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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

  • zaphod
  • November 6, 2004 at 1:54 AM
  • mike-0
    • January 18, 2005 at 12:51 AM
    • #201

    aha! thanks.

    Well, i cant use the paint alpha tool for some reason. Im using textures with "blend" in the name. I think i read somewhere its a bug, but i wanna know what the deal is.

  • insta
    • January 18, 2005 at 12:03 PM
    • #202
    Quote from mike-0

    aha! thanks.Well, i cant use the paint alpha tool for some reason. Im using textures with "blend" in the name. I think i read somewhere its a bug, but i wanna know what the deal is.

    Shift+a, select the displacement map you want to alpha paint on, go into the displacement menu, select alpha paint and start drawing directly on the brush in the 3d view. If it doesn't work when doing this, then....well, then it doesn't work

    What happens when you press 'Invert Alpha'? Does the entire texture on the selected displacement map change, or does nothing happen?

  • mike-0
    • January 18, 2005 at 12:28 PM
    • #203

    nevermind, i got it to work.

  • PaK-RaT
    • January 19, 2005 at 9:39 AM
    • #204

    [Blocked Image: http://www.easel3d.net/mapcore/cactus_02.jpg]

    Quote

    .QC File"VertexLitGeneric"

    {

    "$model" "1"

    "$basetexture" "models/de_waste/cactus_01"

    "$surfaceprop" "shrub"

    "$alphatest" "1"

    "$nocull" 1

    }

    Display More

    The needles aren't showing the backfaces. I thought the nocull command would take care of that for me.

    -Am I missing something?

    -Do I have to do something in the modling app aswell? I use 3dmax.

    Thx,

    -R

  • mike-0
    • January 20, 2005 at 12:59 AM
    • #205

    For the life of me, i cant think of a way to get the two sides to come together so it looks realistic. help me.

    [Blocked Image: http://img2.uploadimages.net/220671dm_splash0000.jpg]

  • Thrik
    • January 23, 2005 at 5:37 AM
    • #206

    Uh, it's kind of difficult to suggest anything without an editor view of how your brushes are lined up. You've probably worked it out anyway, but I'll assume your displacement brushes there are like this:

    [Blocked Image: http://thrik.dodnetwork.com/b3ta/disp1.gif]

    You want them like this:

    [Blocked Image: http://thrik.dodnetwork.com/b3ta/disp2.gif]

    The two should then line up and be sewable. I'm only assuming though, editor screenshots are necessary really.

  • mike-0
    • January 23, 2005 at 6:55 PM
    • #207

    tyyyyyyyyyyyy

  • DaanO
    • April 8, 2005 at 12:46 AM
    • #208

    I don't seem to be able to find out how to make those light columns? You know, those for spot lights in darker rooms / places. Source maps don't give away any clues either. Anyone?

  • hamst3r
    • April 8, 2005 at 12:52 AM
    • #209

    umm that would be a point_spotlight? me thinks

  • DaanO
    • April 8, 2005 at 4:35 AM
    • #210

    Thanks i'll try fiddling around with that entity

  • mike-0
    • April 24, 2005 at 2:16 AM
    • #211

    how come when i add slack to a rope it doesnt show up in the editor?

  • hamst3r
    • April 24, 2005 at 2:43 AM
    • #212

    does slack show up in the editor? I not sure but, I don't think it does...

  • mike-0
    • April 24, 2005 at 3:03 AM
    • #213

    yea

    [Blocked Image: http://www.interlopers.net/images/hl2tutorials/rope/pic3.JPG]

    from the interlopers tutorial

  • Bic-B@ll
    • April 24, 2005 at 3:44 AM
    • #214

    lolol way to run in 800x600

  • ginsengavenger
    • April 24, 2005 at 10:17 PM
    • #215

    sometimes you have to turn the camera away from the rope and then back again. and remember the slack and such is controlled in the leading entity, not the trailing.

  • von*ferret
    • April 25, 2005 at 6:08 AM
    • #216
    Quote from PaK-RaT

    [Blocked Image: http://www.easel3d.net/mapcore/cactus_02.jpg]

    How do you have mapcore themed icons on your desktop?

  • OL
    • April 25, 2005 at 7:35 AM
    • #217

    cogcube

    looks liek zaphod stole it!

  • mike-0
    • April 27, 2005 at 1:45 AM
    • #218

    Yea, so ive got a lighthouse on top of a cliff. The players run around at the bottom of the cliff. In the light house is a big ass glow (env_sprite). In the map, the lighthouse is not accessible, so i turned on noclip to take this screen.

    [Blocked Image: http://img186.echo.cx/img186/236/newnewlol00040nv.jpg]

    Yea, thats cool.

    But i back up a little bit, and FWAM its gone. Obviously, you cant see it when youre actually playing the map.

    [Blocked Image: http://img186.echo.cx/img186/1941/newnewlol00054on.jpg]

    How do i make it so i can see the glow from longer distances?

  • DaanO
    • April 27, 2005 at 2:08 AM
    • #219
    Quote from von*ferret

    How do you have mapcore themed icons on your desktop?

    links to mapcore threads?

  • Kedhrin
    • April 27, 2005 at 3:04 AM
    • #220

    that lighthouse could be a lot better. You can do wonders with the source engine, take advantage of it.

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