AoS.Cameron Posted January 29, 2010 Content Count: 270 Joined: 01/21/10 Status: Offline Share Posted January 29, 2010 Well, I started up hammer, and I ran a few textures across a wall that were supposed to match. What I found out was that my textures were auto texture shifting (in texture applications). Are there anyways to stop this? Link to comment
Spartan Posted January 29, 2010 Content Count: 4550 Joined: 06/05/08 Status: Offline Share Posted January 29, 2010 You mean when you increased the size of the block, the texture adjusted to fit with it? You can't really stop that, or not to my knowledge. All I do is go into the texture setting and click the button that says "fit". Although this may make the texture look stretched and unnatural. Link to comment
AoS.Cameron Posted January 29, 2010 Content Count: 270 Joined: 01/21/10 Status: Offline Share Posted January 29, 2010 No, like when I make a certain texture duplicate, it changes the texture shift, even if it's the same size as the other one. Like for an example, I have a texture with 0 X and 0 Y, If I hold shift and duplicate it at the same height, Y will change to 255, or any other number. Link to comment
Bullet Wound Posted January 30, 2010 Content Count: 2390 Joined: 09/24/08 Status: Offline Share Posted January 30, 2010 I've gotten that before, its really weird to solve it. What you do is you stretch the shape long enough for you to see the pattern the original sized one has. From there its literally reshaping it until the texture is the same you want it to be. Just stretch it from the top up for a bit, and then shrink it from the bottom up to see what i mean. Link to comment
AoS.Cameron Posted January 30, 2010 Content Count: 270 Joined: 01/21/10 Status: Offline Share Posted January 30, 2010 Thanks for trying guys but I found out the problem, I had texture lock on... Sorry to trouble you guys > Link to comment
Prez Posted January 30, 2010 Content Count: 8758 Joined: 07/27/09 Status: Offline Share Posted January 30, 2010 Thanks for trying guys but I found out the problem, I had texture lock on... Sorry to trouble you guys > Oh well I think anyone could have told you that you shouldn't have had it on in the first place. Glad to hear the problem's fixed though. Link to comment
AoS.Cameron Posted February 6, 2010 Content Count: 270 Joined: 01/21/10 Status: Offline Share Posted February 6, 2010 But then I have another mapping question, when someone activates something and they get teleported (for example, a multigame map,) is there anyway for each person to have their own teleporting point? Link to comment
Prez Posted February 6, 2010 Content Count: 8758 Joined: 07/27/09 Status: Offline Share Posted February 6, 2010 What do you mean, like team based, or individual? If it's for team, use a filter_activator_team, and make one for each team. Set one to CT, and one to T, and name them accordingly (tfilter, ctfilter, etc). Also make it so entities like this match the criteria (it's an option), so hammer knows how to treat it. If you want to make it teleport them, on the trigger_teleport properties page, under Filter Name, put ctfilter or tfilter, so it knows which one to teleport where. Set the destinations to your desired destinations, and you're set. If you want it individually... it would be pretty hard to do. Link to comment
AoS.Cameron Posted February 6, 2010 Content Count: 270 Joined: 01/21/10 Status: Offline Share Posted February 6, 2010 What I am trying to do is teleport everyone individually (because noblock will be disabled), I just need to know how to do it > Link to comment
Prez Posted February 6, 2010 Content Count: 8758 Joined: 07/27/09 Status: Offline Share Posted February 6, 2010 That's a hard one. Don't think it's possible to teleport them if they are stripped of all weapons, but for example, they can each grab a jetpack, and it teleports them to different places, if you parent the teleport. That's the only way I can think of. Link to comment
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