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  1. pur3r4ge

    If you're getting a "WARNING: Cluster portals saw into cluster" error

    It's always gone quickly for me, and my map takes forever to compile regularly. 10 minutes I guess, for a map that takes 3.5 hours to compile fully.
  2. pur3r4ge

    Skybox?

    The ones pointing outside the sealed areas are discarded at the time of compile, so it doesn't matter what texture they have.
  3. pur3r4ge

    Model question...

    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.
  4. pur3r4ge

    LOD Model help needed

    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...
  5. pur3r4ge

    LOD Model help needed

    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...
  6. pur3r4ge

    Some questions about light, and some about FPS

    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.
  7. pur3r4ge

    mp WIP: dm_storageyard

    Looks good so far. I can't wait to run around it and check out the layout.
  8. pur3r4ge

    Map won't run in Linux?

    rebuild all your ladders, including the dismount points. I've seen this a half dozen times, and every time, the ladders were the culprits.
  9. pur3r4ge

    Bad to use digi-camera for textures

    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...
  10. pur3r4ge

    W.I.P. Pier 33

    Great work. I loved District 33 as well. I look forward to playing this.
  11. pur3r4ge

    Forever Drowning

    HL issue. Custom map makers shouldn't let players drown for this reason.
  12. pur3r4ge

    XSI: export only selected objects

    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...
  13. pur3r4ge

    Xsi

    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.
  14. pur3r4ge

    Ladders.. and ladders.. of fun!!!!

    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.
  15. pur3r4ge

    File Extensions

    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.
  16. pur3r4ge

    dm_singularity_b1 RELEASED.

    I assumed by the third that it was a joke. I thought about posting a SC request as well... see how long the chain could go on.
  17. pur3r4ge

    sdk error

    Does this help?
  18. pur3r4ge

    Interlopers.net ..... what happened to it?

    Yeah, they had a message that they were moving servers, so it would be down until the new DNS info propagates.
  19. pur3r4ge

    Map release: dm_Faceoff!

    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.
  20. pur3r4ge

    Map release: dm_Faceoff!

    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...
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