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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

  • zaphod
  • November 6, 2004 at 1:54 AM
  • mike-0
    • January 3, 2005 at 11:27 PM
    • #181

    another thing - i have a strider NPC walking back and forth. However, the bastard is crouch walking. I want him to stand walk. How do i do this?

  • InsaneSingingBlender
    • January 3, 2005 at 11:27 PM
    • #182

    cubemap i think

  • mike-0
    • January 3, 2005 at 11:28 PM
    • #183

    what about the other thing

  • InsaneSingingBlender
    • January 3, 2005 at 11:29 PM
    • #184

    i dont know, raise your skybox maybe

  • mike-0
    • January 5, 2005 at 10:17 PM
    • #185

    my textures are applied mirror imaged. Both align things (world and face) are checked and i cant un-check either. How do i make my textures face the right way?

  • ReNo
    • January 5, 2005 at 10:35 PM
    • #186

    Put a negative value into the scale options to flip it in that direction.

  • Defrag
    • January 6, 2005 at 10:52 AM
    • #187
    Quote from mike-0

    Yea, nothing happens. Let me try again.

    The adjoining brush faces must either share one edge or one brush face must be exactly half the size of the other (as well as touching the other as normal). Check out the snarkpit's tutorial and it'll show you what I mean (regarding the way in which brush surfaces must line up).

    Click and look at the picture showing the displacement surfaces lining up.

    The Source SDK page also has some info on it.

  • mike-0
    • January 7, 2005 at 3:39 AM
    • #188
    Quote from Defrag

    The adjoining brush faces must either share one edge or one brush face must be exactly half the size of the other (as well as touching the other as normal). Check out the snarkpit's tutorial and it'll show you what I mean (regarding the way in which brush surfaces must line up).

    Click and look at the picture showing the displacement surfaces lining up.

    The Source SDK page also has some info on it.

    mkay i figured it out. You know that bug thing when you have faces selected then change shit and the face looks like it's selected (with the read mask) but it's really not? Yea well thats what it turned out to be. Im such a dumbass, i deserve to be struck with a metal pole.

  • Defrag
    • January 7, 2005 at 10:36 AM
    • #189

    I hate that. Undo + texture face tool with face selected = bug ahoy.

  • mike-0
    • January 8, 2005 at 5:12 PM
    • #190
    Quote from ReNo

    Put a negative value into the scale options to flip it in that direction.

    Thanks reno.

    Now why wouldn't valve just make it so the textures face the right way from the start? :roll:

  • ReNo
    • January 8, 2005 at 6:18 PM
    • #191

    I think its something to do with the alignment of the texture on the face you are placing the overlay, or at least thats how it used to be with decals.

  • von*ferret
    • January 10, 2005 at 2:35 AM
    • #192

    IN the old tech demo's there was video of deforming geometry specifically terrain. Is this still possible?

  • ReNo
    • January 10, 2005 at 2:58 AM
    • #193

    I think there is a point entity with a name that suggested it deforms displacement surfaces somehow. I haven't looked at it at all, but you might wanna have a little search through the point entities for it and see if it helps you at all.

  • PaK-RaT
    • January 10, 2005 at 7:12 AM
    • #194

    I made a new thread for my questions as i didn't notice this until it was too late.

    http://www.mapcore.net/forums/viewtopic.php?t=1913

    I noticed one of the insurgency guys had the same problem and said his QC file was in the wrong directory, but I double checked that and it still is broken. Perhaps you can help me?

    Shall i repost my troubles here?

    -R

  • scotchy
    • January 13, 2005 at 9:44 AM
    • #195

    Here's a good question for you. The VERC guys havent been very forthcoming with any sort of response or question even.

    I need to have a functional ladder attached to a large func_rotating for a non-CSS map. Ive tried making a func_useableladder with dismounts and parenting them to the func_rotating (all these entities are uniquely named) and the ladder only functions when the ladder brush is i nthe starting position. It wont wonrk once the func_rotating rotates until it gets back to the start position.

    Is there any way to have a ladder that will move with a moving entity or should i spend some time making a number of these ladders for the other degree/angle positions that this ladder would occupy in the course of moving?

    Thanks in advance

  • Wreta
    • January 14, 2005 at 11:47 PM
    • #196

    I'm trying to get my custom sky to work..

    this is what I add in the .vmt

    "UnlitGeneric"

    {

    // Original shader: BaseTexture

    "$basetexture" "skybox/sky_nam1dn"

    "$nofog" 1

    $ignorez 1

    }

    sky doesnt show up ingame and I get this error msg:

    material "skybox/nam1_rt" not found

    material "skybox/sky_urb01rt" not found

    Any tuts on custom skies for hl2?

  • Taylor Swift
    • January 15, 2005 at 11:13 AM
    • #197

    Very odd question but anyway..

    What is the best sky for Half-Life2 maps?

  • mike-0
    • January 17, 2005 at 4:54 PM
    • #198

    There is no "best" sky, you have to find one that fits your maps. Clix!

    http://%7boption%7d

    There was an article on interlopers with the sky names that shows them in-game, but interlopers is down right now so whatever.

  • mike-0
    • January 17, 2005 at 9:13 PM
    • #199

    Some of my displacements wont sew for some reason. I click the button and nothing happens.

    [Blocked Image: http://img2.uploadimages.net/249196dispproblem.jpg]

  • insta
    • January 17, 2005 at 11:47 PM
    • #200

    Looks like the displacement maps arent lined up. They either need to line up completely, or at the midpoint.

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