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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

  • zaphod
  • November 6, 2004 at 1:54 AM
  • DD
    • November 25, 2004 at 10:56 PM
    • #161
    Quote from Zaphod

    a model with a scrolling additive texture and glow sprites.

    D: !

  • X-Tender
    • December 4, 2004 at 11:19 PM
    • #162

    btw. scrolling .. how do i scroll the envmapmask? o_O ... i tryd it with the texturescroll proxy .. but it doesnt work ... also is it possoble to create 2/3 layer textures? ( idont mean the 2 textre stuff in WC) i mean indimendet behavious (scrolling/scaling ect)

  • Wedge Antilles
    • December 5, 2004 at 5:29 AM
    • #163

    y0 Zaphod

    What are the .vcd files ?

    I found them looking for scripted scenes files, in the hl2\scenes dir inside the hl2 content.gcf.

    Are they related to scripted scenes ?

    -

    Well, I opened the .vcd in the notepad, and yes, they are scripts.

    Do you have any documentation about how to write a script like these ?

  • nico
    • December 10, 2004 at 1:50 PM
    • #164

    I get a rather nasty error when "playing" the source SDK:

    http://img61.exs.cx/img61/7931/error4iw.jpg

    anyone knows what to do? couldnt find any answers on the steam forums =(

  • Wedge Antilles
    • December 10, 2004 at 10:23 PM
    • #165

    Try reinstalling the SDK.

  • nico
    • December 11, 2004 at 3:07 AM
    • #166

    ive done that. nothing seems to work, i even uninstalled the hl2 dm, as some threads suggested that...

  • Taylor Swift
    • December 11, 2004 at 1:11 PM
    • #167

    Explain please this problem for me.

    Allways when i click on Source SDK start in (steam games) it loads.

    But then it says you need to repair your steam cache.

    After that i'm clicking on HL2DM and it validates the files about 20 - 25 min, then it's ready to play. When it's on 100% i click "Cancel" and restart the steam SDK again, then it works.

    Why do i need to validate everytime i run steam at startup?

  • JynxDaddy
    • December 11, 2004 at 5:29 PM
    • #168

    Try validating your SDK.

    CLIX!

  • nico
    • December 11, 2004 at 7:33 PM
    • #169

    didnt work for me =(

  • JynxDaddy
    • December 12, 2004 at 3:49 AM
    • #170

    Close steam then try deleting the SDK folder in the /[email protected]/ folder

    and running steam and the SDK again.

    If that doesnt work, you could try deleting your sdk cache and downloading it again, although validation says its ok.

  • nico
    • December 12, 2004 at 2:15 PM
    • #171

    could you please give me the "adresse" of the steam cache? the filename? i dont want to delete something wrong, hehe.

    Ive tried to delete the SDK folder and a cfg file i think before, but that did not work.

  • ReNo
    • December 13, 2004 at 12:14 AM
    • #172

    Do you have to do anything special to get the user specified hinges to actually work on prop_door_rotatings? I can't seem to force them to rotate on any access other than the Z-Axis, which is obviously the one that most doors would rotate on but NOT the one I need it for

  • mike-0
    • December 27, 2004 at 8:50 PM
    • #173

    How do i make displacement terrain with two faces so that they dont contradict eachother? Like, when i use displacement + noise when i have two faces selected, one of the edges of the faces will be higher / lower than the edge of the other face.

  • Kamikazi!
    • December 27, 2004 at 8:53 PM
    • #174
    Quote from mike-0

    How do i make displacement terrain with two faces so that they dont contradict eachother? Like, when i use displacement + noise when i have two faces selected, one of the edges of the faces will be higher / lower than the edge of the other face.

    Did you try hitting sew?

  • mike-0
    • December 27, 2004 at 10:09 PM
    • #175

    Yea, nothing happens. Let me try again.

  • Evert
    • December 29, 2004 at 4:01 PM
    • #176

    Ok any idea why I get 2 fps at most places of my map?

    +showbudget shows the whole world rendering and all displacements as well.

    This even when I stand at a corner at the map staring out in nothing.

    I tried removing the 3d skybox, thinking that was the problem rendering the map in the background or something, but that wasn't the case.

  • Zacker
    • December 29, 2004 at 9:04 PM
    • #177

    Pericolos0, I have thought of that too. They havent used them anywhere in CSS or HL2. They could really have improved HL2 many places with a few nice detail textures.

    Rick Ellis has confirmed that Source support it. As far as I can see there are no console commands or any mentioning of it in the sdk or docs.

  • aPantomimeHorse
    • January 1, 2005 at 7:56 AM
    • #178

    anyone figure this one out? I tried everything with the spawnflags, but in all my experiments, I couldn't really predict the result. The phys_torque helper should control the axis of torque, but how exactly? It works when the object first starts, but then it's like it gets confused. And, yes, I've tried it with both 'local orientation' on and off, but this doesn't seem to work as it should either.

    What I have in mind is a sphere that the phys_torque spins in one direction (and always the same direction no matter which way the sphere spins or where it goes).

    I'm thinking that the subtlety has to do with the position of the phys_torque, not just its helper, has some sort of consequence, but I can't figure out what exactly.

  • aPantomimeHorse
    • January 2, 2005 at 6:50 PM
    • #179

    well, I looked at the sdk sample map for phys_torque, which cleared things up, but I still don't really get the spawnflags. Orient locally doesn't really seem to do anything because it SEEMS the axis of rotation is ALWAYS local (going through the center of mass). Nor can I see any difference between having force and torque both checked, force only checked, and torque only checked. (but both unchecked makes the phys_torque do nothing).

  • mike-0
    • January 3, 2005 at 5:14 PM
    • #180

    how do i make shiny reflecty windows and shit

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