Have you played Quake Live? If so, then you know the advertisement boards are arragment in walls, at some stands and not just as a brush placed at the wall (some of the ad boards are placed directly at the wall, but have framing). Some of the billboards have framing, some of them are just a single brush with one surface textured with advertisement placed on stands or some hang, and not just flying around, or glued directly on the wall...fKd wrote:the ads will just be a texture on a surface? whats the issue here?
/*EDIT: Oh, also, have you seen ad boards in space arenas? They're floating in the air, but have more details, such as jets, towers and the framing... Ad texture is transparent, to fly through... */
So this is the reason I need help with decompiling the map, I need to load advertisement boards in Radiant (which I'll decompose the advertisement entity into worldpspawn)...
I just need to load advertisement shape, not build working ad banner, since I know that won't work with right compile prog...EmeraldTiger wrote:They use a special entity called "advertisement", which is similar to a func_static but capable of streaming ad content from select providers. Each of them have a "cellId" spawnflag, viewable in-game with "r_debugads 1". It's not really as simple as slapping in a three-digit number for the cellId and calling it a day, however. Apparently, there's some behind-the-scenes stuff regarding how ads work, most likely embedded in the game's code itself, and therefore it is impossible to build a fully functional advertisement without access to the developer toolset. You could probably troll around though and make some easter eggs by putting "Hello World" for a cellId.