R
Release
Guest
The old abandoned coast houses was my favorite part of Half-Life 2 because it was just so creepy and immersive, and I think it's really cool that there's a lot to explore in those houses that you could very well just drive by and skip. Anyway, I wanted to make a Synergy map with a similar theme of the coast maps, and it would have a few of those old creepy houses. You'll start off in one house, and it's going really well right now geometry-wise, but I'm stuck on making the windows?
Is there a tutorial for making those windows exactly the way they made them in the HL2 coast maps? I'm talking the whole thing, the visible window models, the fact that it's breakable, the bright white light effect when you're far away from the window which fades away when you get closer (hides the exterior I'm assuming for optimization), other brushes that block certain things overlapping the window?
So far, all I have is a prop_static with the window frame model (I'm using that taller, not very wide wood window), and a prop_dynamic for the "window bars". I haven't altered any properties yet because I really don't know what I should be messing with? I'm also not sure about the trigger brushes I would need and if entities should be tied to them or anything like that. The only "trigger" brushes that I understand so far are Nodraw, Clip, and Trigger, and I haven't really used anything else yet. I opened one HL2 coast map and tried to see how they did it, and there's like seriously 4 or 5 brushes shaped like the window, on every window, and I can't understand which brush does what. Can someone give me a tut link or a step by step? Thanks a lot
Is there a tutorial for making those windows exactly the way they made them in the HL2 coast maps? I'm talking the whole thing, the visible window models, the fact that it's breakable, the bright white light effect when you're far away from the window which fades away when you get closer (hides the exterior I'm assuming for optimization), other brushes that block certain things overlapping the window?
So far, all I have is a prop_static with the window frame model (I'm using that taller, not very wide wood window), and a prop_dynamic for the "window bars". I haven't altered any properties yet because I really don't know what I should be messing with? I'm also not sure about the trigger brushes I would need and if entities should be tied to them or anything like that. The only "trigger" brushes that I understand so far are Nodraw, Clip, and Trigger, and I haven't really used anything else yet. I opened one HL2 coast map and tried to see how they did it, and there's like seriously 4 or 5 brushes shaped like the window, on every window, and I can't understand which brush does what. Can someone give me a tut link or a step by step? Thanks a lot