Cubemaps being messy perhaps? Not sure though... However this seems to be an issue in TF2 altogether. Look at the rocksides in dustbowl and note how they also change as you move around.
Fake it. Have the claws move a prop_dynamic and once that is in place you kill it and then you spawn the NPC at the exact same spot, at the same time.
Looks like an npc is being carried although it's not.
You could fake it somehow with triggers I suppose... But I doubt you'd get the actual interface of both gametypes at the same time. Although if you fake it you could easily make some other kind of notification for the players and then just run a standard CTF game as "main".
Also, for the exit...
Those are the ethical reasons why you shouldn't decompile but there are technical reasons that are work aswell.
Firstly, if you think about it there are several ways you can make objects in hammer that are identical. So ingame all these objects look exactly the same but in the vmf, they dont...
Why are you gonna parent an npc? That would just look wierd IMO. And if you get an NPC on a train so that it moves, why cant you just kill the train later on?
there is an entity called ai_relationship which allows the mapper to set rfelationships between different npc's. These relationships can be used on whole classes such as npc_combine_s or on specific entities if a name is supplied rather than a class.
Oh, and ripping Hlao2 textures to release...
Sounds rather strange to me. If func_details were somehow not accounted for when lighting is done then they would be unlit an not cast shadows. But it's possible that it has some effect. What do I know....
Just look at the settings.
For who it should apply to just add npc_vortigaunt and then set the relationship to "hate". The object he should hate should simply be "player". And then set it to start active. No need to mirror the relationship since target is a player...
ambient_generic.
Create one of those, choose the sound you want and set the "is not looped", "play everywhere" & "start silen" flags and you're good to go. Just fire an output from anywhere you like to the generic with the PlaySound input.
They havne't been high prio so thats why they look bad. Unfortunatley. Espaciall since texlights was one of the best ways to light a map back in the days..
Please, in the future be more specific. Don't say some file. Say which specific file.
Im assuming that it says "Game configuration is missing or invalid" since that is the most common one.
What you need to make sure is that you've got the right game selected in the drop-down menu in the...
I make all of my brushes out of nodraw first and then texture them. Its rather annoying in the beginning but I gt used to it and now I use it like the dev texture.
However, if you are using dev textures then by all means, keep doing so and then use the search and replace thingy that can be...
Huh?
To convert a .map file you need to compile it. That creates the actual bsp. With that map file I can only assume that you are working on the goldsrc engine and to edit and compile the map file you can use Hammer verision 3.5
However, for alll source related files you should use the...
I hope they pay you well since you spend your own time browsing forums regarding the same things as you work with. It's like working for free. If you have ambitions like that/like what you're doing so much, start a company man/woman!
As architecture goes, my uni provides me with a ton fo...
as for the "no player start" error, that only checks for the info_player_start entity which spawns gordon. That means that it can basically be ignored in any game that doesnt use gordon.