first, yes the sprite is in the model. it looks very odd if it isn't. i thought that was what the point of having a geometry proxy distance, just like with the env_glow (which works fine, btw)
secondly, it shouldn't matter if there is a light nearby. 'lit' models are supposed to use...
doesn't seem lit to me. here it is, in game, with what is supposed to be the lit skin:
around the bulb is my sprite showing.. it's mode is currently 'additive'
hmm.
from: www.editlife.net/errors.php
from: http://www.hl2world.com/bbs/1-vt30305.html?start=0
so...
over-large brushes with fine light maps, bad light-map values, wierd displacements, or something else.
Hmm. not all that much help. :O
as for invalid light map sclaes, you could try...
I couldn't find any trigger that would be activated by any weapon (except for thrown grenades). weapons don't cause any damage when thrown either, so that's right out...
I think RaevenO is right.
Maybe I don't understand what you're doing, but why cant you use a player equip instead?
Hi. Annoying little problem I have. I'm trying to get my light to look lit.
I'm using a standard HL2 model, "props_interiors/LightBulb03a.mdl"
--documentation, i.e. http://developer.valvesoftware.com/wiki/HL2_light_props
...and other people, i.e...
I'd say easiest way to do that is to use vertex manipulation.
Say you make a big square brush in your 'right' view-pane, and you want to make the ramp go up in that plane... So:
Select the newly created brush.
Select the Vertex Manip tool on your toolbar (Bottom button on the left, IIRC)...
if your problem is that you can't select one individual wall... click the 'ig' button on the top toolbar. That's 'ignore groups' it will let you select individual brushes that are bound together by grouping/being tied to an entity.
(The selection level thingy in the top corner lets you do...
few things to check:
1) some water doesn't display correctly. try using a different water texture.
2) Make sure your water texture is only on one (the top) surface of each water brush.
3) Make sure you have all your water textured surfaces at the same level (same z-value in hammer)...
Hmmm, I might be confused, but I think you might be confused.
When you press 'Ctrl-T', this does not merely show what entity your brushes are tied to, it ties them as well. So if you press Ctrl-T and it shows 'func_detail' it isn't because it was already func_detail, it's because that's what...
world geometry (stuff that has not been tied to an entity -- such as a 'func_detail' or 'func_brush', whatever) is necessary to generate bsp 'leaf's.
bsp leafs are little sets of geometry that tells the engine what is visible to the camera (player) while rendering any particular frame. If you...
terrain generator? doesn't that mean displacements? I didn't think hl1 supported displacements.... ??
there are probably better places for questions like this, just so you know. Many mappers here probably started with hl2, and know ****-all about hl1 mapping. Like me, for instance...
yes. each compile, only one leak (the first found at compile-time) will be detected and show up.
You need to fix them. Else, you'll never have lighting besides fullbright. Learn to fix the leaks; you'll need to sometime... :)
I think you can do your own heat blur, it might be the env_smoke entity or whatever, set it to use a shader texture instead of the black smokey one...
Whatever it is, I saw it in IchI's mapping tut. on entities where he makes the gas cylinder...
what mod is this for? The method Raeven0 suggests will not work for CS:S.
There's always the "tiny bit 'o' water" trick. You can fall from any distance and if you land in any water you won't be hurt.
There are probably other ways as well. trigger_push's or something.. =\
Why? You have a white texture, you want it green.. turn it green. As long as all you need is a color on a plain texture is looks fine.
I'm not saying that this makes it a good texture, but it has it's uses if you just want color....
yeah... feel that glory... aaahhhhh.... :E
but to get back on topic, you can:
1) run cs:s
2) load your map
3) go to the console
4) type 'buildcubemaps' :thumbs:
try to be more helpful like I am, ok guys! :o ;)
One note: If you just need some color, you can take a largely white or neutral-colored textture and color it. tie it to a func-brush, and you can apply it int the effects settings. i forget the exacts, but you can figure it out...
obviously you shouldn't do a whole map like that... I'm...