Done something wrong - fixed

Any aspects of level design for the Source engine.

Done something wrong - fixed

Postby Megadude on Tue Jun 03, 2008 12:21 am

I'm trying to create a simple switchable texture, the kind I have done many times before, yet this time it won't work for me at all. I've got a vtf with 2 frames in it, the associated vmt, the env_texturetoggle in hammer, the brushes tied to func_bruses, all the correct inputs as far as I can see, yet I'm getting nothing. I'm mapping for Portal, in case for some reason some things will only work if you are mapping for certain games.

VMT:

Code: Select all
"LightmappedGeneric"
{
   "$basetexture" "custom/plastic_ring_a"
   "$surfaceprop" "plastic"
   "$normalmap" "custom/plastic_ring_normal"
   "$envmap" "env_cubemap"
   "$envmaptint" "[ .03 .03 .03 ]"
   "$envmapcontrast" 0.5
   "$envmapsaturation" 1
   "$selfillum" 1
   "%keywords" "portal"
   "%noportal" 1

   "Proxies"
   {
      "ToggleTexture"
      {
         "toggleTextureVar" "$baseTexture"
         "toggleTextureFrameNumVar" "$frame"
         "toggleTextureShouldWrap" "0"
      }
   }
}


I've got a trigger_multiple set up to make it work, whcih also opens a door.

Code: Select all
OnStartTouch ===> toggle01 ===> SetTextureIndex ===>1
OnEndTouchAll ===> toggle01 ===> SetTextureIndex ===>0


The door opens, but the textures don't change. I've checked the vmts in Portal's GCF, and they look to be the same as mine. I'm completly stumped. Anyone got any idea what could be causing this?


Edit

Haven't changed anything, yet when I loaded my map today, the textures did change. If anyone else has this problem, try restarting Steam. That's the only reason I can think of for this now working.
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