I recommend putting the mouse filter on and using a lower mouse sensitivity. I've noticed that HL2, compared to other FPS's, has a jittery touch with the mouse. In other games, like Call of Duty, I can have a very high mouse sensitivity, but the screen won't jitter when I rest my hand on the...
here's another possibility:
make a trigger_vphysics_motion around the balloon (make sure to parent it to the balloon too; you'll also want to filter for just the balloon, just in case another object comes into contact with the trigger). I don't know if you could set a non-zero value for the...
I've gotten errors like this from some func_physbox brushes which, so I think your problem is still bad brushes, but not necessarily world brushes. Bad brushes arise from rotating or flipping brushes and editing the vertices. So always do a fast vis when messing with your brushes this way.
Modeling in Hammer is very simple--but very frustrating *slaps your hand as you reach for the carve tool*.
Modeling in XSI, once you hide all the animation and other advanced stuff, requires learning more, but is near painless. On the other hand, applying textures and exporting your models...
excellent work; hopefully Valve will automate a fix for this so I don't have to include it in my Entity Guide :D
I noticed those files when I went trawling through the .GCF's. When you distribute the map, where do the .cache files go on the users system?
http://mapcore.net/forums/viewtopic.php?t=1163&postdays=0&postorder=asc&start=15
scroll down to the post with pictures. You may not be using models in the way that example is, but if you have anything of complexity, make that a func_detail UNLESS it seals an area or your whole level.
It's...
Are you sure about this? Bisecting an open area with an area portal gets you no where.
Oh, do you mean the little connecting hall? LOL, except I didn't have any performance problems: I think ~300-500fps is enough, thank you.
Yes, but 90% of the stuff to learn really doesn't have to do with Hammer itself but with the .vmf files Hammer produces. It's all those 200-odd poorly-documented entities that seem like a Hurculean task to learn when you first start. One's understanding of Hammer comes as you work with it, but...
Here's a demonstration of a very large map; certainly it's BF-sized. Now, how well Source renders such a map with actual stuff in it, I dont' know, but it can at least do the absolute area.
It seems the main error you get when doing a map like this is a 'material extent' error. This can be...
I'm working on it. Just give me 4 months.
Seriously, no one has ever fully documented mapping for a game. It's always been done in bits and pieces. Source is the first engine to come out half-decently documented, which has encouraged me to actually get serious about this one. I hope to...
you need to learn a few tools:
cordon: use this to compile your map in blocks
visgroups: each entity can belong to any combination of visgroups (or none at all); when unchecked, you won't see them in the editor windows AND they won't be included in the build (so always make sure everything...
what apos said. I don't know what you're on about. The 1/16th scale skyboxes are just a cheap way of displaying non-interactive areas (like the flats seen around the canal); the frequent map changes there had more to do with memory usage (people with <512mb) than it had to do with a fundamental...