4/18/2024 0 Comments Half life 1 water texture![]() ![]() Unlocked Sentence ( unlocked_sentence) - Sentence that is spoken when the door is 'unlocked'.Locked Sentence ( locked_sentence) - Sentence that is spoken when the door is 'locked'.14 = Light Switch ( buttons/lightswitch2.wav).13 = Latch Unlocked ( buttons/latchunlocked1.wav).9 = Keycard Sound ( buttons/button9.wav).6 = Power Deadbolt 2 ( buttons/button6.wav).5 = Power Deadbolt 1 ( buttons/button5.wav).4 = Quick Combolock ( buttons/button4.wav).3 = Access Granted ( buttons/button3.wav).1 = Big zap & Warmup ( buttons/button1.wav).Unlocked Sound ( unlocked_sound) - Sound to play when the door is 'unlocked'.12 = Latch Locked ( buttons/latchlocked1.wav).2 = Access Denied ( buttons/button2.wav).Locked Sound ( locked_sound) - Sounds to play when the door is 'locked'.Target ( target) - When the door is opened, it triggers the entity with the name specified by Target.8 = Snappy Metal Stop ( doors/doorstop8.wav).7 = Metal Lock Stop ( doors/doorstop7.wav).6 = Metal Slide Stop ( doors/doorstop6.wav).5 = Light airbrake ( doors/doorstop5.wav).3 = Ratchet Stop ( doors/doorstop3.wav).2 = Clang reverb ( doors/doorstop2.wav).1 = Clang with brake ( doors/doorstop1.wav).Stop Sound ( stopsnd) - The sound that is played after the door closes.8 = Snappy Metal Door ( doors/doormove8.wav).6 = Large Rollers ( doors/doormove6.wav).5 = Power Hydraulic ( doors/doormove5.wav).3 = Pneumatic (Rolling) ( doors/doormove3.wav).2 = Pneumatic (Sliding) ( doors/doormove2.wav).1 = Servo (Sliding) ( doors/doormove1.wav).Move Sound ( movesnd) - The sound that is played when the door opens.Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource. A master must usually be active in order for the entity to work. Master (master) - The name of a multisource (or game_team_master) entity.The settings are not always (or not all) used. The compass in WorldCraft / Hammer corresponds to Yaw. Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively.Render Mode (rendermode) - Controls the type of rendering that is used for an object.Think of it as modifying whatever the Render Mode puts out. Render FX (renderfx) - Gives objects special render effects.Name (targetname) - Property used to identify entities.By the way, this entity looks a lot like func_door, because it's designed to be able to move (flooding etc.) ![]() Water! A water texture (one prefixed with '!') will act as water, but binding it to an entity gives added advantages. It will look too big and clipped in hammer but will look fine ingame.You guessed it. To deal with this,texture your water brush with a standard halflife 128x128 texture to your brush, then set your scale, then swap the texture with your custom one and dont touch the scale numbers. For textures higher than 128x128,there is a scale quirk where it wont match what you see in hammer. Now save the WAD file.Ħ) Apply the new water texture to a func_water. Now when you close the preview you click save. Now the new pallete is loaded and the image is modified to fit it. Now go to colors load pallete and load in the pallete file you just saved. Then close the image and when it prompts you DO NOT SAVE.ĥ)Double click the image again and bring it up in preview. Don't panic, we are just saving out the modified palette. The red color is the control for the fog intensity so a RGB value of 0 0 0 has minimal fog, while and RGB value of 255 0 0 will produce a thick fog.Ĥ)Now click okay and you might see some weird distortions in your image. Then select the next color (index number 4) and set it to maximum red which is RGB 255 0 0. For the purposes of this tutorial I will be going with an obvious purple shade of RGB 200 0 255. When the preview image appears, go to image>edit pallette:ģ) In "edit palette" mode select index 3 (4th color box from the left) Set it to the color of your fog. Import your image and rename the front to "!" like so, then, double click the image to preview it. Prepare your image as the same you would in part 1 and save it out:Ģ)Open wally and create your wad file or open an existing one. Standard water textures are 128x128, but you can have higher but there is a quirk where you will need to scale on brush differently ill get to that later. Lastly they are designated with "!" in their filename. The texture must be tiling textures or else the effect will look bad with visible seams. They have several special things to consider They use specific colors from the color index pallete to control both fog color and fog intensity. 1) Water textures in half-life have procedural animation to make them distort and fluctuate. ![]()
0 Comments
Leave a Reply. |