Texturelib is pretty good aswell, if you are willing to put in the tiling effort yourself.
So I have several isuses which I can't really fix by myself. I'm currently making a second version of my map de_iraq where I tried to fix most of the issues from my last release. I've been forced to decompile, but I don't think that's causing any of the following errors.
First of all I have something I sort of know the solution for because I had the same issue with my old version.
[t]http://cloud.steampowered.com/ugc/596978507510774932/196C87732112D3077001DB9DB902ADFCD8803F2D/[/t]
I know I need to alter or add a line in the .vmt file of the model, I just forgot what. I bet you guys know.
Then I have a bit of a strange issue. My map somehow got included in my skybox. Here's a screen.
[t]http://cloud.steampowered.com/ugc/596978507510759814/5F6F1D167AFB17388CF5D65332AE03FE25EFCCC3/[/t]
Finally the worst problem of them all. For some reason my entire map is rendered all the time. I have no clue why.
[t]http://cloud-2.steampowered.com/ugc/596978507510767533/31AA55F6EBAFC48E1B6E5708FA22CFB618267542/[/t]
I know you guys will ask for it so here's the latest compile log, so here it is
[QUOTE]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Desktop\de_iraq_d.vmf"
Valve Software - vbsp.exe (Apr 26 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\materials
Loading C:\Users\Daniel\Desktop\de_iraq_d.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/de_iraq_d/nature/infblendgrassdirt001a_wvt_patch
Patching WVT material: maps/de_iraq_d/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/de_iraq_d/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/de_iraq_d/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1796 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Daniel\Desktop\de_iraq_d.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa35*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa35*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (1257669 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3801 texinfos to 2661
Reduced 294 texdatas to 248 (12155 bytes to 10660)
Writing C:\Users\Daniel\Desktop\de_iraq_d.bsp
13 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" -fast "C:\Users\Daniel\Desktop\de_iraq_d"
Valve Software - vvis.exe (Apr 26 2012)
fastvis = true
4 threads
reading c:\users\daniel\desktop\de_iraq_d.bsp
reading c:\users\daniel\desktop\de_iraq_d.prt
1 portalclusters
0 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\users\daniel\desktop\de_iraq_d.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" -noextra "C:\Users\Daniel\Desktop\de_iraq_d"
Valve Software - vrad.exe SSE (Apr 26 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\users\daniel\desktop\de_iraq_d.bsp
Setting up ray-trace acceleration structure... Done (9.30 seconds)
13285 faces
6 degenerate faces
1344312 square feet [193581056.00 square inches]
5 Displacements
2860 Square Feet [411944.94 Square Inches]
13279 patches before subdivision
352313 patches after subdivision
sun extent from map=0.000000
164 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (46)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (628)
transfers 69270539, max 2735
transfer lists: 528.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(372177, 261539, 146169)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(69721, 44707, 21911)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(18385, 9894, 3897)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(6407, 2716, 806)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2814, 911, 190)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1417, 354, 50)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(763, 151, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(424, 67, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(240, 31, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(136, 14, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(78, 7, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(44, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(25, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(15, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1434 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (17)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (21)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 64/1024 3072/49152 ( 6.3%)
brushes 3537/8192 42444/98304 (43.2%)
brushsides 24197/65536 193576/524288 (36.9%)
planes 10948/65536 218960/1310720 (16.7%)
vertexes 24132/65536 289584/786432 (36.8%)
nodes 5434/65536 173888/2097152 ( 8.3%)
texinfos 2661/12288 191592/884736 (21.7%)
texdata 248/2048 7936/65536 (12.1%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 405/0 8100/0 ( 0.0%)
disp_tris 640/0 1280/0 ( 0.0%)
disp_lmsamples 10152/0 10152/0 ( 0.0%)
faces 13285/65536 743960/3670016 (20.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7498/65536 419888/3670016 (11.4%)
leaves 5499/65536 175968/2097152 ( 8.4%)
leaffaces 16733/65536 33466/131072 (25.5%)
leafbrushes 7109/65536 14218/131072 (10.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 94444/512000 377776/2048000 (18.4%)
edges 59546/256000 238184/1024000 (23.3%)
LDR worldlights 164/8192 14432/720896 ( 2.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1638/32768 16380/327680 ( 5.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32742/65536 65484/131072 (50.0%)
cubemapsamples 40/1024 640/16384 ( 3.9%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 11449256/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 222121/393216 (56.5%)
LDR ambient table 5499/65536 21996/262144 ( 8.4%)
HDR ambient table 5499/65536 21996/262144 ( 8.4%)
LDR leaf ambient 19390/65536 542920/1835008 (29.6%)
HDR leaf ambient 5499/65536 153972/1835008 ( 8.4%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/74452 ( 0.0%)
pakfile [variable] 3416805/0 ( 0.0%)
physics [variable] 1257669/4194304 (30.0%)
physics terrain [variable] 631/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 38041
Writing c:\users\daniel\desktop\de_iraq_d.bsp
12 minutes, 14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Daniel\Desktop\de_iraq_d.bsp" "c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\maps\de_iraq_d.bsp"
[/QUOTE]
fastvis = true
Description:
You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:
Strange compile errors, like 'cluster saw into cluster' errors
Strange errors ingame (including unexpected crashes)
Hitting limits ingame, by skipping essential optimization processses
Lower performance ingame
Change the vmt from UnlitGeneric to VertexlitGeneric
Should I propper this or func_detail it?
