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.
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.
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.
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.
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?
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.
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.
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.
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:
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.
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...