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  1. pur3r4ge

    I'd just like to take this opportunity...

    Maya has fairly well regarded UV unwrap tools, and it still sucks. Worst part of modelling.
  2. pur3r4ge

    How long have you been mapping?

    I'll just chime in, because I see no one has mentioned UT. My first map was a DM map of my school for UT (very original, I know :P ). That was in 2000.
  3. pur3r4ge

    Iron Grip: The Oppression News

    toekneebullard hit it all spot on. I really like the concept, but the models look way too blocky. Hopefully it's because they plan on having 100+ on screen at a time. I can forgive blocky models in that situation.
  4. pur3r4ge

    your own brush

    I know I'm being pendantic, but it's 8 extra bits, not 16. Hammer ignores them until you tell it to do something with them, weather that's use them for transparency or specularity.
  5. pur3r4ge

    Map (and everything) scaling...

    You can do this for a mod, not a regular HL2 map. You can set the game's scaling as you create the mod.
  6. pur3r4ge

    2 questions about modeling for my mod

    There are almost as many approaches to modelling a character as there are modellers. You should check out a few tutorials on the subject, and see if anything fits you well. You're bound to find a workflow that fits you eventually.
  7. pur3r4ge

    My desk (kinda of akward to work at)

    Looks awesome. What's the polycount on that guy?
  8. pur3r4ge

    Cube map buffer size 1024 x 1024 is bigger than screen!

    reduce your cubemaps resolution, then. 1024x1024 is probably bigger then you really need. I think it'll also make your map file huge. Isn't 512x512 the default?
  9. pur3r4ge

    Request: the nade picture

    C:\Program Files\Valve\Steam\SteamApps\<username>\counter-strike source\cstrike\resource\csd.ttf That should do it.
  10. pur3r4ge

    Question about Map Sizes

    I don't know enough about it to say for absolutely certain, but I'm going to lean towards a strong "no" on that. I'm not sure that you can even change the scale from map to map, since I think it's defined in the gameinfo.txt.
  11. pur3r4ge

    Question about Map Sizes

    I'm working on a similar thing right now, so just to warn you: don't expect to have the same level of detail as HL2, if you want it to be very large and have long view distances. You should try and make the roads kind of winding, to block view distances, rather then long open avenues.
  12. pur3r4ge

    Long Maps

    Yse, but it's difficult. Would this be for some sort of mod, or for CS:S, HL2, or HL2:DM? It'd be easier with a mod, because if it was large/driving themed, you could alter the unit scale, and make much larger maps much easier.
  13. pur3r4ge

    map viewing program ?

    GLView is only for viewing vis leaves, not a textured, lit, and compiled map.
  14. pur3r4ge

    map viewing program ?

    I've not used it, but Nem's bsp view might be what you're looking for.
  15. pur3r4ge

    Hammer4.0 and/or SDK? I'm not clear on something.

    You can't even run vbsp in the command line without steam running. I strongly doubt that you can run hammer without steam running, mod or not.
  16. pur3r4ge

    Competition Among Mods

    I think opposing mod teams should actually hunt each other down in the streets and hire assassins to take each other out. It's ludicrous to think that your own work will stand on its own merits, and a much safer bet is to cut down everyone else down, thereby making yourself look better. :cheese:
  17. pur3r4ge

    radom grass sprites

    Explaining it doesn't get much more concise or coherent, I'm afraid. You can't do this in hammer, nor can you see the result before you compile it. You just need to plug through the tutorial and figure it out.
  18. pur3r4ge

    Need Help With Hammer!

    Any of the sdk sample maps have "something"_text entities (I forget the name exactly; "game_text" sounds right... the entity with the "T" icon). Just look at them. You can trigger them with any other entity/button/func_trigger you want. You could even trigger it with a logic_auto that sends the...
  19. pur3r4ge

    Christ....(Leaks)

    did you follow the red line and close any holes that may exist in the geometry?
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