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.
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.
Quote from mike-0aha! 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?
nevermind, i got it to work.
[Blocked Image: http://www.easel3d.net/mapcore/cactus_02.jpg]
QuoteDisplay More.QC File"VertexLitGeneric"
{
"$model" "1"
"$basetexture" "models/de_waste/cactus_01"
"$surfaceprop" "shrub"
"$alphatest" "1"
"$nocull" 1
}
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
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]
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.
tyyyyyyyyyyyy
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?
umm that would be a point_spotlight? me thinks
Thanks i'll try fiddling around with that entity
how come when i add slack to a rope it doesnt show up in the editor?
does slack show up in the editor? I not sure but, I don't think it does...
yea
[Blocked Image: http://www.interlopers.net/images/hl2tutorials/rope/pic3.JPG]
from the interlopers tutorial
lolol way to run in 800x600
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.
Quote from PaK-RaT[Blocked Image: http://www.easel3d.net/mapcore/cactus_02.jpg]
How do you have mapcore themed icons on your desktop?
cogcube
looks liek zaphod stole it!
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?
that lighthouse could be a lot better. You can do wonders with the source engine, take advantage of it.
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