Ok, so my question is: exist a way to place those plant sprites manually? i mean, i know how to place trees and other plants, but i want to place those plant sprites that the shot shows, but manually.
Bland? maybe the current version looks a little more exciting.
And about the trainyard, you?re right but still im not accostumished to the engine limits, i know that i can make bigger locations but i was afraid of making a huge place that affects performance.
I refered to put the plants...
oh! i see, but those are sprites, no? I like them but actually i were prefered to place them manually, obviusly i didn?t found a way to do it. Do you know how to place those same plants but choosing their location manually?
Thanks for the advices im taking them.
1- I know what you mean and i were liked doing it like you say, but i was afraid of making the polycount big, but i will do what you say at the end.
2- I dont get the second advice, you mean that those detail models (pipes and stuff) are overdetailing...
low your undo levels to the half or whatever, many undo levels get a lot of memory, also be sure that you are not running other 3d programs that gets the same resources, i used to have Mapster and Hammer working at the same time and that was making my rig crashing often. Other possible issue can...
Thanks guys, all my worries are because i made some maps for HL1 and always had the same problem with ?too many....? too many everything? :/ always ?too many? so, im working on these maps very slowly trying to not excede the engine limits. Happily im realizing that they are greater that i thought.
Well, that?s probably the name that i will use for these maps that im building right now, basicly the history will be how the combine took our third world country, sort of.
Here i will be uploading screenshots often how my time allows me to do. Also i will try to concentrate all my doubts about...
And so? anybody has a solution for it?
im not rushed but...
NEVERMIND! problem fixed, it was just like shinobi said, that material was a model skin, and i didnt noticed since two minutes ago.
Well, here i will put some screens about the lighting problem and the compile log, like i already said, the door is fixed but still some surfaces looks weird (if im not wrong it happens only with solids, no func_details or any other entitie).
For example, this wall looks dark from here...
I learned something today, thanks! Im not saying that the problem is fixed but at least the door does.
Anyway, is there a way to skip all the model skins in the materials browser?
No, mostly of them was solids, thanks anyway, i will post those screens just after compiling it, but right now it makes no sense because the level is broken, im working on some structures here and there and still i didnt optimized them.
EDIT: now, re reading your post, i got what you meant...