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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

  • zaphod
  • November 6, 2004 at 1:54 AM
  • Crackerjack
    • May 2, 2005 at 2:13 AM
    • #241

    Yes, in the textures folder (what ever that window is called) type in "tools" and you will see a green texture that is called" block light. Simply put some brushes around the window to block the light.

    BUT! that wont work because that means its blocking all the light and it would look really wierd.

    SO!

    what you can do is:

    the brushes you just put around the window.. take those and skew them to a larger size so that its maybe twice the size of the window now... then place those brushes on the wall and have the light_spot inside right by the window... and if it works it should look exactly how you want it too.. just make sure there are no other lights in the hall that would make it look wierd.

    AND! if that doesnt work.... experiment with other things.. maybe make the inner angle small and same with the outer angle...

    Hope this helps.

  • mike-0
    • May 2, 2005 at 2:30 AM
    • #242

    Ok, i got the first half, but lost you on the second half.

  • RD
    • May 2, 2005 at 1:24 PM
    • #243

    put the lightspot inside the house, let it shine on the wall u want but use the block light texture wherevr u want it to be dark on the wall.

  • mike-0
    • May 2, 2005 at 6:48 PM
    • #244

    oh, shit~ pure genius.

    I decided to bump the lighting up. The map will now be a mid-day kind of thing instead of having a twighlight mood. Thanks for your help anyways, i think its important that i know how to do that anyways.

  • Crackerjack
    • May 3, 2005 at 12:45 AM
    • #245
    Quote from RD

    put the lightspot inside the house, let it shine on the wall u want but use the block light texture wherevr u want it to be dark on the wall.

    lol

  • Bluestrike
    • May 3, 2005 at 8:43 AM
    • #246

    whats the block light texture?

    Searched the dev textures but can't see it.

  • |FRITZ|
    • May 3, 2005 at 9:09 AM
    • #247

    tools/toolsblocklight

  • Bluestrike
    • May 3, 2005 at 11:46 AM
    • #248

    ah thanks

  • mike-0
    • May 30, 2005 at 4:19 PM
    • #249

    Im trying to do a 45 degree turn here. I know how to do a sharp 90 degree turn, by carving diagonally and stuff, but whats the best way to join up these two brushes (or actually groups of brushes)? I tried doing the diagonally carving thing, but i can't get it to line up well.

    [Blocked Image: http://img183.echo.cx/img183/8641/curve6lh.jpg]

  • insta
    • May 30, 2005 at 4:41 PM
    • #250

    That's sort of a silly way of making a 45 degree turn, but here's a nice picture :

    [Blocked Image: http://img200.echo.cx/img200/3112/mikeo6hf.jpg]

    Basically, just make triangles out of the "filler"-brushes, then line them up with the brushes you have. I noticed you are making a slope, so that's why you have to make them into triangles first, otherwise you will get all sorts of neat errors.

  • mike-0
    • May 30, 2005 at 5:01 PM
    • #251

    yea, i dont think i can do the triangle method because that dirt will be displacements and the divisions have to line up

  • mike-0
    • June 18, 2005 at 10:16 PM
    • #252

    ok big lighting question

    [Blocked Image: http://www.hlfallout.net/images/content/image_30883.jpg]

    [Blocked Image: http://www.hlfallout.net/images/content/image_30885.jpg]

    Look at the light fade thing. See how it looks kind of like several brushes? Well, thats what i thought it was. This same effect is in de_train (it is NOT the model in the effects folder). So i decompiled train (for learning purposes you assmonkeys), and all thats there is a func_dustmotes. Howd they get that effect?

  • Tequila
    • June 19, 2005 at 12:09 AM
    • #253
    Quote from Pericolos0

    its a model but you cant see it because theres brushes there and hammer renders them in the wrong orderthe brush entities are just func_dustmotes

    Indeed, Peri's right: it IS the model in the effects folder, sadly.

  • mike-0
    • June 19, 2005 at 1:05 AM
    • #254

    what about the ones in de_train?

  • hamst3r
    • June 19, 2005 at 1:18 AM
    • #255

    models from the effects folder. (I also decompiled train for learning purposes.)

  • mike-0
    • June 19, 2005 at 1:24 AM
    • #256

    i cant use that model, the window isnt thick enough. im using the warehouse windows http://mapcore.net/forums/viewtopic.php?t=1966

  • von*ferret
    • June 19, 2005 at 2:32 AM
    • #257

    in unreal you can resize models in editor silly hammer. I've been turned! ohno

  • InsaneSingingBlender
    • June 19, 2005 at 3:25 AM
    • #258

    yes you can! and it rules

  • Lee3dee
    • June 19, 2005 at 3:40 AM
    • #259

    whats some good sites for learning how to use the hammer editor? importing static meshes, etc.

  • DelaZ
    • June 19, 2005 at 12:29 PM
    • #260

    http://www.valve-erc.com/srcsdk/

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