new problem
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I thought it meant that i had too many lights on one texture, so i clipped some brushes into two seperate brushes, but i got the same error.
new problem
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I thought it meant that i had too many lights on one texture, so i clipped some brushes into two seperate brushes, but i got the same error.
Quote from ZackerWhat about trying another compiler build?
The many last releases of ZHLT have been more or less bugged. We want Merl or Sean back, they could code proper compilers:)
did that.
but i fixed that problem, it actually had to do with those point lights i had the original problem from being too bright.
i plan on adding a window to the roof
Quote from EvertDid you compile with -smooth?
does that do what it sounds like?
ok i fixed the face lighting splitting thing, new problem. fucked up lighting (i circled it). i was thinking maybe if i extended the upper floor to be wider towards the center of the room, but id really rather not do that.
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by the way i dont akimbo uzi, auto is for nubs
ok what the FUCK is this.
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The brushwork is very simple, but it doesnt look bad.
that did the trick. but look at the side of the thing the plants come out on (far left of screen), notice how the lighting changes there. obviously i cant make that a func_illusionary. what am i supposed to do?
looks alot like a ut2k4 map... very nice
topic-
my lighting is really gay. look at that blackness to the right of the middle light. wtf. the light entity is positioned at the same place on every light source. so im thinking it must be the rad compile tool im using.
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the yellow didnt really match the skybox
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i like the new texture but the old box
shit, that'd mean id have to do my curved road again.
The texture is nice.
I added a spiral thing to the house, and made the environment mid-day. I think my cliff needs a little more variation.
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the cliffs look more like flat walls with a rock texture applied to them than rocky cliffs
Looks really nice, but that cliff is messed up, try using higher polys.
dear god
hopefully that game is for the ds
trigger_multiple for the sound, but i dont know if the flashbang thing is possible. try messing around with env_fade, i think you can do that kind of thing with that entity.
No, it doesnt block vis. I dont know the real purpose of it though, but im pretty sure it blocks the line of sight for npc's. The regular black texture blocks vis. Use that.