Does anyone knows a good dawn skybox texture?
There are some additional game perimeters I wish to use for my map, but I'm not quite sure how to add them. What exactly would I need to type in to add the commands -staticproppolys, -textureshadows and -staticproplighting?
I want to put both the portal gun and the blue gravity gun (half-life series, not the sandbox physgun) in the same game, and in the same self-made map. Any ideas?
Can I use the env_gunfire in counter-strike source?
Could I add an episode 2 fgd? Does it even have one?
Why are all my doors doing this?
Basically they mostly open and close correctly, but if I press a door that is currently opening/closing, it starts rotating 360±90º.
I've tried putting doors without anything around it, moving its origin, creating new ones from scratch, but I can't figure this out.
However, I have seen this behaviour a few times recently in other maps, which makes me believe it's a new problem with GMod/Source and not the actual map?
How could i replace for example all models(models/props/de_inferno/ClayOven.mdl) in map to models/props/de_inferno/clock01.mdl? How could i do that?
Does anyone know if it is possible to allow hammer to save the .vmf in multiple directories at a time? I'd like to save my vmf file in dropbox, on my main drive, and my second drive.
It does not.
This may float your boat. Quick Google search of "save file in multiple directories" brought that up, but I'm sure if that doesn't work you can probably find something else. This seems like a generic problem someone should have ran into and decided to cover.
When I set an item_item_crate to spawn a npc, the npc comes out all crooked, even though the crate isn't. How can I fix this?
How can I increase the size of the Visgroup window on the Hammer sidebar? I saw some guy has Visgroups quite long. As you can see, I'd like to stretch it all the way down, so I can see all my Visgroups clearly, I've got a bunch.
Is there a way to make good-looking, dusty rooms?
I want to make an apartment, already abandoned for many years, sunlight shining thorugh the windows.
I already added func_dustmotes, but func_dustcloud looks way to ugly.
Is there another "dust-like" effect I could use?
Then drag it back:
Also I like doing this:
That worked like a charm, thanks man! And yeah, that's a perfect setup you got, but, I'm missing an extra monitor :P Sold it away a while ago, was an oldish 19" LCD. I may buy an extra one at some point again, I'll see.
I it possible to make a sound move with an object? I want elevator music to play in an elevator i made, but I'm not sure how i make it move with the elevator. Anyone know how?
So it would be something like:
Copy File $path\$file.vmf new\directory\$file.vmf
Of course this will only work when you compile your map.
You could also try messing with symlinks.
I registered solely to post my problem, anyway, I have a problem compiling my map, and I can't seem to find out where it is, it has something to do with
nature/blendgrassgravel001a uses unknown detail object type coastline_redgrass02!
But it doesn't tell me where and why its a problem.
Compile log as followed (and ignore the WARNING: Too many light styles as they don't affect my map)
I cut out the "ready to finish" segment.
Anyone know how to make jump pad like in Quake 3/Live?
I forget how to turn off detail sprites though... maybe look up a tutorial on how to turn them on and then just work backwards
Does anyone have some good tips for lighting?
That looks full-bright, just orange. It also does not match the light-texture in any way. What are you using for the lighting? Use light_spots + sprites.
Brightness: 200 190 181 200
Inner (Bright) Angle: 65
Outer (Fading) Angle: 90 (too much, right?)
Yeah, and either you switch the texture to match the color of your lighting now or you change your lighting to match your textures. Right now it looks very unrealistic.