Love the lighting... maps are too lit now adays - this atmosphere adds a lot when it comes to multiplayer - people are a little more cautious and I wouldn't be supprised if they jumped at opponents a few times ;)
Waiting to see the final!
Yeah - displacement maps do not block areas to stop your pc from drawing like brushes do. You're always supposed to put a nice thin layer of 'nodraw' brush underneath every displacement map you have.
Hope that helps :)
Do those prop grasses show up now? I didn't know this was automatic...
I always texture as I create - but I have base textures layed out beforehand. It's good to plan an environment texture (grass, dirt, sand....) and also rock type (for outdoors sections). Then have 1 or 2 main wall textures and a couple floor and ceiling textures. Then I work off those. Tends to...
I dont think they have all of the support in for this yet... I wish they would release info on everything - every new sdk update or release is always lacking "just enough" information :/
Click "go advanced" on the bottom of this post and scroll down from the new window that comes up (its more detailed). Click manage attachments and select the map file you have (it should be in sourcesdk, css sample content, and then under maps. Add it and then click "submit reply" to post.
Post the .vmf on here - I'll take a look... not sure if that has to do with brush intercection or not, but I've never seen that before.
Do you have Hammer setup correctly?
Here's a good tut for CS:S setup: http://www.*************/wiki/index.php/HammerConfig
(Right click and copy the link...
The only reason im doing so good in hammer is because I have experience with AutoCAD for technical drafting. The setup and ideas are exactly the same.
Using a 3 axis creation system like this is hard for new users to catch on to. It will take you a while to get it down. You have to learn to...
I'm running it on my laptop and a pc. We can't both play online at the same time, but everything else works.... Another friend of mine is having your problem as well. I'm not sure what the problem with it is.
That makes sense - I dont see why they would have remodeled it. If they did, it was minor changes. Someone posted on another thread what the super physgun's name was for entity placement --- cant find that thread :/
Wondering why a new dir wasn't created or no new files were added regarding CS:S. Everything new seems to be for HL2 - yet lots of things weren't exactly implemented in CS:S (cubmap, some lighting features, blah blah blah)?
Just wondering if this is it for CS:S stuff or the SDK in general?
It will add texture on top of the origional texture and blend them together. If used correctly, it looks very good and adds veriety instead of 1 flat texture across a face.
Alpha Blend to textures:
Certain textures have "blend" in their name. Click the texture application tool, apply it to a face (ground for example), then click the displacement tab. Then click create and chose the power (how many areas it's subdivided into) then hit ok. Next click that face and...