You can have 2 textures mapped to one mesh. I just might not recommend it if they will both be high resolution, or if the mesh is small. If it's huge, though, it may be worth the resolution of 2 textures.
As is typical, I figured it out after a day of trying, just minutes after posting for help :)
I changed the .qc file to the following:
$modelname ol_deadcity/fire_barrel.mdl
$cdmaterials models/ol_debris
$staticprop
$scale 10
$body studio "models/ol_deadcity/fire_barrel"
$sequence...
Hey all. I'm trying to compile a custom static prop, with an LOD model. Currently, whenever I run studiomdl, I get the following output:
C:\Program Files\Valve\Steam\SteamApps\<email removed>\sourcesdk\bin>studiomdl
.exe C:\OffLimits\fire_barrel.qc
c:\offlimits\, c:\program...
Make the planks larger, so that there are fewer overall. More like sheets of wood then planks. You may also want to try and put something in between them, so you can only see one at a time.
It's a fine idea... but pick your shots wisely, and be sure to spend time fixing the images up in photoshop. You don't want to take a shot that is overly influenced by the light at the time, because it might conflict with its placement in the map. You also want to make sure to tile it well in...
I'm working on a large multipart prop in XSI, which has 3 main pieces, each with its own complex collision model. Thus far, I've been unable to export the pieces individually.
Is there some trick that I'm missing? I've tried exporting with only the object selected, and tried moving each piece...
Assuming you're using the mod tool, install the valvesource.addon, and it will add a Valve menu along the upper right that you can use to export your models.
I used that ed harriss tut, and it got me going pretty nicely.
You make ladders using two different methods, depending on which game you're mapping for, CS:S or HL2:DM
CS uses a brush with the "ladder" texture assigned to it. HL2:DM uses the func_usableladder and info_ladderdismount method.
BSP = Binary Space Partition
It refers to the format of maps for HL, HL2, Quake engine games, Unreal Engine games, and pretty much every 3D game level out there.
I'd rebuild them, then. Feel free to PM me once you do if you want to test it. It's well worth the effort, since most dedicated servers are running on linux.
well... I hope so. It worked for me and at least one other person. Pro[ph]et has more experience with this sort of thing. Did you make your ladders the CS:S way (ladder texture) or the HL2:DM way (func_usableladder, info_ladderdismount)? If you made 'em the CS:S way, I'd change it.
It sucks...