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  1. Unarmed

    The "Left 4 Dead" map wishlist

    Shite, i thought that was a sig at first.
  2. Unarmed

    JPEG to VMT ?

    True. There therefore there will never be any good textures, we will only have mediocre ones.
  3. Unarmed

    Fog + models

    One of the uses of fog is that it hides things that are too far away and thus can be used for optimizing. There should be settings in the fog entity where you can change this I do belive.
  4. Unarmed

    player outputs

    I dont think there is such a possibility without coding to be honest. The info_player_start cannot be told to fire outputs and none of the enemies have a OnDamagedPlayer output either that can be used. I'll try and see what can be done from console later on and maybe something useful can...
  5. Unarmed

    Engine error

    For future reference. When you hit F9 and the map starts to compile, a load of text should appear in a box. This text is also saved as mapname.log where mapname is ofcourse the name of your map. Thats the log and should be posted in full when having errors like this.
  6. Unarmed

    CS 1.6 Entity Problems

    Anytime
  7. Unarmed

    Engine error

    A bridge so that a light can move? What do you mean by this? Like a roper or sometihng? Constraints? what does the compile log say?
  8. Unarmed

    Moving objects around-too much snapping(beginner)

    Glad to be of service. And fast reply BTW.
  9. Unarmed

    pitch black skybox...

    That works for you but since he wants the big 3D skybox "to watch 2 big giants battle it out with knifes" the toolsskybox texture needs to be used because otherwise ther will be no giants in the sky
  10. Unarmed

    CS 1.6 Entity Problems

    info_player_start is CT and info_player_deathmatch is T. No weapon details should be in the player entities.
  11. Unarmed

    Moving objects around-too much snapping(beginner)

    Hello.. Yes there is but you shall not use it because it tends to cause leaks. Making things not snap makes it very hard to seal you map and therefore you get leaks. However there are two button in the top field of buttons that make the grid that things snap to larger and smaller. So all you...
  12. Unarmed

    Gentlemen... BEHOLD

    Ooh. I recognize this one... :P I still want to have a look at the vmf prior to release though so that I can have a final look at it before it goes to the masses. Good to see it is all up and running though... //Unarmed
  13. Unarmed

    pitch black skybox...

    To make a map you must first make the sky yourself, you cant just choose a textue that catches your fancy. So you need 6 (front, back, left, right, up, down) black textures named accordingly. Type sky in the texture browser and then you should see what I mean. Once that is done you can use the...
  14. Unarmed

    Glowing Texture?

    gz.. whats the name of it?
  15. Unarmed

    Lost Coast Gun launcher

    Could be doors involved or something since they have a very handy OnBlocked output. Trains just force their way though i do belive. Then have that trigger whatever you like
  16. Unarmed

    Glowing Texture?

    Textures that emit light light the map just like normal lights do, but instead of making the light come from one spot (light_enviroment excepted) the light is emitted by a surface, just like with light_enviroment which makes the TOOLSSKYBOX texture emit light. All textures can be configured to...
  17. Unarmed

    Glowing Texture?

    dunno... check lights.rad. Thats got all the textures that emit light. Or feel free to add another texture there to make a new texture emit light
  18. Unarmed

    env_shooter ?

    A env_shooter does not take an exisiting item and shoot it in a certain direction. It makes a shiny new object and shoots them in a direction. So they are useful for things like vending machines. Press button and bottle appears. If thats what you want then make a shooter and set angles and speed...
  19. Unarmed

    Grenades are being sucked into the ground!

    I may be way off here since I really havent mapped in a long time but there was an issue with props and displacements sometime back in the days. Might still be there...- Thi fix is to add -novirtualmesh to the BSP compiler. More accurate info can be found here...
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