I'd suggest making a custom model if you really want it to look right, you just have to make one section of it and design it to work in a curve. Or you could do the whole curve in one model.
Oh and as far as random paths as long as you lay the nodes so that there are multiple paths I find the AI does things pretty randomly, particularly if you have a path where the player would be flanked.
Yes and Yes, you would use a logic entity to set the randomness of it, you might have to program one on your own but there is probably one with a random number generator. Basically you just have to create an entity of the brushes you want to be able to disappear, then on whatever random...
Unfortunately outside of models, hammer doesn't handle curves very well, if you put faces into the same smoothing group vrad seems to still ignore them and use face normals, but dynamic lights work fine. If I had more experience with radiosity systems I'd try to hunt down the problem in the vrad...
Seriously just don't bother with it, take the time to learn to live without it and you will be much happier. What is it you are trying to do that you feel needs to use a boolean operation ?
Heh good luck, I still cringe at that many Tri's but perhaps I'm a little too obsessed with optimization. If you still have the original higher polygon count you might consider using it as a basis for creating a normal map for the lower polygon version.
Most of the game was/is written in C++, shaders are written in HLSL (Cg) or Shader Assembly, apparently they also use PERL for some aspects of shaders (last time I checked they had not finished the section on creating shaders). There may be a few different languages used here and there for...
I can't seem to get to your original thread, in any case g_AI_manager is an external class of the type CAI_Manager. Basically it's an array of up to 256 AI's there is no communication done by the manager that is instead handled by the AI's, they can iterate through the array and communicate to...
I think the real answer is make a model, the other option is to create a displacement surface and build it into a curve using the "raise to" tool in paint geometry. I'd recommend making it while flat and then rotating and resizing the brush to match your needs.
Just a quick response to lighting issues, there is a long standing tradition in film and CG work of cheating with lighting. Light is truly your medium for CG, film, and photography, and in a 3D world you have complete control over it, so use it. Basically what I'm trying to say is you don't have...
Not sure this was in response to me, but yes I use the S key all the time, I really like the ability to tap or hold a key makes things really nice. Before XSI I used the O,P and Z keys though it isn't any harder than learning FPS controls for the first time.
1.get out of your chair
2.pick up your digital camera
3.put on a large black cape or coat (your pasty skin may burn in the sun)
4.stand in the street (don't get hit by a car)
5.take a picture of the street (try to keep your thumb and feet out of the picture)
6.load the picture onto your...
Same here, though my first real 3D training was with SI3D so that does help. Max for me was the most confusing system, though it does have similarities to Hammer so maybe that is why people like it.
Just a general tip I've found with applications other than XSI, they are often limited in...
The raising the bar book mentions that Valve found Zbrush worked well for creating normal maps, you still need to unwrap UVW's but honestly I've found worst casing it a day or two and you should be done, there are lots of little annoying things, unfortunately games require more optimizations...
Just a warning you will have to jump through some hoops to get things out of gmax and into HL2. Sometimes things are required to be a single mesh, sometimes they are required to be a single closed mesh, in the case of a weapon you should be fine with multiple parts. Anyway good luck.
There is only one "model" compiler from valve it converts .smd format to .mdl, to create the models you need a full version of 3DS, Maya, XSI, or the free XSI mod tool:
http://www.softimage.com/products/Mod/v4/
Just a note on the defense wall you should probably use prop_static instead of prop_physics, it should give you better lighting and theoretically is cheaper because it doesn't have to do any physics stuff at all.