make this the parts of the fence to be broken and tie tem to func_phyicsbox then the damage from the blast should make them fly apart
[QUOTE=GoldenCumfart;52716498]You need to pack them into the .bsp using a tool such as [URL="http://www.tophattwaffle.com/packing-custom-content-using-vide-in-steampipe/"]VIDE[/URL][/QUOTE]
Is it possible to pack .lua files into the .bsp?
I've made a really fast map with a cheap displacement, power of 4, at 27392 x 28416. I'm having an issue with the player not colliding with the displacement, and it vanishing depending on the player view angle. E.g. looking at the displacement directly it is visible, turning your view to your left/right it vanishes. No errors in compile log, no errors in gmod console. Any pointers to what could be causing this?
Thanks.
Might be too big for a single brush - try dividing it into multiple smaller ones
power of 4 displacements are not cheap they use more memory than power of 2 or power of 3
Anyone know where to find some good contemporary slavic car models?
Failing that, anyone know where to find that fixed hl2 vehicles pack?
[QUOTE=Nukedrabbit95;52721068]Anyone know where to find some good contemporary slavic car models?
Failing that, anyone know where to find that fixed hl2 vehicles pack?[/QUOTE]
Depends what you mean by contemporary.
If you are talking 2017 then just about any selection of medium/small sized sedans and hatchbacks will work. Eastern Europe usually doesn't see a lot of pickups and minivans, and huge limos are rarely seen too. Just avoid the large Fords etc found in many packs.
If you are talking pre 2000s cars, then you won't have much luck. Stalker and metro models include some but they are all wrecks. IIRC there are some acceptable vehicles in some COD4 ported packs, but Im not sure. The fixed HL2 vehicles can be found on the workshop, but they are of terrible quality, believe me. I once tried to fix up two of them but I ended up replacing then with L4D cars, which relatively fit.
[t]https://steamuserimages-a.akamaihd.net/ugc/275095429951794139/39CDA81CAD85CD9451B2F0BB3A68443F95F5E83A/[/t]
So I'm kind of stuck in terms of ideas for planning out the middle portion of the first chapter of my goldsrc map. I don't want to touch it until I know exactly what I want to do. I do have the 2nd chapter entirely planned from start to finish as well as the very ending of the first.
I guess my question is, is it okay to move on to the next section and try to plan + fill in the rest later ? Any reasons why that might be bad ?
[t]https://vignette.wikia.nocookie.net/half-life/images/b/b2/Prefab_streets_blvd_street.jpg/revision/latest?cb=20100330134139&path-prefix=en[/t]
Any idea where I can find this half-life 2 beta map "prefab_streets_blvd.vmf"? I think it's part of the WC mapack, but I have't found a mirror for it or otherwise any other places to get it.
I am trying to make a brush (excluding entities and areaportalwindows) fade the closer you are to the brush. I have tried using various render modes and other methods but nothing seems to work.
I want it basically working like an areaportalwindow but not being adjacent to world brushes and without the optimisation function.
One way I can think of doing this is using propper and make the model I want into a prop and then using the start/end fades but is there an easier way or a better trick?
I'm trying to play HL2 music at the start of my mod but I don't know what tools to use or where to find the music
[QUOTE=Watri124;52727624]I am trying to make a brush (excluding entities and areaportalwindows) fade the closer you are to the brush. I have tried using various render modes and other methods but nothing seems to work.
I want it basically working like an areaportalwindow but not being adjacent to world brushes and without the optimisation function.
One way I can think of doing this is using propper and make the model I want into a prop and then using the start/end fades but is there an easier way or a better trick?[/QUOTE]
You can add the fademin and fademax to any entity. Just turn of smart edit, and add these parameters
[QUOTE=Taco Penguin;52727925]I'm trying to play HL2 music at the start of my mod but I don't know what tools to use or where to find the music[/QUOTE]
You need to give us more detail. At which point do you want to play the music?
If you want it to start when the main menu opens, try making a main menu map (plenty tutorials for that) and add ambient_generic entity. In the entities sound browser find the hl2 songs. Try searching for "music" to find them. Set the entity to start playing the music on map load using a logic_auto entity. Maybe set the ambient_generic to loop.
