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  1. Unarmed

    Maps where you only need the .bsp needed

    http://www.geocities.com/cofrdrbob/bspformat.html Thats a list of whats actually in the different parts of a BSP. Nothing seems console specific.
  2. Unarmed

    Displacement Leaking

    Hope you also know the correct use of them. Badly placed hints will derease FPS!
  3. Unarmed

    Displacement Leaking

    Acutually, if you want to check what will be rendered in hammer then use the visgroups to hide all entities, displacements, water brushes and oither transparent brushes. What you see is what VIS will work with.
  4. Unarmed

    Displacement Leaking

    Look at the pictures above. As far as the game goes, the yellow walls decide what can be seen. Things that cannot be seen are not rendered and dont affect the framerate. In your case your entire map is in a big yellow box which makes the game believe that everything is infact in sight. Therefore...
  5. Unarmed

    Lighting and Leaf Help

    Leaf 325 (portal 989) This probably means that you haven't been using func_details like you should. Causes VIS and RAD to fail and thus you get only direct (not so good) lighting. Loaf up the pointfile in hammer to find the leak.
  6. Unarmed

    Lighting and Leaf Help

    Your compile seems to fail. Please post the compile log.
  7. Unarmed

    Light that only illuminates a radius, and nothing else? (pitch black elsewhere)

    Possible cure -bounce # : Set max number of bounces (default: 10). and set that to 0. That will stop bounce lighting making your shadows as you would want them, but would also remove all realistic shadows elsewhere.
  8. Unarmed

    How to make a pillar based on displacements?

    Seems like a rather expenisve pillar instead of just using cyldinders.... But I can see it would make sense if you'd want to bend the pillar later on.
  9. Unarmed

    map wont start.

    And you should give us the compile log
  10. Unarmed

    Light that only illuminates a radius, and nothing else? (pitch black elsewhere)

    I think that the problem you are experiencing is due to bounce lighting. The light - the direct light - is indeed constrained to these numbers but bounce lighting has no such constraints. Test this simply by making your map leak. Yes, you heard me. Leaking will cause Vis to get upset and Rad to...
  11. Unarmed

    Somebody help me...

    If you want to map for source, you will need the SDK. Thats just how it is.
  12. Unarmed

    Lenin's Mausoleum [WIP]

    Where is the inside? :O
  13. Unarmed

    Path_tracks and func_tracktrain

    Nice fix for it, and thanks for posting it.
  14. Unarmed

    Path_tracks and func_tracktrain

    I didn't reply to help him specifically. But I hate it when I have a problem like this and I find threads like this one where the person who asks the question says "nevermind I solved it" and then doesn't give the answer. So my answer is to anyone who might stumble upon this thread later -...
  15. Unarmed

    Path_tracks and func_tracktrain

    For the record, trains ALWAYS spawn @ their first track. To have a train spawn somewhere else you make the first path_track somwhere else. Then for the second path_track (which will look as the first) - you check the "Teleport to this path_track" flag.
  16. Unarmed

    clarification needed: sticking stuff into each other?

    Anf if your vis still takes ages, then it's time to go error hunting.
  17. Unarmed

    So, have I come to the right place?

    We are not many, but we do know what we are talking about... Think of us as elite.
  18. Unarmed

    ZHLT Vis failing (.prt error)

    Creds to you for googling things first... Creds to me for being an old time mapper and knowing the ole hideouts that dont show up using google. =) Bookmark this one: http://www.slackiller.com/tommy14/errors.htm#portalfile (except the #portalfile bit) It contains pretty much all the...
  19. Unarmed

    Making AI Run, Hide, and Chase Intelligently

    Not a problem.... Now have fun tuning it. :)
  20. Unarmed

    Making AI Run, Hide, and Chase Intelligently

    It's been a while since I messed with this but I think i remember some. The HL2 AI is indeed clever although sometimes it feels as though it is almost to clever and therefore does not do what it is told, because it makes desicions of it's own. So expect to spend a LOT of time tuning this...
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