RebelChum Posted June 10, 2014 Share Posted June 10, 2014 Is it possible to have a shader that is only visible from a certain distance away? For example, you can only see the shader if you are close, within a certain amount of units. Link to comment
Raz0r Posted June 10, 2014 Share Posted June 10, 2014 Hm, you may be able to make use of the Q3 teleporter/camera/portal code. It's related to alphagen portal I believe there's also a value you can tweak for how far away to render it. Might not be what you want, but that's the closest I can think of. Link to comment
Xycaleth Posted June 10, 2014 Share Posted June 10, 2014 What specifically are you trying to do, @? Link to comment
RebelChum Posted June 10, 2014 Author Share Posted June 10, 2014 What I'm considering is a sprite that shows up as you approach a sign that would be in the star wars language and generally unreadable, or the text would be too small in game anyways. So as you get closer the larger, English text sprite would appear on the sign effectively translating what it says. If its not possible I may just go with a trigger_multiple aimed at a private target_print Link to comment
Asgarath83 Posted June 14, 2014 Share Posted June 14, 2014 make the surface, make another surface with the message upon the other brush. convert the message surface in a func_usable and make 2 trigger_multiple for player, if the player touch the exter trigger, the func_usable switch to off, if touch the inner trigger, the func_yusable turn on and show the text. Link to comment
Solution RebelChum Posted June 22, 2014 Author Solution Share Posted June 22, 2014 make the surface, make another surface with the message upon the other brush. convert the message surface in a func_usable and make 2 trigger_multiple for player, if the player touch the exter trigger, the func_usable switch to off, if touch the inner trigger, the func_yusable turn on and show the text. Not sure how that would work. If you had two triggers within each other, one turning the wall or usable off and the other turning it on they would conflict. If you had the off trigger be surrounding the on trigger so that as soon as the activating player left that area that wouldn't work either as multiple players would cause that not to work. The only real workaround is either the target_print method or having one trigger target a func_wall with the message that only displays it for a certain amount of time with the wait time on the trigger_multiple equalling that time. So if the player is in the area for more than the timer it would keep displaying, but if they walked away then it would turn off. Asgarath83 likes this Link to comment
Asgarath83 Posted June 22, 2014 Share Posted June 22, 2014 I never used the func_wall because i make only a dozen of maps. but should work fine. I make something like that with func_usable, but not on a wall text.target printer i used, however. it works very good. Link to comment
Szico VII Posted June 26, 2014 Share Posted June 26, 2014 the alphagen portal might work Link to comment
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