transparent grating
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Re: transparent grating
Posted by phroman on Sat Jan 29th at 6:24am 2005


Hey all, first thing, to whoever is running this site, it's awsome. Now to the question: I mapped in HL1 years ago but can't figure out in HL2 how to do a simple transparent grating like over a catwalk. Just a basic metal see-through grate to walk along is all I need.

Tried func_wall, Render mode Solid, Fx Amount 255, dev_lowerfloorgrat01 texture, didn't work.
Tried Func_brush, all other stuff the same, no luck. I'm sure it's simple but I'm just spacin' out. Thanks for any help, Phroman




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Re: transparent grating
Posted by Nickelplate on Sat Jan 29th at 6:40am 2005


most of the good stuff like that is a model now instead of a brush. Like the fences. I think any of those textures like grates and stuff sohuld just be left as brushes.. [addsig]



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Re: transparent grating
Posted by phroman on Sat Jan 29th at 6:52am 2005


I'm still so new to HL2 mapping I'm not sure exactly what you mean. If you know of any tutorials, or have the time for a bit of an explanation on how to make one, I would be very gratefull. Thanks agian. Phroman




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Re: transparent grating
Posted by AlphaMRE on Sat Jan 29th at 7:11am 2005


I believe you just need to use a grate texture of sorts applied to a brush for your walkway.
At least when I use a ladder texture you see through it like you should.




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Re: transparent grating
Posted by Corona on Sat Jan 29th at 7:33am 2005


Yeah, you dont need to add any more values, just apply the transperant texture and it should show up transperant in game automaticly.

Thought applying nodraw texture to the faces that cannot be seen and turning it into a func_detail might be a good idea





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Re: transparent grating
Posted by phroman on Sat Jan 29th at 7:56am 2005


In HL1 the transparent textures usually had that blue color that you made transparent via property settings. It made them easy to find, that seems to be gone now, so it may be a bit of trial and error. Thanks for all the info.




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Re: transparent grating
Posted by omnirage on Sat Jan 29th at 8:52am 2005


Just slap on any grate texture...instant transparency.



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Re: transparent grating
Posted by Shiroko on Sat Jan 29th at 6:34pm 2005


Transperancy is now right in the material. So you don't have to turn it into an entity and control render mode. You can also see it in hammer, so you don't have to spend time on compiling and seeing if everything fits.

Grates in HL2 are mostly created from prop entities, so you might wanna browse for those under prop_physics.

-Shiroko




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Re: transparent grating
Posted by JannemaN on Sat Jan 29th at 7:25pm 2005


Transperancy is in the materials in Source. It is calculated through a alpha channel in the TGA. read this http://www.hl2world.com/wiki/index.php/Alpha_Channel_Textures .

If you want the grate to be shoottrhoughable just make it a func illusionary and add a noclip. dont mess with the fx ammount settings though




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Re: transparent grating
Posted by dabait on Sun Jan 30th at 8:07pm 2005


The materials for grates have both the transparency info and clip info. I've used the grate textures quite a bit on a map of mine... just applied them to world-brushes.

Bullets will pass through appropriately... sometimes hitting/sometimes passing through. Grenades and such won't pass through (at least the textures I've used). And players will be blocked as well.




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Re: transparent grating
Posted by uberDingo on Mon Jan 31st at 12:01am 2005


I *believe* that all the textures that are transparent have a { in their name... or it could be a } not sure. Just browse the textures and search for 'grate' and look for the ones with one of those symbols in their name.



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Re: transparent grating
Posted by Myrk- on Mon Jan 31st at 12:32am 2005


Ignore most of the fools above- just apply the texture, it already is transparent in HL2. [addsig]



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Re: transparent grating
Posted by French Toast on Mon Jan 31st at 12:59am 2005


Myrks right, take whatever texture you want and slap it on, if there is a see-through component it will do it on its own. [addsig]




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