Getting screens to work

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Getting screens to work

Postby Asrael » Mon Sep 05, 2011 5:25 am

I've been trying to get screens and cyberscreens to work in a test map I'm making, but just can't get them to work at all.. I've followed the wiki instructions to the letter but they just render as nothing at all. In the case of my dys_screen it actually renders THROUGH the screen's model.

Like the Wiki says I have a dys_cyberscreen and a func_monitor, and the dys_cyberscreen is placed correctly (using the point_camera method). As for the additional files, I've attempted to use the official maps' .res files as a basis for the broken_obj2.res file because the wiki's res structure article didn't make any sense to me.

If someone could point out my (likely glaringly obvious) problem here, I'd appreciate it. Thanks.

Images:
Cyberscreen in Hammer
Cyberscreen in Dystopia
Cyberscreen in Dystopia(viewed via meatspace)

Screen, head-on
Screen at a weird angle

dys_cyberscreen's properties:
Code: Select all
Name: cyber1_obj2screen
Overlay Material: <blank>
Panel Name: broken_obj2
Panel Width: 64
Panel Height: 64
Resolution W: 256
Resolution H: 256
Team: Corps
Start W/ Protection: Encryption
ICE entity name: cyber1_obj2ice
func_monitor's properties:
Code: Select all
Camera name: cyber1_obj2_cam
Name: cyber1_obj2_monitor
No other value was changed from default
dys_broken_screens.txt:
Code: Select all
"VGUI_Screens"
{
// Broken VGUI Screens
"broken_cyber1_turrets"
{
"type" "dys_cyberscreen"
}
"broken_obj2"
{
"type" "dys_cyberscreen"
}
"broken_vent"
{
"type" "dys_screen"
}
"broken_obj3"
{
"type" "dys_cyberscreen"
}

}
broken_obj2.res
Code: Select all
"broken_obj2.res"
{


"Background"
{
"ControlName" "MaterialImage"
"fieldName" "Background"
"xpos" "0"
"ypos" "0"
"zpos" "-2"
"wide" "256"
"tall" "256"

"material" "dys_monitor3a"
}
"TitleLabel"
{
"ControlName" "Label"
"fieldName" "TitleLabel"
"xpos" "32"
"ypos" "16"
"wide" "192"
"tall" "16"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "Spawn Controls"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"wrap" "0"
"font" "SpaceOneSmall"

}
"SpawnCap"
{
"ControlName" "MaterialButton"
"fieldName" "SpawnCap"
"xpos" "0"
"ypos" "0"
"wide" "256"
"tall" "256"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "2"
"labelText" "Capture Obj2"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"Default" "0"
"command" "button1"
"paintborder" "0"
"font" "SpaceOneSmall"

"enabledImage"
{
"material" "vgui/screens/vgui_button_enabled"
"color" "255 255 255 255"
}

"mouseOverImage"
{
"material" "vgui/screens/vgui_button_hover"
"color" "255 255 255 255"
}

"pressedImage"
{
"material" "vgui/screens/vgui_button_pushed"
"color" "255 255 255 255"
}

"disabledImage"
{
"material" "vgui/screens/vgui_button_disabled"
"color" "255 255 255 255"
}
}

}
Asrael
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Posts: 2
Joined: Mon Sep 05, 2011 4:26 am

Re: Getting screens to work

Postby Asrael » Thu Sep 08, 2011 9:22 am

The .res files for your screens have to be put in Dystopia/scripts/screens/, which is a folder that doesn't exist already. I can't believe I missed that. Problem solved.
Asrael
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Posts: 2
Joined: Mon Sep 05, 2011 4:26 am

Re: Getting screens to work

Postby KindredPhantom » Fri Oct 25, 2013 1:18 pm

I AM GOING TO LEAD. I am asking for ideas because I want to make something robust and useful, not because I want someone to step up and do it themselves. Read, think, reread, THEN post a reply, please.
Eh?
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Re: Getting screens to work

Postby Neon Girl » Wed Dec 25, 2013 9:26 am

Check his sig. It's spam.
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Re: Getting screens to work

Postby KindredPhantom » Fri Dec 27, 2013 1:29 pm

Check his sig. It's spam.
It wasn't at first. The spammers are getting sneakier!
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