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Topic Starter Topic: Forcefields

Trainee
Trainee
Joined: 25 Sep 2010
Posts: 37
PostPosted: 03-26-2011 07:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


Okay, I'm wondering how to make forcefields, I mean transparent-ish entities that certain things (like func_trains) can pass, but the play cannot. I've made a block where I want the forcefield and assigned it with "func_forcefield", however in-game it uses the same texture as in the editor. I'm wondering...

1) Do I need a forcefield texture and if so, where can I find a good one?

2) Do I need to manually (through the entity window) animate it?

3) Is there any other questions that need answering that I don't know...yet?




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The Afflicted
The Afflicted
Joined: 29 Nov 2002
Posts: 622
PostPosted: 03-27-2011 07:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


This is a pickup item in EF, but I think you could use a playerclip with another shader.
IIRC the "stasis" texture set has some nice shaders. You could make a new "forcefield" shader by using the playerclip shader and the animated texture from a stasis shader.




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 03-27-2011 07:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


I don't think many people here map for Elite Force, so you may not get an answer to your questions. I don't know how func_forcefield works but you may see a description in the entity inspector. I assume it needs a shader script on the brush, perhaps playerclip will work just as well.

You might want to ask at a ST:EF specific forum like here (I think you have to register before you can view all the posts - see the announcements post):
http://forums.filefront.com/star-trek-e ... series-73/



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The Afflicted
The Afflicted
Joined: 29 Nov 2002
Posts: 622
PostPosted: 03-27-2011 01:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


There still is a (small) EF community here. Some are still mapping (I think) or have done so in the past.




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Trainee
Trainee
Joined: 25 Sep 2010
Posts: 37
PostPosted: 03-28-2011 01:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


Well, I got the kind of effect I wanted (I used the forge/energyor as my forcefield and it's transparent :)). Apparently it also lets the player through, so I used a clip texture in the same place as the forcefield texture (two different brushes) to prevent passing the "forcefield". Thanks for the help anyway, and I'll definitely check out these EF communities :).




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Trainee
Trainee
Joined: 25 Sep 2010
Posts: 37
PostPosted: 03-28-2011 01:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


Forgot to answer how I got it (oops :D). I did some more research and found a neat way to make forcefields (make a brush and texture all none-seen sides with no-draw) and texture the remaining side with a texture that has a "forcefield" shader (I'm not sure if mine has a forcefield shader, but it does animate :)).




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Grunt
Grunt
Joined: 06 Dec 2009
Posts: 68
PostPosted: 03-30-2011 12:48 AM           Profile Send private message  E-mail  Edit post Reply with quote


pics please




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