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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

  • zaphod
  • November 6, 2004 at 1:54 AM
  • mike-0
    • August 29, 2005 at 1:07 AM
    • #281

    Wheres the brown-rustish skin for this model? I tried 0 and 1 under the skin option in the object properties box...

    [Blocked Image: http://img399.imageshack.us/img399/7241/skin8ws.jpg]

  • insta
    • August 29, 2005 at 1:14 AM
    • #282

    I'm pretty sure it doesn't have an alternate skin (you can check this easily in HLMV btw). Use two of models/props_pipes/PipeSet32d_Corner128D_001a.mdl instead

  • Tequila
    • August 29, 2005 at 1:14 AM
    • #283
    Quote from mike-0

    Wheres the brown-rustish skin for this model? I tried 0 and 1 under the skin option in the object properties box...[Blocked Image: http://img399.imageshack.us/img399/7241/skin8ws.jpg]

    I don't think it exists, sadly.

  • mike-0
    • August 29, 2005 at 1:17 AM
    • #284

    thanks insta~

  • |FRITZ|
    • September 11, 2005 at 7:10 AM
    • #285

    I think it might be a cs prop^

    Can someone explain to me what the "skip" texture does?

  • ginsengavenger
    • September 11, 2005 at 7:25 AM
    • #286

    it's for use on HINT brushes... except that it tells the compiler to skip that face and not build a portal along it. be aware though that that edge of the brush will still split faces.

  • insta
    • September 11, 2005 at 11:01 AM
    • #287

    Can anybody tell me if the point_devshot_camera entity works? When using the -makedevshots command in-game, I'm only told by the console that it's a unknown command, but in the Help text for the entity, that's what you're supposed to write.

  • mike-0
    • September 12, 2005 at 1:51 AM
    • #288

    skybox problems...

    all the files are in the correct place, both in the sdk materials\skybox folder and in the hl2mp materials\skybox folder. my VMT looks like this...

    Code
    "UnlitGeneric"
    
    
     {
    
    
     // Original shader: BaseTexture
    
    
     "$basetexture" "skybox/$sky_mike_01bk.vtf"
    
    
     "$nofog" 1
    
    
     $ignorez 1
    
    
     }
    Display More

    When i search for my skybox name in the texture browser, i get the purple checkers, and in game, with the compiled map, i get the purple checkers.

    [Blocked Image: http://img70.imageshack.us/img70/6628/skyboxtest4ib.jpg]

    anyone know what's wrong with this?

  • insta
    • September 12, 2005 at 1:58 AM
    • #289

    Just a guess, but maybe remove the $ from "$basetexture" "skybox/$sky_mike_01bk.vtf"?

    Mind you, this is just a guess.

  • Tequila
    • September 12, 2005 at 2:54 AM
    • #290
    Quote from insta

    Just a guess, but maybe remove the $ from "$basetexture" "skybox/$sky_mike_01bk.vtf"?Mind you, this is just a guess.

    Actually I'd try removing it from '$sky_mike_01bk.vtf'.

    Again, this is just my guess.

  • insta
    • September 12, 2005 at 3:17 AM
    • #291

    Ah yes, that's what I meant. Should probably have deleted all that other junk

  • mike-0
    • September 12, 2005 at 5:58 PM
    • #292

    that must be it. im at school right now, but if i remember correctly i took the dollar sign off the vtf's name without changing the code in the VMT. ill try when i get home.

  • Zacker
    • September 12, 2005 at 6:07 PM
    • #293

    The VMT's for my skies in SoW2 look like this:

    Quote

    "UnlitGeneric"{

    // Original shader: BaseTexture

    "$basetexture" "skybox/prariebk"

    "$nofog" 1

    $ignorez 1

    }

    Display More

    I am not sure how technically correct it is, but it works fine ingame.

  • mike-0
    • September 13, 2005 at 5:04 PM
    • #294

    dammit, it wont work. im going to redo it from scratch.

  • DaanO
    • September 14, 2005 at 12:32 AM
    • #295

    Another question: In some maps i saw plants on displacements, they looked like sprites. How were those made?

  • mike-0
    • September 14, 2005 at 12:59 AM
    • #296

    for those alpha blend textures there will be two seemingly identical textures to choose from in the browser. one of those two will compile the grass sprites with it, one wont, just trial and error it. theres a file you can edit in notepad to change the density of the grass, it might be the vmt for the texture, i dont remember.

  • Erratic
    • September 14, 2005 at 1:34 AM
    • #297
    Quote from DaanO

    Another question: In some maps i saw plants on displacements, they looked like sprites. How were those made?

    It's just a parameter in the vmt file. Here's how it works,

    "%detailtype" "grass01"

    "%detailtype" is the material variable placed within the paranthesis of the vmt and the value, 'grass01', denotes the detail added to the terrain, this can be sprite based, like the grass, or model based (I think).

    At least that's my understanding of it. Check the detail.vbsp file for a list of detail decorations you can add.

    I'm not completely sure about model details being placed on the displacements (similar to how Unreal terrain details work), as I've never experimented with that myself.

  • Hipshot
    • September 14, 2005 at 1:56 AM
    • #298

    Its odd, you come to this forum, seems 70% of the people are Source mappers, and you still cant make a basic material shader?

    This is how it should look like

    Code
    "UnlitGeneric"
    
    
     {
    
    
     "$basetexture" "skybox/sky_mike_01bk"
    
    
     "$nofog" 1
    
    
     $ignorez 1
    
    
     }
    Display More

    The "//" dosen't need to be there, they are just for comments, never ever tell what format the texture is in, since they are always .vtf, don't use the $ in front of the name of the texture in a skybox.

  • Erratic
    • September 14, 2005 at 3:25 AM
    • #299
    Quote from Hipshot

    Its odd, you come to this forum, seems 70% of the people are Source mappers, and you still cant make a basic material shader?

    Here's an example of why people often refrain from asking for help.

  • Hipshot
    • September 14, 2005 at 3:58 AM
    • #300
    Quote from Erratic

    Here's an example of why people often refrain from asking for help.

    I wasen't thinking of the one that didn't know. I was thinking of those that did answer, but didn't know. I should be as basic as making a brush in hammer (well, almost as) that a texture should not have its suffix in the material shader.

    And, ok, I do fell that people should refrain from asking some questions. I mean, I can see how one could ask if the shader was correct, but them, would he need to ask?

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