It was crashing in game now. I have made lots of changes. It works fine as long as I do not select everything and press CTRL-T. Any suggestions?
** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program...
ok
Ok. Does my brightness look ok? I think I have all the values correct now. How is Pitch (Y) diffrent from the other Pitch?
Pitch Yaw Roll: 0 -78 0
Pitch: -78
Brightness: 255 255 255 200
Ambient: 255 255 255 200
env_fire
I got it to work. It looks nice. Except it is the size of a campfire instead of a tourch. I tried to shrink the env_fire but it did not want to shrink. Any ideas?
Actually I found that I can change the property in the setting.
skybox
I am only using a skybox texture.
Do I just apply a sky texture to the inside face of the big room? I tried this before and it did not seem to work. I have the other faces set to nodraw.
"to solve ur problem go to the skybox name and change it to sky_dust or w/e name u want it will...
how about this
Im a lil confused with eveyone's comments. Is this correct:
0 -78 0 200
It looks too dark. I would like to look like it is 1:00 PM. Please see screenshot. Actually, the screen shot does not display it real well. If you are inside the castle, everything is almost pitch black...
I saw someone use light_environment before. I think you guys recommended 78 degrees. However everything is too dark. Even the tops of bildings. I put the light at the top middle of the room.
angle:
0 78 0
Is there a pre-made tourch? I have seen tourches in some of the DM levels.
Also, is there a way to make a water fountin's water?
Or, how would I make these? Is there a particle generator? Is there a good tutorial on these? Thanks.
one room
I only have 1 room in my level basically. So would there be anything wrong with changing everything to func_detail?
I tried this. It made everything into one big glob. Is there a way to undo CTRL-T and turn it back to normal, later. Without using CTRL-Z?
converted
I converted all of the tower shells to detail (CTRL-T). Water is still broke. What can I do to fix?
** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2...
weird
I got my map to compile fast. I removed all of the water and their objects. Then I copied and pasted an entire working water level (1 room with 6 walls 1 water brush and the 2 objects you need for water). Now it compiles very slow and water does not work. Any ideas?
now comiping, but no water
I guess that fixed it:
I did not change anything but a couple steps and it started compiling again. My water however is still broke. I did a full compile and re-built cubemaps. Also, I reloaded the map. Now when I look at the water I see the sky. And when I am in...
i dont know
I dont know why it is taking so long. It seemd to start all on its own. Everything was working fine and then all the sudden I could not even finish compiling. I have a Athalon 64 3000.
already on it
It was already turned to fun_detail by default (the fun_detail is selected as the class, and minimum DX level is default (lowest) maximum is default(highest).
func_detail
How do I change my tower to func_detail? Thanks.
I looked online, but did not see anything helpful:
http://www.hl2world . com/wiki/index.php/Func_detail
I do not understand what all of these are? "Are they brushes or entities? func_details? func_brushes?"
I posted a screenshot. One of the textures is concretewall0...