there were quite a few conveyor belts in HL1, but i dont recall any in HL2. how would one create a conveyor belt, with the sliding texture and everything?
alright i got this workin smoothly but one thing. when you shoot it you can see the bulletholes. i added "$nodecal" 1 to the vmt but no go. restarted hammer and stuff to make sure my settings were saved but that still didnt change anything. is there something else i should add to my vmt? while im at it....is there some kind of page that tells what those $ things mean in the vmt....cause i still havent heard of them all. if i had that id probably post less about vmts....
I don't know of a variable that specifically stops bullet holes from appearing, though lots of entities do that by default.
Mr. Lane promised me a list of shaders, proxies, and variables, but to date none seems to exist. If I were a more competent coder I would go through and find them all myself...
woo! woke up this morning and now it works. i thought it would work out that way. i figured no one made that list anyways since i looked forever on google and found nothing useful. one more thing. as you see i have problems getting my edited vmt settings to take effect when i want them to. apparently this requires more than restarting hammer. is there a solution to this or is this just the way it is?
one problem. when physics objects are resting on the conveyor they just lay there. they arent moved with the conveyor. is there something i can add so that the conveyor will move physics objects as well and not just live players?
the thing about trigger push is...depending on the mass of the phys object...it will be pushed at a different rate. lighter objects will be moved faster and heavier objects slower. i need the objects to move at the same rate.
Hmm. Env_physimpact can apply equal force regardless of the object's mass, but it's more of a one-time thrust than a steady pull. Maybe, instead of letting the func_conveyor itself do the pulling, you could put a bunch of invisible, synchronized func_tracktrain brushes over the conveyor belt. But then it'd be jumpy in multiplayer...
I would've suggested that, but it would be impossible. You can't have selective solidity.
But... Func_clip_vphysics, like every other entity, should support a parentname even though it's not in the FGD. Maybe you could have the tracktrains outside the map, with func_clip_vphysics brushes sitting a unit higher than the conveyor belt, parented to the tracktrains. Hmm.