[img]https://dl.dropbox.com/u/13825278/hammer%202012-08-14%2013-24-34-09.png[/img]
Why would you func_detail something that blocks visibility?
[url]http://mayang.com/textures/Wood/html/Bark/index.html[/url]
For the guy asking for textures
[QUOTE=Firegod522;37235444]Why would you func_detail something that blocks visibility?[/QUOTE]
I don't use func_detail and have never really understood it.
[QUOTE=Pyth;37235181]fastvis = true
Description:
You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:
Strange compile errors, like 'cluster saw into cluster' errors
Strange errors ingame (including unexpected crashes)
Hitting limits ingame, by skipping essential optimization processses
Lower performance ingame[/QUOTE]
Sorry forgot to add this, but the screenshots are from a compile that was run on normal with HDR :)
[QUOTE=Firegod522;37235329]Change the vmt from UnlitGeneric to VertexlitGeneric[/QUOTE]
Thank you :)
[QUOTE=MaddaCheeb;37235627]I don't use func_detail and have never really understood it.[/QUOTE]
It's something to use to optimize your map. Upside is that it's a lot less heavy to render, downside is that it'll turn the brush into a brush entity allowing it to create leaks, and it also does not cut visleafs which means that you technically "de-optimize" it by using it on something that breaks line of sight. It's commonly used on something that does not need to cut visleafs like doorframes, windowframes etc.
lol, i had a friend that once func_detailed and entire building
[QUOTE=GoldPlatinum;37240068]lol, i had a friend that once func_detailed and entire building[/QUOTE]
when i first used func_detail i did it to an entire city block.
Needless to say....the map didn't even try to compile.
-snip-
Hey what is the best size for Minecraft Cube in hammer editor .. I think Its 40x40x40 atm but is there a better one ?
[QUOTE=pac0master;37257756]Hey what is the best size for Minecraft Cube in hammer editor .. I think Its 40x40x40 atm but is there a better one ?[/QUOTE]
That's probably the best size.
Help!
Mapping for CS:GO, the fog controller doesn't do anything :( Works fine for tf2 maps though. Anyone know a fix or alternative for fog? I tried smoke volume but it just shows black smoke.
ok so when i start up my map it crashes and says hl2.exe has stopped working. here is the compile log and i checked for errors and no errors were found, and no im not running vis.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mendillo\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mendillo\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\mendillo\garrysmod\garrysmod\maps\saints_row_the_third.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\mendillo\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\mendillo\garrysmod\garrysmod\maps\saints_row_the_third.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mendillo\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 288 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\mendillo\garrysmod\garrysmod\maps\saints_row_the_third.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (303028 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2169 texinfos to 1779
Reduced 90 texdatas to 82 (2707 bytes to 2261)
Writing C:\Program Files (x86)\Steam\steamapps\mendillo\garrysmod\garrysmod\maps\saints_row_the_third.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mendillo\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mendillo\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\mendillo\garrysmod\garrysmod\maps\saints_row_the_third"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
8 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\mendillo\sourcesdk\bin\source2009\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\mendillo\garrysmod\garrysmod\maps\saints_row_the_third.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.53 seconds)
11963 faces
7 degenerate faces
12378836 square feet [1782552448.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
29 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
Build Patch/Sample Hash Table(s).....Done<0.1742 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 51/1024 2448/49152 ( 5.0%)
brushes 699/8192 8388/98304 ( 8.5%)
brushsides 6723/65536 53784/524288 (10.3%)
planes 9912/65536 198240/1310720 (15.1%)
vertexes 17724/65536 212688/786432 (27.0%)
nodes 4938/65536 158016/2097152 ( 7.5%)
texinfos 1779/12288 128088/884736 (14.5%)
texdata 82/2048 2624/65536 ( 4.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 11963/65536 669928/3670016 (18.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3784/65536 211904/3670016 ( 5.8%)
