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  1. silentbob

    First map comming from a old CoD player/mapper

    dont forget to tie to entity 'func_detail' or else it will slow the map (compiling and playing).
  2. silentbob

    Underwater problem

    what about making a trigger_hurt entity tied to an ivisible brsh and just setting a hollow box where the walls are where you dont want then to pass and just set the damage to 1000 or somehting.
  3. silentbob

    de_Spectacle

    i agree. I love the map and the layout and the colors and the detail, but our missing the HL2 side. Use it to its fullest!
  4. silentbob

    Useable doors

    it is in the flags of the entity 'door' or 'door_rotating' Uncheck them all and only check 'Use Opens'
  5. silentbob

    Tips on cutting down on texture repeating

    This game has a tendency to have a method of texturing. There will be a set of three textures. >One is the base, either a transition from something to just a light shadow >The next is the middle, just a plain texture of that you want >The last is the top, sometimes a trim piece of a wall or...
  6. silentbob

    trees

    to add leaves change the skin value there are leaves as decals if you want them on the ground too
  7. silentbob

    distance water

    lol i didn't listen to it, i jsut did a quick search and that the first thing good i saw...
  8. silentbob

    Lights not lighting brushes...

    do you have a enc_cubemap entity?
  9. silentbob

    Leaves

    you need to use the filter box not the keywords box for the leaves type: 'leaves' theres like 4 to shoose from for all good (useable)(sized correctly) decals type: 'decal' in the filter box
  10. silentbob

    distance water

    this is not the best tutorial but you can use it along with others, just search around its a common tut http://www.hl2modcentral.com/tutorial.php?id=43&cat=0
  11. silentbob

    Leaves

    theres some leaves as decals. just use the filter to find it
  12. silentbob

    Texture shading question

    i think theres a minimum light parameter if you tie the wall to an entity 'brush' (i think) someone else please help him...
  13. silentbob

    Making Hills

    try refreshing... cause it really is back up
  14. silentbob

    fy_glassed_final (It's worth a look)

    either use wood or the wholed up metal but not both why are there lights at the bottom???!??? the lights on teh side are un-nessesary brick is ugly too small, the other fy_glass was much larger and had more glass
  15. silentbob

    [WIP]cs_mansion *Teaser*

    you will have to use light_spot entity ontop of your less bright light entity. and if you want dusty air or sometihng add a env_sprit entity set to sprites/glow01.spr lights are a pain but they look really nice. i did my light and light_spot the same color but put the brightness to 10-20 on...
  16. silentbob

    Quick Question on Glass

    or if you want to select them all id just use pointer tool to select the box, them click the texture tool and choose skin and click apply, it will apply to all sides. then for the window, deselct and select only the side for glass
  17. silentbob

    fy_glassed

    needs an extreme reskinning...
  18. silentbob

    spawning players with guns

    you can set delay in the outputs but i guess youll have to find someone who can completely answer your question... all i can think of is having no buy zone and just spawn a deagal + ammo on the heads like in the old CS
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