Are you making the skybox brush then leaving it alone?
Or are you pressing ctrl+t on it.
Are you making the skybox brush then leaving it alone?
Or are you pressing ctrl+t on it.
Is there a way to make info_player_starts not activate until a certain point in HL2:DM.
For example not spawning you in a building until you've pushed a button in that building.
You could make trigger_teleport there, and make it to disable when the button is pushed.
How can I get it to stop doing this? This is the default vbsp file, what the christ.
It's also in a mod I'm working on.
I just realized how shitty that screenshot looks, but I haven't gotten around to normal mapping those textures or playing with the lighting any.
Is there a way to spawn a weapon in HL2:DM that doesn't respawn?
I'm using a trigger multiple, a point_template and weapon_rpg, so when you drop a prop into a box, it spawns an RPG. Unfortunately the rpg will keep spawning in the dispenser every 30 seconds or so.
Does anyone know how to make the Combine doors like the ones you see in city maps? Like City 18.
Prop dynamic, search for the model combine_door, or something.
so what's the best way to make a hollow cylinder? by hand? I know I shouldn't use hollow but i want one of the rooms in a TF2 map i'm working on to be a vertical cylinder.
Use the arch brush primitive.
I added displacements to my map, both in the level and in the 3d skybox, they were constructed so they lined up, now I get weird lighting errors on compile. Can't contribute much data cause I'm at school but what possibly went wrong? Just a leak?
No no no, the ones you see on the nexus, not the giant road block ones.
Could you post an example? I'm not exactly sure which doors you mean.
That's two brushes.
But how do they work, with the button clicking and the door moving thingamajig.
func_door
func_button
A func_button tied to a nodraw box is placed over the combine button, you press this button, it animates the combine button, and tells the door to move up.
Is there a sort of checklist of entities to add to make a map look better?
Proper lighting, details, fitting textures.
That's all you really need.
I'm trying to make a maze is there any quick/easy way to go about making one?
I have yet another problem that i cannot solve to my knowledge. rather than trying to explain what the problem looks like i took several pics.
pic1
pic2
pic3
I recently added in a 3d skybox to my map. It lines up just how i'd like it to, but as you can see, something went wrong. the water in the map isn't rendering until you swim in it, which gave me the idea that i had a leak. I go to load pointfile but it just brings me to a file browser with nothing to select. it also appears that my 3d skybox is rendering the whole map again but 16 times the original map inside the 3d skybox. i've checked every seam in my map, and couldn't come up with anything. looked through the compile log, but couldn't find anything of importance. I mean, there's a few errors with props but I wouldn't think that could be the problem. there is also a problem with seeing other parts of my map through the 3d skybox.
Are you compiling vis on fast?
My brush edges keep snapping to the grid every one units instead of snapping according to the grid's zoom/size. How do I switch it back to normal snapping?
Press ] to increase the grid size. Press [ to decrease.
There's an entry in the map drop down list that says snap to grid.
Right now vis is off because of the ridiculously long compile time but compiling with all normal settings results in the same exact thing.
Sorry, I don't think I worded the problem correctly. Here's a screenshot:
Regardless of how far I'm zoomed out, brush edges keep snapping to the grid as if I'm zoomed in to the 1x1 grid.
Nevermind. Fixed.
It is not snapping to the grid, shift+w.
i dont know wich tut you followed for making a 3d skybox ,but have you removed the camera from youre playing map. only the 3d box must have the camera.
http://www.youtube.com/watch?v=lxVo-...0Coe_o02ybBED7
The 3d skybox is the only thing containing a sky_camera in my map
Are there any stock self-illuminating textures in Half-Life 2/CSS? I can't quite figure out what to search for and I'd like to not import custom content because of reasons.
You mean texture lights?
There are several and my modifying tge rad file for the texture you should be able to make any texture into a texture light (I think).
I'm making an American style diner, how would I make a corner that fit all these 3 displacements?
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Sacrifice your soul.
How do you manage the grid, even with small buildings, it is so amazingly convoluted.
Visgroups.
It's the ability to hide/unhide objects and user defined groups easily to avoid visual clutter. It is rather simple just alt+enter anything and hit the visgroup tab to edit its properties. You will have a list with check box's in your interface window.
Thanks mate! Much obliged.
Don't forget to re-enable anything you don't want omitted before a compile.