in the mod redemption theres a cave that uses the net texture as a spiderweb but it swaly slightly and im trying to copy that
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Re: swaying net
Posted by KoRnFlakes on Fri Aug 29th at 10:06pm 2003

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Posted by KoRnFlakes on Fri Aug 29th at 10:06pm 2003
func_pendulum or somesuch I think
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Re: swaying net
Posted by Cash Car Star on Fri Aug 29th at 10:16pm 2003

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Posted by Cash Car Star on Fri Aug 29th at 10:16pm 2003
Yeah, a func_pendulum should do the trick. Remember to set the rendermode to solid and number to > 0. Also, you're going to need an origin brush to create the axis for the f_pendulum to swing around, similar to how you would for a func_door_rotating. Use the checkboxes to make sure you have the right axis (x, y, or z) and then in properties you should be able to specify how much swing it has and at what speed.
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Re: swaying net
Posted by mike9292 on Fri Aug 29th at 10:22pm 2003
Posted by mike9292 on Fri Aug 29th at 10:22pm 2003
thanks i got it to swing the way i needed it to
Re: swaying net
Posted by KoRnFlakes on Fri Aug 29th at 10:25pm 2003

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Posted by KoRnFlakes on Fri Aug 29th at 10:25pm 2003
blurgh, nvm he edited post.
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Re: swaying net
Posted by Mr.Ben on Fri Aug 29th at 10:36pm 2003
Posted by Mr.Ben on Fri Aug 29th at 10:36pm 2003
I don#t get this suggested answer, ignored/rejected answer thing and how it is applied to posts. Do moderators have to do it?
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Re: swaying net
Posted by Leperous on Fri Aug 29th at 10:51pm 2003

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Posted by Leperous on Fri Aug 29th at 10:51pm 2003
Moderators or the topic poster can determine whether a post answers the question or not- it's handy for future reference, mainly.
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Re: swaying net
Posted by Myrk- on Fri Aug 29th at 11:51pm 2003

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Posted by Myrk- on Fri Aug 29th at 11:51pm 2003
I would have thought they might have used a model to achieve such an effect, and give it a black background texture and make it an additive...
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