It [I]might[/I] be possible to setup main menu music without a main menu map, try searching around for further info.
The same ambient_generic process could be used if you want the music to play when you actually start playing the mod.
If you want the music to play before the main menu opens, youd need to create a .bik startup video and set it up in the scripts.
I have animated prop_dynamic doors that don't play the open/close animations when their behind a closed areaportal. Is there a way to fix this?
How do you change the loading screen text for a Workshop csgo map?
EDIT: Figured it out
How would I go about creating a system where, when a func_tanktrain hits a trigger it would play a noise?\
EDIT: Nevermind I figured it out
This is vaguely map related, but is it safe to assume maps that are going to be proprietary releases(for a specific community) shouldn't get their own WIP thread? Since it's going to be a couple month project I've been wanting to share, but if not I can just post in the WIP thread.
Id post in the WIP thread if youre really eager to show off, if it wont be public outside the community youre making it for theres not much of a point since separate threads tend to be just straight up release threads rather than WIP threads
I disagree. I think any map that has passed early stages and is actively being developed can warrant its own thread. I think its up to the author to decide.
If you're gonna make a thread it better be because you have a lot to show off. Don't make a thread if you started an rp map this morning and only have a storefront and part of a sidewalk done
[IMG]https://steamuserimages-a.akamaihd.net/ugc/866239071788359987/EAEA8B61E832FCB3087C90CC175F7E3C3315A5BA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to%3D%2A%2C%2A%7C1024%3A576&background-color=black[/IMG]
Anyone know what could be causing this, I have the exact same textures on the other buildings, just this one is affected.
[CODE] Starting a 'Normal' compile.
Starting compilation of rp_halomap
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: D:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading C:\Users\Altin\Desktop\HaloRP Map\rp_halomap.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in d:\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
Patching WVT material: maps/rp_halomap/nature/blendgrassdirt01_wvt_patch
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 1588 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Altin\Desktop\HaloRP Map\rp_halomap.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/halo_sky2*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/halo_sky2*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (2456026 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
..9...10
Compacting texture/material tables...
Reduced 5277 texinfos to 2519
Reduced 150 texdatas to 115 (4452 bytes to 3517)
Writing C:\Users\Altin\Desktop\HaloRP Map\rp_halomap.bsp
Wrote ZIP buffer, estimated size 188585, actual size 184083
5 seconds elapsed
Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading c:\users\altin\desktop\halorp map\rp_halomap.bsp
reading c:\users\altin\desktop\halorp map\rp_halomap.prt
780 portalclusters
1969 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (16)
Optimized: 7023 visible clusters (1.90%)
Total clusters visible: 369183
Average clusters visible: 473
Building PAS...
Average clusters audible: 762
visdatasize:141238 compressed from 162240
writing c:\users\altin\desktop\halorp map\rp_halomap.bsp
16 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\users\altin\desktop\halorp map\rp_halomap.bsp
Error! Unable to load file "models/props_rpd/kitchen_food_storage01.dx80.vtx"
Error! Unable to load file "models/props_rpd/kitchen_sink01.dx80.vtx"
Error! Unable to load file "models/props_rpd/kitchen_table01.dx80.vtx"
Error! Unable to load file "models/props_rpd/kitchen_stove01.dx80.vtx"
Error! Unable to load file "models/props_rpd/kitchen_top_fan01.dx80.vtx"
Error! Unable to load file "models/props_rpd/kitchen_food_holder01.dx80.vtx"
Error! Unable to load file "models/props_rpd/cafe_bench02.dx80.vtx"
Setting up ray-trace acceleration structure... Done (5.92 seconds)
12349 faces
15 degenerate faces
14184281 square feet [2042536448.00 square inches]
90 Displacements
2629410 Square Feet [378635104.00 Square Inches]
12334 patches before subdivision
226382 patches after subdivision
sun extent from map=0.000000
349 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (67)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (56)
transfers 32491059, max 2196
