halo teleporter

halo teleporter

Re: halo teleporter Posted by Cheezwedge on Thu Jul 7th 2005 at 10:57pm
Cheezwedge
27 posts
Posted 2005-07-07 10:57pm
27 posts 3 snarkmarks Registered: Jan 15th 2005
I got a teleporter that I am making, and I want it to look like the one
of Halo in the Bloodgulch levels. Basically its a box that is character
height with a green liquid glowing inside of it. Everytime I try
creating this teleporter the green liquid is invisible and it wont
teleport unless I have it's texture as the trigger entity.
Re: halo teleporter Posted by fraggard on Fri Jul 8th 2005 at 2:52am
fraggard
1110 posts
Posted 2005-07-08 2:52am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
You can make the liquid teleport by making two identical brushes in the
same place. One brush should be your green liquid (a func_water or
func_illusionary), and the other should be your teleporter entity. From
outside the brushes the player will see the water, and when he enters
it, he will be teleported.
Re: halo teleporter Posted by wil5on on Fri Jul 8th 2005 at 4:08am
wil5on
1733 posts
Posted 2005-07-08 4:08am
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
func_water won't work since only the top face is ever rendered. That might be why its invisible...
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Re: halo teleporter Posted by Crono on Fri Jul 8th 2005 at 6:51am
Crono
6628 posts
Posted 2005-07-08 6:51am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
func_water won't work since only the top face is ever rendered. That might be why its invisible...
If only you could choose what side of the water cube got rendered. You could make waterfalls, teleporters ... stargates.

I believe something someone tried, sorry I can't remember who, was they made a waterfall by using cameras and screens. (the cameras looked at a pool of water somewhere else in the map and projected the image onto a "monitor")

You could do that and just have the teleport entity right before the monitor.

Or something like that.
Blame it on Microsoft, God does.
Re: halo teleporter Posted by wil5on on Fri Jul 8th 2005 at 7:17am
wil5on
1733 posts
Posted 2005-07-08 7:17am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
The problem is, you cant project an image from a camera onto a world object in HL1.
"If you talk at all during this lesson, you have detention. Do you understand?"
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Re: halo teleporter Posted by Foxpup on Sat Jul 9th 2005 at 3:26am
Foxpup
380 posts
Posted 2005-07-09 3:26am
Foxpup
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380 posts 38 snarkmarks Registered: Nov 26th 2004 Occupation: Student Location: the Land of Oz
I have no idea how to render the sides of a water brush. They won't even render if it's a world brush. It must be possible, since I've seen it done before, but nothing I've tried ever works.
Better to be in denial than to be human.

Bill Gates understands binary: his company is number one, and his customers are all zeros.
Re: halo teleporter Posted by wil5on on Sat Jul 9th 2005 at 3:40am
wil5on
1733 posts
Posted 2005-07-09 3:40am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Its to do with the renderer. If youre in software mode, all sides of the water are rendered. Problem is, noone plays in software mode.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: halo teleporter Posted by Myrk- on Sat Jul 9th 2005 at 5:52pm
Myrk-
2299 posts
Posted 2005-07-09 5:52pm
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
You use a custom texture thats similar to water, or the water texture itself...

Oh, and don't be a fool by making it a water entity! If its a teleporter or waterfall, theres really no need for it to be actually water, use a converyor for a waterfall and select "not solid". If you made the teleporter water then people could in theory drown in the teleporter if they didn't go all the way in.
-[Better to be Honest than Kind]-
Re: halo teleporter Posted by Cheezwedge on Sun Jul 10th 2005 at 8:59pm
Cheezwedge
27 posts
Posted 2005-07-10 8:59pm
27 posts 3 snarkmarks Registered: Jan 15th 2005
lol. This is for counterstrike 1.6

Anyways, what about that func_illusionary that was suggested? I don't
know if it will work but I will try it out...also, will rotating the
water block to face outward be possible?
Re: halo teleporter Posted by Orpheus on Sun Jul 10th 2005 at 9:55pm
Orpheus
13860 posts
Posted 2005-07-10 9:55pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I glanced through this and am confused. I may have overlooked it so ignore this post if I err.

Teleporters in HL1 are or can use the "AAA" trigger brush which becomes invisible once the entity is set up.

Why would someone use water as a trigger, when the AAA is unseen?

Do not make the teleporter more complex than it is.. I am stupid, and I made them function in HL1.

shrugs

The best things in life, aren't things.
Re: halo teleporter Posted by Crono on Sun Jul 10th 2005 at 11:10pm
Crono
6628 posts
Posted 2005-07-10 11:10pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I glanced through this and am confused. I may have overlooked it so ignore this post if I err.
Teleporters in HL1 are or can use the "AAA" trigger brush which becomes invisible once the entity is set up.
Why would someone use water as a trigger, when the AAA is unseen?
Do not make the teleporter more complex than it is.. I am stupid, and I made them function in HL1.
shrugs
Because this was in the HL2 forum then moved here.
Blame it on Microsoft, God does.
Re: halo teleporter Posted by Orpheus on Sun Jul 10th 2005 at 11:16pm
Orpheus
13860 posts
Posted 2005-07-10 11:16pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Crono said:
Because this was in the HL2 forum then moved here.
So, is it now in the proper forum? Does that make my answer right/wrong now?

Sorry.. /me didn't know it had been moved.

The best things in life, aren't things.
Re: halo teleporter Posted by Captain P on Mon Jul 11th 2005 at 9:03am
Captain P
1370 posts
Posted 2005-07-11 9:03am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Using a !water texture on a solid brush makes all faces visible in-game
last time I tested (and that was not using software mode).

So you would have to use a solid brush covered with a texturename
starting with '!' and you should place a trigger_teleport entity just
in front of it. I think that's how they did it in those Deathmatch:
Classic maps.
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