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  1. Dead-Inside

    Displacement Map Tutourial

    I saw it. You should have been a bit more advanced, though. (Maybe showcased a final cliff on the otherside, which you worked on for maybe an hour, to show people what you can do with what you showed?!) It was still very good. Not that I needed the tutorial, personally. While I'm on it...
  2. Dead-Inside

    Long Maps

    rofl... 503 Hours. Good math. It's almost worth ~40 GB for one mod just to have the space to drive around for hours on end. Then you just need a big fat city around it and you have GTA. Edit: ON STERIOIDS, obviously.
  3. Dead-Inside

    Combine Ball

    The one I was talking about included everything. (Not just the specific event to get the balls)
  4. Dead-Inside

    Question about Map Sizes

    General Discussion has a "Info from VALVe" stickied thread. It should be the first thread up top actually. First page has contact info. If you want to email others you can look at www.valvesoftware.com at their employees.
  5. Dead-Inside

    light_environment dont do a shit

    ... Hmm... No. The angle is something you decide in the properties. Once set (You can angle it from it's current position if you want to semi-simulate it in the editor to get it at the aprox. right angle) you can move the light_env anywhere you want in your level. Doesn't matter. Don't try to...
  6. Dead-Inside

    Long Maps

    Well scaling things down is a definite possibility. As I said in another thread, VALVe stated the only major drawback is less accurate physics.
  7. Dead-Inside

    Question about Map Sizes

    Well if you're making a mod (Which I assume you are), you can scale things down. How, I do not know. According to VALVe the only real drawback, apart from it being heavy on the computer and taking up lots of space when loading, is that physics calculations will become less accurate the...
  8. Dead-Inside

    Combine Ball

    Hmm.. I saw a tutorial (Along with a prefab) on some site... Or maybe it was just a prefab. Might have been snarkpit.com. Pretty sure it was just a prefab actually.
  9. Dead-Inside

    Help with env_explosion

    Add another output.... to antoher phys explosion, obviously. (Don't take this for a longterm advice though I've never used the entites at hand)
  10. Dead-Inside

    Backgrounds

    What's hard to figure out about that? Make water in your 3d skybox... Tada.
  11. Dead-Inside

    Door Model

    I was talking about the free modelhandles, that you can use with any door.
  12. Dead-Inside

    Door Model

    What planet are you from? No, they won't. You can add the models to the door, though, and parent them. The only question is if they play animations like they do if you attach them to the model door.
  13. Dead-Inside

    Question about Map Sizes

    If you can get it on the grid, then yes it can handle it. (Max everything out to 100%, all of the buffers).
  14. Dead-Inside

    Backgrounds

    You don't? lol! http://www.valve-erc.com/srcsdk/Levels/3d_skyboxes.html
  15. Dead-Inside

    light_environment dont do a shit

    What he's saying is that it doesn't have a radius, it gives off light from the skybox brushes.
  16. Dead-Inside

    bullets vs geometry in css ( the results).

    ... Yes, that lowers the thickness of the wall. Figured out that all by yourself did you?
  17. Dead-Inside

    early pictures of my very first map!

    Wtf? The glass texture in Office? Don't tell me you're trying to tell me VALVe put "custom textures" in CS that we're not allowed to use, rofl.
  18. Dead-Inside

    Backgrounds

    A 2d skybox (Just the actual sky) or building outside of the actual map (3d skybox)?
  19. Dead-Inside

    early pictures of my very first map!

    Also you should look for offwindow something like that. It's really dirty around the edges in the texture browser but it's a large texture and it looks good (It's the office one...) Then you should use cubemaps to get the nice reflections you have in office. Edit: Your glass looks very out...
  20. Dead-Inside

    pink and black checkerboard

    The images you compile with buildcubemaps are stored in the bsp (forever until they're replaced and rebuilt, if you find that amusing). So yes, it's a onetime thing.
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