I'm going to assume you're using XSI since you didn't specify... if I'm wrong, ignore me.
maybe you changed the animation frame? when using rotoscope, it only defines your image for a certain number of frames, and then seems to default to the XSI standard, that weird, colored thing...
great contribution there, kyle.
unfortunately, it's also a great example of thread necromancy.... :sleep:
chances are, no-one cares anymore...... :| i could be wrong :cheese:
reflections? reflections on what?
if you mean the 'shinyness' of materials (not water), then you can try--
mat_specular 0
if you mean reflections like the fancy shader reflectiosn off water, then try--
r_WaterDrawReflection 0
...and if that doesn't do it, I dunno...
btw, most all...
Hmm, I would think that dusty brushes wouldn't be too hard to fake without an actual new brush set.
Off the top of my head, I'd try:
painting softly with the 'disolve' blend mode selected and blurring by a pixel or so
try some of the 'pixelate' filters
use the 'dual brush', and scattering...
If you're really so familiar with your modelling package that you want to do the whole map there, then that's great. Hammer isn't so difficult that learning to make the basic geometry should be too tough. Then you could compile the more detailed map parts (stairways, roof's, doorways...
well, this is just an idea, but...
firstly, i had some audio lockups when i got the game. I was overclocking, and found that the game did not like that. If you are overclocking, try running at stock speeds and see how it does. Note that this was on an otherwise rock-solid system...
I recently had this occur... it never has happened before. It did it when I was in windowed mode (never seen it in fullscreen). I was running the new 'de_dust' for CS:S. I assumed it was a bug with the new CS:S HDR code. While I'm not sure if this is the same problem (in my case it was...
well, i did a little checking and thought I'd follow up on my own question.
skybox scale values are clamped between values of 1 and 2047, and are not limited to powers of two. values less than 1 are set to 1. values above 2047 are set to <value> mod 2048. in other words: a scale value of...
yes, I know. that's why I suggest using a high 'scale' value in your sky_camera. A 512 unit cube while using 1024 for the value of scale should produce a skybox where traversing a map the maximum size possible (16000 and some units from the origin in both directions) would translate to less...
just a comment here, but most fire hoses are made out of some rubberized cloth, i think. I think they lay flat when there's no water running through them.
perhaps if the end of the hose was kind of piled up -- like a piece of ribbon -- it would look better.
hahaha... then again, im not...
if you want to change the 3d skybox, with any geometry that accompanied it, you're proabably out of luck.
If you wanted to just change the texture of the skybox, there's probably a way to hack it.
if you use a sky_camera with a very small scale... i.e. 256 or 1024 or something, and make a...
well im no expert, but AFAIK, all physics entities still work in multiplayer. rather, the problem is that too many physics objects are very hard on the netcode and can cause lag? or perhaps put too much load on the server? I'm not sure.
for this reason they made the...
well, this gets rid of a lot of other stuff, everything, but you can use "r_drawvgui 0"
it also makes the console invisible, so you might want to make it a toggle, i.e.
bindtoggle <a key> r_drawvgui
of course, sv_cheats must be set to 1. not much use for game-play screenies maybe...
if...
hmm, the flip fuction behaves a bit annoying, but has worked for me. click on the viewport selection thingy (the little auto-hiding menu in the top-left of each viewport) and then dismiss the menu by clickin up on the toolbar somewhere to get your viewport in focus. make sure you do it in the...
well, for the time being, the issue is moot.
while messing with this, it occurred to me that I was using old fgd's. So, I updated them, and lo and behold...
"World Space Glow" -- the old fgd's didn't have this entry, I dont think.
SO. I try it, and it ALMOST looks like the bulb is lit now...