Type: Posts; User: :smugspike:
Search took 0.02 seconds.
I fucking love the title.
9th December 2013
I say that as a diehard stargate fan.
Unless you're talking about the clipping geometry, it's a bit unclear what you're talking about.
The floor layout doesn't seem overly spacious, what you're perceiving is likely the high ceiling space.
Where should I look for the sourcescheme.res file to fix the visual elements in a non sdk-2013 version of hammer?
I need it for propper.
Which version did you use?
7th December 2013
Dumb question, forgot that they were engine version dependent.
^ keep in touch, I'd also like to get propper working.
Somebody mentioned this but I haven't yet gotten around to actually trying it:
If he had the resources available to him that the government did, how do you know he couldn't?
Well don't tell that to me, I see a hell of a lot more wrong with that scene than just the plane and the tiny clip through the bridge, but what is is what is. v:v:v
It isn't. See the debris all neatly piled up around it's nose? That's supposed to be a context for the ramp-jump you do in the buggy to get to the other side of the bridge. The tail is obstructing...
The only thing that I have a quarrel with in CM's environmental design are the parts where there are airliners... just kind of sticking out of the ground. Those things break up even on an unsteady...
I know some may consider this a bit generic, but this picture takes me places.
There was nothing wrong with your description, Netheous was just making an ass of himself.
Well for the record, Gary, he was merely stating that the concept of mimicking rp_downtown_v2 isn't an original one in itself, not that it simply was one. Of course, that doesn't reduce the quality...
Nice work, lots of attention to making everything look natural. I'm going to be disappointed if I don't see some servers running this.
That's awfully sophisticated, I'm impressed!
1st December 2013
This is definitely one of those maps I will waste hours on doing the same things over and over. I hope it becomes popular on some...
Well since you're not going to answer in this thread what it is you hope to learn, I guess I'll add you tomorrow and inquire personally.
Time well spent, OP. I can see you're really investing your finite time on this planet wisely.
I hope you're amused to no end by this worthwhile thread.
That's oddly relevant to what I want to be using propper for right now, very nice work. What sort of UV are you going to wrap it in? (By that I mean will it be new, weathered, etc.)
I know I asked...
I totally spaced bro, you might want to change the filter type to blunt or something like that, I forgot that players like to use melee on them too. Experiment around a little to see what works best...
did you also the nine eleven
Please take my blocklettes.
use a filter_damage_type and specify it under the button or door's damage/activation filter, set filter type to "BULLET"
30th November 2013
Would somebody be able to add me on Steam to help me...
I guess the most you could do is place a few specified path_corners in adequate lighting conditions to try to override the lighting origins.
It's a brush based entity, you can set it up to start at a specified path_corner which can be pointed to another, and then another, and so forth. Anybody feel free to correct me if I'm wrong, but I...
I've never seen an HMRIH map with transition points between two major areas, like CSS ZE maps where you take a subway train from A to B and navigate obstacles at both points. Ever tried a stab at the...
Now that it's arrived, I can finally tell you where my Dad managed to get ahold of it for this price. I was a bit off, it was actually $550 as opposed to the aforementioned $500 (oh no!), and it was...
May I suggest you add some utility closets and offbranches leading to remote rooms for those of us who like to be printer rats?
could you make it so they become charred and then the charple disintegrates after a short time?
I wish I could say, but I honestly don't know what the maximum decal count is. Have you tried simply quickhiding ~200 of them (as far as I remember, hiding something or it's visgroup makes it...
There's definitely a decal limit. Approximately how many would you say there are, just scanning down your entity report menu?
Absolutely. I hate that other downtown remakes often leave the sewer out, putting complete control in the hands of the surface dwellers. Maps like that need alternative routes.
27th November 2013...
That'd be really cool of you. I loved toying around on subtransit. It was my inspiration for this little thing. (.vmf)
Here's a picture of it being cute. :v:
I don't know what I expected.
Not that it will make a huge difference, it's simply more obvious for the compiler, but it's best to make everything out of the nodraw texture, then use the face edit tool to texture visible faces...
hey, it's not a hollow default brick texture room, so you're on the right track with all of the elementary basics down pat. Try enveloping it in a hollow tools/toolsskybox (just use the "tools/"...
Say I wanted to make a physbox based vehicle where no change in mass takes place, but is made up of separate subcomponents all tied to a common base using phys_constraints and existing under the same...
I asked this over in the mapping subforum megathread but I can probably only expect so much help there, I'm going to mirror my question here in a quote because I'm sure you all have much more...
I know this isn't the place to ask, but a straight and concise answer is what I'm looking for as opposed to trawling google search results and hundreds of "Me too" replies on misc forums.
As far as my experience tells me, it simply makes everything in your screenspace monochrome. I don't want to believe there's not a difference, but evidence would suggest otherwise.
^ I am also curious to know what you wish to learn from playtesting. Depending on what that is, I may also be willing to assist.
I had this problem before and it's specifically because you're using textures that emphasize lightbounce (the flat and labeled dev reflectivity textures.) Try compiling lighting with -final.
Not really a regular in this subforum, but I thought I'd get opinions. I was going for an entry level DSLR, and I've ordered a Pentax K30. I got this one because I heard it was excellent for...
I'd never have even thought of that. Awesome, thanks, even though I wasn't the one asking.
That'd be good for trains going full-speed but what if they need to stop in the middle of a corner for some reason?
I disagree. The refract could be used properly. Simply using a flat bumpmap to create a slight displacement, like you would see in calm water from the side, would actually create a quite convincing...
What no, props don't have lightmaps. The most they have are prebaked lightmaps applied directly to the texture.
25th November 2013
Which aren't technically lightmaps in the conventional sense.
Wait, you used mat_hsv 1 to make everything black and white? Then what's the difference between that and yuv 1 or mat_yuv 1 (it's only one of those, I just don't know exactly which)
Unfortunately the intended application would be for a Gmod map, so oh well I guess, I'll just have jarring transitional points instead.
25th November 2013
Thanks for the speedy reply, though!
Is it possible to make a player triggered env_fade affect the activator's screenspace only? If so, how?
If I make a map for Half-Life: Source content, do the angel cutout placeholder cubemaps go away after I build cubemaps?