• Mapping Question Megathread v3
    4,500 replies, posted
[IMG]http://i.imgur.com/1jOmk.png[/IMG] Any reason this shouldn't be working?
[QUOTE=OneFourth;36361195][IMG]http://i.imgur.com/1jOmk.png[/IMG] Any reason this shouldn't be working?[/QUOTE] Set a Pitch Yaw Roll (Use "Point At"and click where you want the focus of the sun to be).
[QUOTE=VIOLATION_SNG;36361325]Set a Pitch Yaw Roll (Use "Point At"and click where you want the focus of the sun to be).[/QUOTE] did it, still nothing :(
[QUOTE=paulisdead18;36345361]Actually, I have no idea how I would activate an ambient_generic with a logic_auto. Anyone know how?[/QUOTE] Still having trouble with this. I just can't get this to loop. Does anyone know what I would need to do? Seems the obvious way isn't working for me.
OnMapLoad?
[QUOTE=TCB;36361914]OnMapLoad?[/QUOTE] Doesn't seem to work for me. I make a logic_auto, make a trigger to PlaySound OnMapLoad, but it ends after one play. As another question, I heard about mipmaps and about how they should be used so textures don't look bad at distances. My question is, to what degree should I put it to?
Make it target a logic_case that will activate the loop.
[QUOTE=TCB;36362170]Make it target a logic_case that will activate the loop.[/QUOTE] I don't what to put in outputs or the entity properties or anything. I've pretty much never used those entities ever. What exactly would I need to do?
[QUOTE=Stiffy360;36360458]You could have one giant lightmap... or you can edit the texture, and make it an "unlitgeneric"... [/QUOTE] Okay that worked, but the displacement still casts a shadow on the brushes below it .. this wouldn't be a problem if I could tie it to a function :U. Is there any way to disable the displacement from "giving" out shadows ?
Why not just place a blocklight brush?
[QUOTE=TCB;36365116]Why not just place a blocklight brush?[/QUOTE] Eh, I dont really know how they work :$ .. would I just cover the area that I don't want to have shadows with blocklight brushes ?
Anywhere that you don't want light to pass through, make a brush with the blocklight texture.
[QUOTE=TCB;36365601]Anywhere that you don't want light to pass through, make a brush with the blocklight texture.[/QUOTE] Excuse my noobiness, but won't that block light_environment from passing through as well ? What I have is a displacement 'dome' ontop of a circle. Now I want light to pass through that 'dome' so that it hits the brushes beneath it, and since I can't tie a function to it (to disable shadows) im not sure as what i should do
snip
If the dome is glass, it shouldn't cast shadows.
[QUOTE=TCB;36365700]If the dome is glass, it shouldn't cast shadows.[/QUOTE] It isn't made from glass x). In that case, how can i make a texture transparent but appear solid at the same time ? So it'd be like glass, only not be see through
I don't think you can, unless you use $translucent in the vmt.
I have a really stupid and embarrassing question; What is a good way to texture the edge of an arch for a tunnel? As in like the front edge that you would see as you are about to enter a tunnel or something? Everything I've tried so far has made it look like shit. Should I be using a model or something? Like the outer edge of this arch is what I'm trying to achive; [IMG]http://i.imgur.com/FB94q.jpg[/IMG]
[QUOTE=OneFourth;36361195][IMG]http://i.imgur.com/1jOmk.png[/IMG] Any reason this shouldn't be working?[/QUOTE] But seriously this still doesnt work
[QUOTE=OneFourth;36367847]But seriously this still doesnt work[/QUOTE] Do you have a skybox with a skybox texture in the area you want the light to be?
Hi, Does anyone know the model path of the train used in the intro of half life 2? I can't seem to find it. :( [IMG]http://cloud-2.steampowered.com/ugc/559818847158597420/ED10C4C94FF1FC1FC648BA6DA7AC4A5F0415E45C/[/IMG] When i type in the "passenger" part, it's not showing the train in the results.
[QUOTE=jelknab;36369100]Hi, Does anyone know the model path of the train used in the intro of half life 2? I can't seem to find it. :( [IMG]http://cloud-2.steampowered.com/ugc/559818847158597420/ED10C4C94FF1FC1FC648BA6DA7AC4A5F0415E45C/[/IMG] When i type in the "passenger" part, it's not showing the train in the results.[/QUOTE] That looks nothing like the hammer model browser... Try train00
[QUOTE=IronPhoenix;36369133]That looks nothing like the hammer model browser... Try train00[/QUOTE] I need the one from the beginning of half-life2 where you can stand in :P. The screenshot is just me showing i do have the model.
[QUOTE=IronPhoenix;36368396]Do you have a skybox with a skybox texture in the area you want the light to be?[/QUOTE] yes. picture: [IMG]http://i.imgur.com/BX7BC.png[/IMG]
[QUOTE=jelknab;36369148]I need the one from the beginning of half-life2 where you can stand in :P. The screenshot is just me showing i do have the model.[/QUOTE] That's not a model, it's brush-based.
[QUOTE=jelknab;36369148]I need the one from the beginning of half-life2 where you can stand in :P. The screenshot is just me showing i do have the model.[/QUOTE] in that case, look for car00
[QUOTE=TCB;36369283]That's not a model, it's brush-based.[/QUOTE] Alright, thanks for the reply
How thick should a wall really be? 16 units?
[QUOTE=Doom;36369775]How thick should a wall really be? 16 units?[/QUOTE] Depends on what kind of wall it is I make my indoor walls usually like 4 or 6, and my outside walls 6 or 8, I hope we're talking about the same thing.
[QUOTE=zach1193;36369988]Depends on what kind of wall it is I make my indoor walls usually like 4 or 6, and my outside walls 6 or 8, I hope we're talking about the same thing.[/QUOTE] A wall with a door into a room for an example. But you answered my question so thank you :)
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