leaves 4990/65536 159680/2097152 ( 7.6%)
leaffaces 16160/65536 32320/131072 (24.7%)
leafbrushes 4340/65536 8680/131072 ( 6.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 71661/512000 286644/2048000 (14.0%)
edges 37798/256000 151192/1024000 (14.8%)
LDR worldlights 29/8192 2552/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1119/32768 11190/327680 ( 3.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16500/65536 33000/131072 (25.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 51/512 17952/180224 (10.0%)
LDR lightdata [variable] 14028044/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 71334/393216 (18.1%)
LDR ambient table 4990/65536 19960/262144 ( 7.6%)
HDR ambient table 4990/65536 19960/262144 ( 7.6%)
LDR leaf ambient 21263/65536 595364/1835008 (32.4%)
HDR leaf ambient 4990/65536 139720/1835008 ( 7.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/3464 ( 0.0%)
pakfile [variable] 176761/0 ( 0.0%)
physics [variable] 303028/4194304 ( 7.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32139
Writing c:\program files (x86)\steam\steamapps\mendillo\garrysmod\garrysmod\maps\saints_row_the_third.bsp
35 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\mendillo\garrysmod\garrysmod\maps\saints_row_the_third.bsp" "c:\program files (x86)\steam\steamapps\mendillo\garrysmod\garrysmod\maps\saints_row_the_third.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 4000 -game "c:\program files (x86)\steam\steamapps\mendillo\garrysmod\garrysmod" +map "saints_row_the_third"
i have no clue whats going on.
You're probably rendering the whole map, sense you didn't calculate Visibility. You need to turn vis onto normal.
I haven't touched Hammer in about 3 years. Are there any new tools, good practices, useful entities that I should use or know about have been added to Hammer in the last few years?
With the release of CS:GO, I'm in the mood to revamp some of my old unfinished maps.
[QUOTE=Highwind;37271267] Are there any new tools,[/QUOTE]
there will be when episode 3 comes out in 2300
-snip-
[QUOTE=Firegod522;37270420]You're probably rendering the whole map, sense you didn't calculate Visibility. You need to turn vis onto normal.[/QUOTE]
i loaded up a different map that wasnt my custom one and it crashed too! i think there is something wrong with gmod.
Ah some of my friends are getting a similar thing with gmod. Maybe test your map in ep2 or something?
[QUOTE=mdeceiver79;37274818]Ah some of my friends are getting a similar thing with gmod. Maybe test your map in ep2 or something?[/QUOTE]
yea its all fixed it was something wrong with gmod. garry put in a patch so it works now.
I'm trying to compile a test map for CS:GO. When I try to compile I get a "hammer_run_map_launcher.exe" has stopped working window and absolutely no log files are written anywhere. It just stops. vbsp, vvis and vrad never run. I've tried searching the web, but I can't seem to find anything.
Any ideas?
CS:GO how do you make it so a model/brush can be penetrated by bullets?
I am working with Custom texture for Portal 2 . What can i do to set a texture non portalable ?.. I Cant find any VMT of the Portal 2 Original Texture anywhere .... any idea ?
[editline]17th August 2012[/editline]
[QUOTE=Highwind;37271267] Are there any new tools,
With the release of CS:GO, I'm in the mood to revamp some of my old unfinished maps.[/QUOTE]
Portal 2 allow you to set up a Linked portal door .. so you can create impossible space
hmm didnt noticed anything else that could be very useful.
sadly valve didn't created an engine that mix all the useful tools together yet.
Should I be grouping detail brushes close together to make them one entity? for an example, i have a row of pillars. Would it be a good idea to make that row of pillars one single func_detail, or should I make them detail brushes individually? I'm wondering if grouping them would be a good idea to keep ent_data low or if they even count towards ent_data at all.
Well, if they're going to be blocking the player's view significantly, func_detailing they isn't such a good idea.
[QUOTE=TCB;37288781]Well, if they're going to be blocking the player's view significantly, func_detailing they isn't such a good idea.[/QUOTE]
I understand how visleafs and func_details work and such. I'm just wondering how often i should group a certain amount of detail brushes to make them one entity
[QUOTE=MadPro119;37281839]CS:GO how do you make it so a model/brush can be penetrated by bullets?[/QUOTE]
Its depends on the surface the bullet its penetrating
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