Go to http://www.iwannamap.com there are some video tutorials there that teach you how to compile a model.
Posts by BaRRaKID
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You can find a series of four tutorials regarding soundscapes at that link. Those tutorials are kind of old, so you better check the comments to see if anything as changed since they where made
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I think i got you some more buyers:
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Quote from Rick_D
Check out http://www.iwannamap.com VTM's - the one one uv mapping in max is really useful.
That's the best thing you could do
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his "shell" looks kind of weird, i think it would look better if he had something covering his ass

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hmm yeah, or else i wouldn't find that funny

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"corrupto filho da puta" hahahahaha...

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I know you had troubles with the light, nut i'm oving how it loks now, really nice ambience.
My biggest advice if you'r rusty on mapping for source is to go to interlopers.net, it has tutorials on petty much everything you need to know. (cheap publicity
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tie to a func_detail everything in the map that is not blocking visibility, and start using models instead of brushes.
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env_lightglow was made to create the "light at the end of the tunnel" effect, wich was used to make transitions between levels in HL2, so i don't think it is entended to be used as a light halo.
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I've bought that book, and altough i sounded promising, in fact it only shows how to use filters. Plus some of the setting for tose filters are wrong and you get really weird results if you don't understand what each filter actually does.
But the theory part is kind of nice, lot's of information that you should know but will never need lo0l

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probablly de_cpl series (mill, fire and strike) since those are oficial tournment maps, and cs players think they are better then other costum maps, even tough they play really bad..
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Quote from Furyo
any chance you're running the sdk tools from shortcuts? if so, try launching them from within steam. After the initial launch, you could go back to using the shortcuts
Shortcuts don't work anymore. If you can't access it by lauching the SDK, you can go into the sourcesdk/bin folder and run it from there, it should work.
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Slayera from interlopers was one of the first to really go into the water shader of source, here is a tut from him explaining it in detail:
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QuoteDisplay More
Hi All- Just wanted to let you know that a Source SDK patch has been published
on Steam. Here are the issues it addresses:
* Fixed compilation issues for Linux dedicated server in SDK
* Removed 3D Lighting Preview menu choice from Hammer
* Fixed SDK Launcher bugs when performing outdated MOD check
* SDK Wizard now creates 'maps' directory underneath the new mod
directory. This prevents a map compilation error
* The 'cs_milita.vmf' distributed with was loading in a bad state if
the grid is set to be displayed at startup. New version has grid off
We're going to try to get another patch out next week that addresses the
Linux terrain physics issue, SDK shaders compilation, and others.
-Mike
It seems like Mike is really doing a good job, and that we can expect more updates to the sdk then before

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funny how people complain about things that went bad instead of talking about the ones that went well

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I odn't know much about models, but i think this works. You could make the cushions as gibs (sp? the things that come out when you destroy something) for the model, like for example when you destroy a combine gunship, and all that parts come out, or the computer in cs_office. The thing is i think the couch needs to be a physics object, but you can make it not move in the prop_physics options and flags.