Think of nodraw as absoluteley nothing because that is more or less what is is ingame. Nodraw is used on faces of your mpa that should never be seen. During compile the compiler takes note of these brushes (unless thay have been turned into entities) when figuring out what can be seen from...
It used to be but i think it has been removed.
However, it resides on many mappers hard drives.
And.... maybe.... that is the reason why some mappers say that there aint gonna be much new stuff. Mainly a few entities for portals and some for objectives, but thats it.
It should be mounted by default.
If not try refreshing SDK contents in the SDK AFTER you've run the game you're mapping for. If that doesn't work try reseting the SDK.
And if you are using hammer "outside" the SDK you can stop trying to mout those files. Hammer needs the SDK nowadays.
I think its gonna be pretty straightforward actually. A few new entities for the portals, and maybe for finnishing a few objectives, but not much else.
By default hammer should have all default textures added. If not try reseting your game configurations in the SDK.
Any custom textures you make you will have to turn into materials (2 files, read more at developer wiki) and then you place those files in CurrentGame/materials/whatever/
where...
For a first effort, all I can say is Bravo! and keep it up. Most first time mappers (myself included) post utter crap in the beginning while you seem to have mastered most of the thingsd required for a decent map and also what I think is the most important, and that is a nice athmosphere and a...
Trains it is then.... And a lot of entities i guess....
You could make each room a train and then give the train an input which would look something like "SetNextPathTrack - NE" & "StartForward". Train will now move to the path_track named NE. However, trains are a bit messy and they dont...
Really? Thats just plain crazy!?
Because I googled and I searched the valve wiki and eventually pulled a few strings that I have in the inner secret circle of the mapping society gurus and to my genuine surprise, they all pointed in the same direction.
http://www.ammahls.com/?p=3
CST...
Questions are good. Keep asking. It keeps you and me up to speed.
info_node's should be used for anything that requires moving on ground and is moved by AI, basically. That includes zombies and humans, yes. Not sure what machines you mean? Striders & scanners use info_node_air. So does...
Make a door but make it invisible. Then make a func_breakable that looks like you want the door to look.
Parent the func_breakable to the door so that it will move with it. Have the zombie break the func_breakable and give the breakable the following output.
OnBreak - Door - Kill - *blank*...
It might work although probably not well. Framerates will be bad atleast.
If you are a decent mapper then you might be able to sort out the major issues yourself.
Namechange will do nothing. Maybe this is one of those times where you should be thinking, "Hell, I'll just make a proper map...
info_nodes should be placed on ground wherever you want your AI to be able to walk. There should be quite a lot of them, especially in tricky terrain.
Same goes for info_node_air which defines what space of the map that can be flown through by scanners and whatnot. I think striders actually...