Re: swaying net
Posted by mike9292 on
Fri Aug 29th 2003 at 10:03pm
Posted
2003-08-29 10:03pm
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Jun 11th 2003
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
Re: swaying net
Posted by KoRnFlakes on
Fri Aug 29th 2003 at 10:06pm
Posted
2003-08-29 10:06pm
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func_pendulum or somesuch I think
Re: swaying net
Posted by Cash Car Star on
Fri Aug 29th 2003 at 10:16pm
Posted
2003-08-29 10:16pm
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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.
Re: swaying net
Posted by mike9292 on
Fri Aug 29th 2003 at 10:22pm
Posted
2003-08-29 10:22pm
41 posts
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Registered:
Jun 11th 2003
thanks i got it to swing the way i needed it to
Re: swaying net
Posted by KoRnFlakes on
Fri Aug 29th 2003 at 10:25pm
Posted
2003-08-29 10:25pm
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blurgh, nvm he edited post.
Re: swaying net
Posted by Mr.Ben on
Fri Aug 29th 2003 at 10:36pm
Posted
2003-08-29 10:36pm
Mr.Ben
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I don#t get this suggested answer, ignored/rejected answer thing and how it is applied to posts. Do moderators have to do it?
Re: swaying net
Posted by Leperous on
Fri Aug 29th 2003 at 10:51pm
Posted
2003-08-29 10:51pm
Leperous
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Moderators or the topic poster can determine whether a post answers the question or not- it's handy for future reference, mainly.
Re: swaying net
Posted by Myrk- on
Fri Aug 29th 2003 at 11:51pm
Posted
2003-08-29 11:51pm
Myrk-
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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...