transfer lists: 247.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(526075, 482074, 306630)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(54017, 49478, 29827)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(6709, 6231, 4110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1109, 1034, 618)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(193, 183, 111)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(35, 34, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(7, 7, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0962 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 231/1024 11088/49152 (22.6%)
brushes 2781/8192 33372/98304 (33.9%)
brushsides 26137/65536 209096/524288 (39.9%)
planes 22542/65536 450840/1310720 (34.4%)
vertexes 21749/65536 260988/786432 (33.2%)
nodes 5192/65536 166144/2097152 ( 7.9%)
texinfos 2519/12288 181368/884736 (20.5%)
texdata 115/2048 3680/65536 ( 5.6%)
dispinfos 90/0 15840/0 ( 0.0%)
disp_verts 7498/0 149960/0 ( 0.0%)
disp_tris 11904/0 23808/0 ( 0.0%)
disp_lmsamples 4447011/0 4447011/0 ( 0.0%)
faces 12349/65536 691544/3670016 (18.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9115/65536 510440/3670016 (13.9%)
leaves 5424/65536 173568/2097152 ( 8.3%)
leaffaces 14579/65536 29158/131072 (22.2%)
leafbrushes 5498/65536 10996/131072 ( 8.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 97094/512000 388376/2048000 (19.0%)
edges 61017/256000 244068/1024000 (23.8%)
LDR worldlights 349/8192 30712/720896 ( 4.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 1194/32768 11940/327680 ( 3.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 30282/65536 60564/131072 (46.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 8481676/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 141238/16777216 ( 0.8%)
entdata [variable] 285965/393216 (72.7%)
LDR ambient table 5424/65536 21696/262144 ( 8.3%)
HDR ambient table 5424/65536 21696/262144 ( 8.3%)
LDR leaf ambient 11683/65536 327124/1835008 (17.8%)
HDR leaf ambient 5424/65536 151872/1835008 ( 8.3%)
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] 1/146548 ( 0.0%)
pakfile [variable] 184083/0 ( 0.0%)
physics [variable] 2456026/4194304 (58.6%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 36175
Writing c:\users\altin\desktop\halorp map\rp_halomap.bsp
2 minutes, 28 seconds elapsed
C:\Users\Altin\Desktop\HaloRP Map\rp_halomap.bsp -> D:\steam\steamapps\common\GarrysMod\garrysmod\maps\rp_halomap.bsp
1 File(s) copied
'Normal' compile finished in 00:02:52
90 errors/warnings logged:
90 errors/warnings logged for rp_halomap:
● 90x: Caution: Material [sub:1] uses unknown detail object type [sub:2]! [/CODE]
Trying to put a ladder in a vent(To climb) but it's not working I can't climb it, I've tried giving the ladder space but it won't work (Even with the H.E.V suit)
If you have a model ladder make the minimum space 72 units square which type of ladder are you using the
css type of ladder thats a brush with the ladder texture or the hl2 type which you have to have mounting points as well ??
So when I start compiling Hammer freezes and says it's not responding. This isn't the typical "my compile is taking forever", the program actually freezes and tells me the program stopped responding the before the compile window ever comes up. As a result I have no error log, nothing. I can't find any info on this on Google, either. I let it sit and it's not doing anything.
[editline]5th October 2017[/editline]
It's not on one map either it's all maps. I compiled a map the other day with no issue and I haven't changed anything
[editline]5th October 2017[/editline]
Fixed it. I had duplicate .wads in my textures. Weird.
Is it possible in any way, in HL2 Episode 2's engine version of Hammer (just hammer.exe straight out of the bin) to use the $rendercolor key on prop_statics (I've tried manually adding the key, but it's not that easy), or is it only possible to use with prop_dynamic?
This is seen for example in Left 4 Dead 2's Hammer where you may color prop_statics, such as models for cars.
Anything related to prop_statics is probably tied to a games vbsp.exe and .bsp file version.
I work around this issue by recompiling the prop with skins and just use different $color2 values for skins. Otherwise you are limited to prop_dynamics.
Wish Valve updated the OB engine version of Source with at least some of the later features. Left 4 Dead was released only a year later and introduced so much cool stuff, yet all the HL2/Gmod modders were left behind ever since.
Hell the [I]TF2[/I] branch has gotten freaking [I]lightmapped models[/I]
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