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. ![]()
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. ![]()
Needs a toilet.
and a sink.
your lamp is not casting a shadow
Add a buggy goddamnit.
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!
are you using light or light_spot?
am i allowed to spam 2 pics of my first source trys? ![]()
Tisky, make it a prop_detail or prop_static...
Its already a prop_static..
Im getting crazy, i added a huge part of the map, but it doesnt update..
CS:Source or HL2?
HL2 i think
Try a light_spot and add a -bounce value so the ceiling isn't totally black.
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
-bounce # goes in the extra parm's box when you compile. Higher the # more bounce = brighter shadows.
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.
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