well, first off, you have a leak. fix that. remember, displacements do not block Vis; in other words, you need to have a solid world brush behind your displacement map to seal off leaks. or you can load the pointfile (do a search) and find it.
that might fix your water visibility, I dunno.
I think there should be two branches. One for the good, one for the evil. All the combine and monsters on one side, resistance on the other. You could pick it in teh control panel.
Since there aren't many good guys, it might be tough, but it's a cool idea.
Right now I'm a metrocop. I'm...
I want to have text appear on-screen when the player enters a certain area. I have a trigger_multiple set to trigger it, and tried runnin an output to an env_message, but it doesn't work. I tried manually using a game_text (although removed in my custom fgd's) and that didn't work either...
yeah. I tried it again.. I got through. Can't explain it, I tried 3 or 4 times before, couldn't get through it. Well, I still thin you could make the frame non-solid or make a player clip brush that extends to the width of the wall, just to make it a bit easier. Ah-hah. I c u got it...
Boats? what are you smokin? Bots. in CS:S.
Well, IIRC, there are things you can do to make the bots smarter on a level, but for the most part it should be automatic. Type bot_add in-game, and it will spend a minute or so and generate navigation and stuff. I think that's all there is to...
hi. I tried it out last night, had a couple comments.
Of course, yes, it is Big. Didn't have time to really consider it, and I do prefer smaller maps, but it seemed to be interesting with a smooth layout.
I noticed that there are blue shadows under props. I didn't know this was...
few things:
The next too screens show that this map is way too dark, at least IMO.
There are some texturing problems. These should have the 'treat as one' checkbox checked, probably.
There are too many open spaces with no obvious purpose.
this bench does not fit the decor...
i Like the lighting. the elevator is vertaintly cool. You should work on making things less square. Rounding over or beveling the edges could make things looks a bit better. Spend some time and try to figure out how to make a unified map layout, something that has a smooth rhythm to...
If it's a halfway complex map at all, don't expect to pop it out in a week or anything. It takes some dedication to learn the basics, and practice to get good at it.
If you know f*ck-all about mapping, or hammer, you could check out IchI's video tutorials stickied at the top of this...
This appears to be the famous view fade bug striking again. Well at least I think it's a bug.
I'll assume that all these barrels are copy and pasted, hence should be identical. But, just to test, you could select one of the barrels in hammer that is working, go to properties, select the...
I would opin that you could learn a lot from decompiling professionally made maps, but keep in mind that you may be seeing things incorrectly decompiled, too.
It's possible that brushes may have been split in a different and less efficient way from an original design, and not all entities...
You saw a visual difference after changing your dx level (Water reflections are the most noticeable aspect IMO), right? You may be able to override the setting and not have it change anything, I'll bet...
Hmm. It's odd that the option wasn't available.
Oh, hot damn. so sweet. custom FGD's, courtesy Raeven0 & Groundflyer, has this entity in stock. :E cheers mate :cheers:
ne1 else interested, check 'em out
Once you've bound your entity to your brush, open properties and go to the 'Flags' tab. Uncheck 'clients' and select 'physics objects.'
That should do it, though I haven't tried.
ah. well that explains it. That sounds exactly like what I want, but it's not in my entities drop-down.
Maybe because I'm working on a CS:S map? I can't see why it wouldn't be available, though.
Or could it be that it just isn't in the list, and I have to get a new entity-list-thingy...
No, I was refering to the outputs panel for an entity. I saw it used with a trigger brush to override a players health to 0, in an earlier thread. I don't know-- just shooting blindly here.