Site and non-dynamic content copyright © 2024, Logic & Trick. If you have a large amount of water, scale your door water texture by two or three. Don't forget to set delays to the same values. If you want to create rising water, set the same target name to both the water and the door and trigger them together. Set render mode to texture and fx amount to 100. Use a func_door on top of it, with NULL texture except on top where you put actual water texture. This will prevent the water from rendering, but you'll still be able to swim in it. A cheaper alternative is to use NULL texture for the water brush, set wave height to 0, set its render mode to texture and fx amount to 0. Water is always rendered no matter where you are. Use a func_conveyor to create a current.To get the water to look like it's flowing, use a water texture that starts with 'scroll'.Some of the func_door-derived properties don't work with func_water.You can set the default wave height in the worldspawn properties (Map -> Map Properties).Starts open (1) - If triggered, it will start in the open position.Wave Height (WaveHeight) - Overrides the height set in worldspawn.Health (health) - Not sure if this is valid either.Damage inflicted when blocked (dmg) - Not sure that this is valid.Lip (lip) - lip remaining after move, useful if you want the water to dissapear completely.Delay before close (wait) - If not toggleable then this is the amount of time before the water returns to its original position.Speed (speed) - Speed at which the entity moves once triggered.Unlocked Sentence ( unlocked_sentence) - Sentence that is spoken when the door is 'unlocked'.Locked Sentence ( locked_sentence) - Sentence that is spoken when the door is 'locked'.14 = Light Switch ( buttons/lightswitch2.wav).13 = Latch Unlocked ( buttons/latchunlocked1.wav).9 = Keycard Sound ( buttons/button9.wav).6 = Power Deadbolt 2 ( buttons/button6.wav).5 = Power Deadbolt 1 ( buttons/button5.wav).4 = Quick Combolock ( buttons/button4.wav).3 = Access Granted ( buttons/button3.wav).1 = Big zap & Warmup ( buttons/button1.wav).Unlocked Sound ( unlocked_sound) - Sound to play when the door is 'unlocked'.12 = Latch Locked ( buttons/latchlocked1.wav).2 = Access Denied ( buttons/button2.wav).Locked Sound ( locked_sound) - Sounds to play when the door is 'locked'.Target ( target) - When the door is opened, it triggers the entity with the name specified by Target.8 = Snappy Metal Stop ( doors/doorstop8.wav).7 = Metal Lock Stop ( doors/doorstop7.wav).6 = Metal Slide Stop ( doors/doorstop6.wav).5 = Light airbrake ( doors/doorstop5.wav).3 = Ratchet Stop ( doors/doorstop3.wav).2 = Clang reverb ( doors/doorstop2.wav).1 = Clang with brake ( doors/doorstop1.wav).Stop Sound ( stopsnd) - The sound that is played after the door closes.8 = Snappy Metal Door ( doors/doormove8.wav).6 = Large Rollers ( doors/doormove6.wav).5 = Power Hydraulic ( doors/doormove5.wav).3 = Pneumatic (Rolling) ( doors/doormove3.wav).2 = Pneumatic (Sliding) ( doors/doormove2.wav).1 = Servo (Sliding) ( doors/doormove1.wav).Move Sound ( movesnd) - The sound that is played when the door opens.Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource. A master must usually be active in order for the entity to work. Master (master) - The name of a multisource (or game_team_master) entity.The settings are not always (or not all) used. The compass in WorldCraft / Hammer corresponds to Yaw. Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively.Render Mode (rendermode) - Controls the type of rendering that is used for an object.Think of it as modifying whatever the Render Mode puts out. Render FX (renderfx) - Gives objects special render effects.
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