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  1. Xenethyl

    Big Yellow All Over Screen

    When this effect occurs and you move your point of view around does it stay on your screen in the same location or does it move out of view? If it moves out of view then it is a problem with the map. If it stays on your monitor in the same location it is more likely that your video card is...
  2. Xenethyl

    model road in 3dsmax?

    Yes, use displacements to achieve your desired road structure. Does anyone remember the map someone made entirely out of displacement maps? They are very useful for this exact purpose.
  3. Xenethyl

    This is odd, some help please?

    Hazar is correct. Texture the outside box with the generic skybox texture and define the specific skybox that you have chosen in the map properties. I have a feeling that even after you fix this you will still have problems, so screenshots of the 2D views would be helpful.
  4. Xenethyl

    This is odd, some help please?

    Can you post some screenshots of the 2D views? It may be easier to figure out what's causing your abnormalities that way.
  5. Xenethyl

    Q3 map port

    Sure, no problem. I, as well, will post any information regarding porting older maps to the Source engine that I may come across. :)
  6. Xenethyl

    Q3 map port

    When I said that the map didn't have any texture information I just meant that every brush was covered in the default "notex" texture that Radiant uses while you map. This prevented any conflictions between textures that had shader properties applied to them, such as water shaders, and thusly...
  7. Xenethyl

    Q3 map port

    Sure, no problem. As far as switching to 1.4.0 I don't believe that it will solve your problems. It also seems fairly random for me as I have been porting one of my older maps over to Half-Life 2. Before I give an example I just want to describe how terrain works between the two engines. In...
  8. Xenethyl

    Q3 map port

    Not entirely. I personally map for Half-Life 2 in GTK Radiant 1.4.0 and port the map over to Hammer for the final additions. It seems that brushes textured with certain textures, such as the terrain shader, do not make the port from Quake 3 to Half-Life 2 and nor do complex brushes, such as...
  9. Xenethyl

    custom water without normalmaps

    In theory you could create a block of water that looked like a brick wall. The parameter that defines a brush as being water is in the .vmt file for the texture you are using. For example, this .vmt is taken from the dev_water2 texture: "Water" { "Water_DX60" { "$fallbackmaterial"...
  10. Xenethyl

    How to make realistic daylight?

    Use the light_environment entity. Click on the lightbulb on your toolbar, place the little green box towards the top of your skybox, scroll down to light_environment in the drop-down box in the smaller menu titled "objects" (make sure that "Categories" is set to "Entities"), and then press enter...
  11. Xenethyl

    Cool animations

    Yes, as Limpet stated, you could have fixed that by placing "serving/serving" in the "$baseTexture" parameter line. The "$baseTexture" parameter basically defines the path to the file used for the texture, starting from the materials folder. So if you were working on a mod and had various maps...
  12. Xenethyl

    Cool animations

    The easiest way to create a .vtf file from your .tga file is to create a folder named materialsrc in your Counter Strike: Source folder. Place the .tga file in there and then navigate to the folder with vtex.exe in it. Next, drag your .tga file on to the vtex.exe file and a command prompt window...
  13. Xenethyl

    Cool animations

    Yeah, basically you should follow Limpet's tutorial (a very nice one at that). I assume you had trouble getting the texture to scroll but did not have trouble getting a map loaded for Counter Strike: Source. If that's the case, then you just didn't have the material files in your Counter Strike...
  14. Xenethyl

    Slomotion HL2 - how?

    I'm not quite clear on why you do not want to use host_timescale. However, from your original post I managed to gather that you are having problems with the audio being in slow motion. I would personally find it strange if I was playing something in slow motion and the sounds were all played...
  15. Xenethyl

    Cool animations

    Yeah you just need to create the map while you're running Hammer in Counter Strike: Source mode. Everything is basically the same in terms of creation. When you load Hammer make sure the drop down box in the SDK window says that you are editing for Counter Strike: Source. Then in Hammer just...
  16. Xenethyl

    Cool animations

    If my map isn't loading for you then you do not have the files in their proper directories. The .vmf file must be placed in the directory where you are loading your other maps from (or any folder really, as long as you navigate to the folder through Hammer), the .bsp file must be placed in the...
  17. Xenethyl

    Cool animations

    In order to get scrolling textures to work you will need to define custom parameters in the .vmt file for your texture. I created a sample map which I will include a link to at the end of my post (I didn't bother to compile the textures into the bsp so you will have to unzip the file and place...
  18. Xenethyl

    Quick time help

    Apparently the site is down. Hopefully it comes back up soon.
  19. Xenethyl

    Quick time help

    This tutorial doesn't apply to the paint alpha feature in Hammer but it will explain how to apply texture variation to your terrain: http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=113 Hopefully it will get you started in the right direction. Good luck and happy mapping.
  20. Xenethyl

    Hammer low memory

    There are programs out there that will attempt to maintain a stable memory level on your computer by ending the use of inactive memory. However, in your case I don't think any of these programs would do you any good as the strain on your memory is coming from one program that in fact does need...
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