volrathxp Posted May 26, 2002 Share Posted May 26, 2002 ok having a bit of trouble here with some triggering. What I want to do is to have a button turn on the shower and trigger a shower-ish sound as well. And Antilles if you read this, I remember you saying something about putting together a patch mesh spray but I can't seem to get it to work correctly. thanks for any help anyone offers! volrath Link to comment Share on other sites More sharing options...
volrathxp Posted May 27, 2002 Author Share Posted May 27, 2002 anyone? Link to comment Share on other sites More sharing options...
Xcom Posted May 27, 2002 Share Posted May 27, 2002 The way I see it, you should make a couple of crossed patches and make func_usable out of them. That'll be your water. Set it to "startoff". Make target_speaker. Set it to "looped-off". As for the switch..heck..endless possibilities here including: - func_button - another func_usable (set to "always_on" and "player_use") - just a trigger_multiple (set to "use_button") Connect that to both of your entites, target_speaker and func_usable. Link to comment Share on other sites More sharing options...
volrathxp Posted May 27, 2002 Author Share Posted May 27, 2002 now... i want the player obviously to see the water when it comes down. is this what you meant by crossed patches? like can you give me an example of something i might have seen that would look like this? thanks! volrath Link to comment Share on other sites More sharing options...
Xcom Posted May 27, 2002 Share Posted May 27, 2002 No, crossed patches to create fake volumetric effect of water. See pic: http://home.planet.nl/~xcom/art/shower.gif If these patches will have transparent "rain" texture (I guess it's one you made earlier ), it will create nice effect. Link to comment Share on other sites More sharing options...
volrathxp Posted May 27, 2002 Author Share Posted May 27, 2002 oh thanks dude so much. Link to comment Share on other sites More sharing options...
volrathxp Posted May 27, 2002 Author Share Posted May 27, 2002 gonna try it out here in a sec. i'll let ya know. volrath... btw xcom, if i get it to work properly, you have just made my map this | | much better and for that you're going in my readme! Link to comment Share on other sites More sharing options...
volrathxp Posted May 27, 2002 Author Share Posted May 27, 2002 yay it kinda works needs some tweaking and for some reason the rain drops aren't transparent.... i dunno why Link to comment Share on other sites More sharing options...
volrathxp Posted May 27, 2002 Author Share Posted May 27, 2002 scratch what i posted. the background of the texture apparently is not transparent.... isn't black supposed to be transparent? or am i missing something completely? volrath Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 27, 2002 Share Posted May 27, 2002 Here, screw w/ these: textures/col7/rain { qer_editorimage textures/col7/rain_edimage.tga surfaceparm nolightmap surfaceparm nomarks surfaceparm nonsolid surfaceparm trans cull disable deformVertexes move 3 1 0 sin 0 5 0 0.2 deformVertexes move 0.6 3.3 0 sin 0 5 0 0.4 deformVertexes wave 30 sin 0 10 0 0.2 qer_trans 0.5 { map textures/col7/rain.tga blendfunc add rgbGen identity tcMod scroll 0.5 -8 tcMod turb 0.1 0.25 0 -0.1 } { map textures/col7/rain.tga blendfunc add rgbGen identity tcMod scroll 0.01 -6.3 } } textures/col7/rain_nodeform { qer_editorimage textures/col7/rain_edimage.tga surfaceparm nolightmap surfaceparm nomarks surfaceparm nonsolid surfaceparm trans cull disable qer_trans 0.5 { map textures/col7/rain.tga blendfunc add rgbGen identity tcMod scroll 0.5 -8 tcMod turb 0.1 0.25 0 -0.1 } { map textures/col7/rain.tga blendfunc add rgbGen identity tcMod scroll 0.01 -6.3 } { map textures/col7/rain.tga blendfunc add rgbGen identity tcMod scroll -0.01 6.3 } { map textures/col7/rain.tga blendfunc add rgbGen identity tcMod scroll -0.5 8 tcMod turb 0.1 0.25 0 -0.1 } } And here's the texture it references: It doesn't look like much, but it will work. And you'll have to edit those shaders a bit, since they're from EF. Link to comment Share on other sites More sharing options...
volrathxp Posted May 27, 2002 Author Share Posted May 27, 2002 ooohhh thanks dude... i owe ya one Link to comment Share on other sites More sharing options...
Xcom Posted May 27, 2002 Share Posted May 27, 2002 Glad it worked. At least some it. Link to comment Share on other sites More sharing options...
volrathxp Posted May 27, 2002 Author Share Posted May 27, 2002 yeah it looks tight.... can see it ok cuz of the strobes, but i'm gonna add another light to that room so there is more light. now is there a way maybe to trigger a steam fx runner as well? that'd be shizza sweet. volrath Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 27, 2002 Share Posted May 27, 2002 I dunno... I never messed w/ the fx_runner... Glad I could help, btw. Link to comment Share on other sites More sharing options...
volrathxp Posted May 27, 2002 Author Share Posted May 27, 2002 well i thank you for your help Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.