Do you have your Game Configurations set up? Make sure it's set for HL2:DM. That's in the tools>options menu in hammer.
Second, if you just want to make the prop non-moving (i.e. no ropes, etc.), on a prop_phys_multiplayer, say, you can just set the 'Motion Disabled' flag.
My mistake. I only do CS:S mapping, and those decals are CS:S decals... Hmm. If you have CS:S you could extract them and use them that way, I guess. :\
hmmm. with coding (i.e. new mod) I'm sure it's possible....
But for a map? hmm. I'm thinking back to the finale of HL2. That seemed to be slowed time... It could have just been hacked in, but maybe... Then again I don't know how they did that anyway, so... :\
first off, you can achieve what you asked in your original question by doing the following:
make a brush, and tie it to func_brush.
Set the FX Color to the color you want.
Apply a white-ish texture to the brush.
Note: All textures actually containing 'white' in the name do not render as a...
I'll try to make this easy. As I said, I haven't used the gui shell, so I can'tr really help you with that.
files with a .bat extension are MS-DOS BATCH files, a way to run commands as if you were typing them at the dos prompt. the file I posted was one of those.
I've attached a zip with...
Thx for the clarifications on these. I cut and pasted these right from the console. Interesting. Wait... so these should be outputs, and don't work because they aren't coded properly, or just don't show up right? :? Nm, I guess I'll find out if I need to. :|
If you're aware, who/what does...
dunno. looks like it should work. try this, if you'd like:
blah_bspzip.bat
"%sourcesdk%\bin\bspzip" -addlist blah_old.bsp blah_list.txt blah_new.bsp
pause
copy this into a new text file, change the file names, and give it a .bat extension. The one time I used bspzip this is what I...
I'm not expert on alpha transparency, having not made a transparent texture, but I believe you must manually make a new channel with a transparency mask, and name it Alpha. Photoshop won't do it automatically.
Second, yes, that is what bspzip does. It takes the extra files (sounds...
I was intrigued by the input/output possibilities of !activator (thanks to Raeven0, btw), so I played around some. I'd like to make a map using some of this stuff, but unless you did it right, I bet it would be kind of gimmicky and un-fun.
But, since I haven't seen this anywhere yet, here is...
hi. question. I have a little test map, and, out of the blue, ran into a compile error. doesn't make any sense to me. I just copied and pasted some func_brushes and trigger_multiple's, changed nothing to speak of...
here's the message:
Valve Software - vbsp.exe (Jan 19 2005)
1 threads...
A brush is the type of geometry that is created inside Hammer, and makes up the majority of source maps.
More importantly, this stuff:
Search halflife2.net's Custom Mapping forum
...and...
Google
You'd be very lucky if anyone even looks at a thread like this. You are expected to put...
i couldn't get a teleport trigger to teleport a spectator. The spectoator doesn't seem to activate the trigger.
Bit off-topic, I tried a trigger_look. Spectators wouldn't activate that either, but while testing, I noticed that using a filter_activator_team wouldn't filter to T or CT either...
models/props_wasteland/exterior_fence002d.mdl
paired with:
models/props_wasteland/trainstation_post001.mdl
find any model name, in-game, with console command:
r_staticpropinfo 1