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My First Custom HL2 Map.

  • Tisky
  • November 19, 2004 at 5:57 PM
  • Tisky
    • November 19, 2004 at 5:57 PM
    • #1

    First Hl2 map , and first time using Valve hammer, i was stuck with quark before, but now i am forced to use valve hammer.

    [Blocked Image: http://img58.exs.cx/img58/121/hl2-tisky.jpg]

    I know not much , but still learning.

  • TomWithTheWeather
    • November 19, 2004 at 6:02 PM
    • #2

    Needs a toilet.

  • kleinluka
    • November 19, 2004 at 6:06 PM
    • #3

    and a sink.

  • Vinny Testaverde
    • November 19, 2004 at 6:11 PM
    • #4

    your lamp is not casting a shadow

  • insta
    • November 19, 2004 at 6:19 PM
    • #5

    Add a buggy goddamnit.

  • Tisky
    • November 19, 2004 at 6:26 PM
    • #6

    How do i make it cast a shadow?

    :EDIT: BTW, i made something wrong with the lamp models on the first try, and they fell down the ceiling, that was kinda funny, they bounced around!

  • Kamikazi!
    • November 19, 2004 at 6:47 PM
    • #7

    are you using light or light_spot?

  • Tisky
    • November 19, 2004 at 6:48 PM
    • #8

    light

  • Splitta
    • November 19, 2004 at 7:41 PM
    • #9

    am i allowed to spam 2 pics of my first source trys? ^^

  • st0lve
    • November 19, 2004 at 8:37 PM
    • #10

    Tisky, make it a prop_detail or prop_static...

  • Tisky
    • November 19, 2004 at 8:39 PM
    • #11

    Its already a prop_static..

    Im getting crazy, i added a huge part of the map, but it doesnt update..

  • Algor
    • November 19, 2004 at 9:09 PM
    • #12

    CS:Source or HL2?

  • Tisky
    • November 19, 2004 at 9:12 PM
    • #13

    HL2 i think

  • Kamikazi!
    • November 19, 2004 at 9:24 PM
    • #14

    Try a light_spot and add a -bounce value so the ceiling isn't totally black.

  • Tisky
    • November 19, 2004 at 9:31 PM
    • #15

    where do i add the -bounce ? hehe..

    also i added a sink, but the funny part is, its a prop_static

    and when i get close to it i can see it, but i can see thru it aswell

    fucking weird

  • Mazy
    • November 19, 2004 at 9:39 PM
    • #16

    wow

  • Aless
    • November 19, 2004 at 9:48 PM
    • #17

    Sexy!

  • Kamikazi!
    • November 19, 2004 at 9:51 PM
    • #18

    -bounce # goes in the extra parm's box when you compile. Higher the # more bounce = brighter shadows.

  • zaphod
    • November 19, 2004 at 10:57 PM
    • #19

    ohshi, vampire has a hacked version of vrad that calculates shadows from models per polygon, whereas valve's only calculates lightmaps based off the model's collision geometry.

  • st0lve
    • November 19, 2004 at 11:03 PM
    • #20
    Quote from Tisky

    Its already a prop_static..Im getting crazy, i added a huge part of the map, but it doesnt update..

    You got to move it from Steam SDK into your Halflife2\CSS folder.The SDK is wacky atm

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