'LSD' mod extensions. that guy is melting. the walls are next.
seriously, the models need some work. looking forward to try the new beta though. I liked beta1 alright.
hmm. bummer. some kind of surface might. transparent maybe. transluscent fence textures prevent grav-gun from working so I think something should work.
I'm not sure if this would work, but could you make a func_brush or func_physbox with a toolsblockbullets texture, and parent it to your scanner npc? I'm pretty sure you can parent to players/npc, but I'm not sure if block_bullets blocks grav gun, though I assume it would...
hehe, don't argue terms with someone who can call up words like portmanteau with ease :dork:
does this map use any custome textures? If so you could resample them if they didn't need the resolution.
Same for models, basically.
I'd say.. make sure a zipped format is available, and hope...
light_environment emits light from the point entity and light from the skybox surfaces, correct. There is no entity that creates a constant light value that I can recall.
If you just want a regular level of lighting, you count use 'light' entities with 'constant' or 'linear' set to 1, which...
Whoa! pass the bong this way, bud... then, give me a few minutes, and I'll try to explain what this thread is about, ok? :smoking:
but... Mmm. 65%
was more, but I've had a terrible week. KDR down by about .4 ;( bummer.
I don't know if I understand the technical details of leaks, but here's how I think of it. When the lights are calculated, it sends a whole bunch of rays from each light source and bource around to see what surfaces should be illuminated. If one of those rays exits the map without being stopped...
um.... good.
I playerd for a couple hours. It was kinda fun. A nice change of pace from my regular CS:S and occasional HL2:DM (not literally. pace is very cs-ish)
got some bugs. crashed on me a couple times, got some sound problems and other bugs, but not bad. seems pretty...
Looks interesting. I'm up for trying something new. :)
Filerush doesn't require reg. It was going pretty slow when I tried, but then my browser crashed :x so I don't know if it was just momentary.
If you do torrents, try their torrent. ATM I'm getting it at ~90KB/sec.
you can treat a 3d skybox like anything else... you just cant interact with it or touch it.
I believe you will likely see a slight change in lighting between two surfaces, where they meet.
I created a level that was a 3d skybox, you could run around in it and players by the sky camera...
indeed.
one thing I wish you could do would be to 'save' a selection of faces, so you could texture them all at once. When it's a few hundred faces on dozens of brushes that need the same texture... but not ALL faces with the same texture, it get's a bit tedious.
the hallway looks okay to me. I think it whould be shorter though, or at least fix the wall textures. The wood panels are supposed to come to about waist level, generally, but you'rs look scaled to large, IMO.
The cafe with a floor-tile counter?? that looks terrible.. the whole room...
yeah. the one I know off the top of my head is 'vtf explorer' and I'm sure there are other.
just browse to the counter-strike shared content something something .gcf file, it's at...
hmm.
counter-strike source shared.gcf -> cstrike -> materials -> decals -> handyparking_e, n, s, and w...
there is a pre-made one included in the CS:S .gcf, btw. search for 'parking' in your texture browser.
Edit: oh, duh. just occurred to me that you might not want a parking decal.. hmm. well, anyway, it's there. :cheese:
yeah, I played CS:S long before I played HL2, and when I got around to HL2, it only needed to DL, like, 500 megs or so. Almost all the content seems to come with CS:S upon install...