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Old 06-24-2012, 01:54 AM   #1
MetalKev
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Default No Entry Overlays


Alright, I'm obviously missing something here. I need two different kinds of overlays on my map and nether are playing nice so I'd really appreciate any help.

1) respawn room visualizers - I don't know what I'm doing wrong. I make a nodraw brush the size of the spawnroom door, place it such that enemies can't get in and place a "noentry" overlay onto the side facing out. Then when I fire up my map it blocks player movement but the overlay is invisible.

2) no entry metal door prop - also at one point there is a door only open-able from one side. I want to be able to use the no entry metal door prop on one side of the door so players don't get frustrated trying to go through a path that is blocked to them. I don't even have the faintest idea how to start on this.

If anyone can explain what I'm to do like I'm five years old I'd love them forever in ways that tingle all over.
 
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Old 06-24-2012, 02:08 AM   #2
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Default No Entry Overlays


1)

In the func_respawnvisualizer, you need to have the value Associated Respawn Room pointed at the func_respawnroom that it is connected to. Do you have this set?

2)

I'm not sure how to do that myself. Maybe someone with more experience can help you there.
 
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Old 06-24-2012, 02:29 AM   #3
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Default No Entry Overlays


In the model browser in hammer, there are different skins for two of the metal doors. skin0, the default, and skin1, the no entry side. just seach for door in the browser and click the tab labeled skins and you'll find them eventually

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Old 06-24-2012, 06:19 AM   #4
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Default No Entry Overlays


For the respawn room visualizers, you want to actually texture the face that is facing out with the noentry texture, using overlays doesn't work.

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Old 06-24-2012, 09:34 AM   #5
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Default No Entry Overlays


Thanks a ton guys, I'll give that a shot and see how it goes. Its interesting that the overlay method doesn't work, as thats how I was told to do it a couple places I looked online. I'm not doubting you, just think its weird.
 
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Old 06-24-2012, 10:12 AM   #6
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Default No Entry Overlays


Okay so having tried that out the overlay issue is sorted out, but the door one isn't.

The dynamic slide door model has no other skins in hammer, the model that does, door_slide_large_door has only the option to give both sides the no entry skin, and inst able to skin only one side. In addition the one that has the skin has no animation, so the prop still block the players path when they try to get through the way that players can access even if the func_door entity opens and closes. Still totally lost.

EDIT: If there is another better way to show players from both teams that they are restricted from moving through the door in that direction but not the opposite direction I'd love to hear it. I don't think the door prop is designed to work that way.
 
Last edited by MetalKev; 06-24-2012 at 11:05 AM.
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Old 06-24-2012, 12:47 PM   #7
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Default No Entry Overlays


If you have the ABS pack installed, when you choose the entity tool, go to the dropdown menu on the right and where it says "entities" select "ABS TF2 - Doors"
and select "ANY - Slide Small Exit Only" and click where the doorway is.

here's what it looks like in hammer:
 
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Old 06-24-2012, 12:51 PM   #8
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Default No Entry Overlays


Open Badwater and find that door if you can't do it in the model browser.
 
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Old 06-24-2012, 12:54 PM   #9
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Default No Entry Overlays


You don't always have to indicate that a door is one-way, as long as it's not at the end of a corridor and players have somewhere to go when they try to go the wrong way. Dustbowl does that in 1-2 and some others do too, I just can't think of any atm.

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