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  3. taz-ed

Posts by taz-ed

  • [Source 2\Dota2] Western

    • taz-ed
    • February 27, 2017 at 10:40 AM

    Amazing work can't wait to see more of your work

  • Searching for a Game Engine ...

    • taz-ed
    • February 8, 2017 at 11:49 AM

    I would use the UE4 game engine and build the game with Blue prints no coding skills neeed and is really easy to pick up and from the blue prints you can create a fps ,topdown or isometric game view, also with the UE4 there free game style samples you can use and build on https://docs.unrealengine.com/latest/INT/Engine/Blueprints/

  • [HL2EP2] Mod Aurora

    • taz-ed
    • February 8, 2017 at 11:40 AM

    i like the idea of your little mod and will be exciting to make, for you requirments of dialogue you'll need to use faceposer " a lil tut here

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    " but if you just want to have the npc's in a camera long shot you could get a way with trigger a set up of ambient_generic's playing your cstom .wav files ,, looking forward to playing this mod when its released :)

  • I'm new and need help

    • taz-ed
    • February 5, 2017 at 9:23 AM

    it could be you have a leak using train_metalgrate01 as a floor texture, with the transparent parts allowing a view to the void post your compile log :)

  • Source 2013 : Failed to create unknown entity type, func_instance

    • taz-ed
    • November 24, 2016 at 9:29 AM

    https://github.com/Metapyziks/VMFInstanceInserter

  • .VMT and .VMF Help Thread

    • taz-ed
    • May 4, 2016 at 12:07 PM

    you can use _ssbump with $bumpmap maybe that what your thinking about ??

  • .VMT and .VMF Help Thread

    • taz-ed
    • May 3, 2016 at 10:16 PM

    this line "$bumpmap" "custom/de_samba/broken_brick_plaster_bottom_bump" should be _normal not _bump

  • The Mapcore Mod Team

    • taz-ed
    • April 3, 2015 at 8:06 AM

    Is there an update to how this mod is coming along ? "any concept art or map previews"

  • CS:GO mapping with Blender. Possible?

    • taz-ed
    • December 10, 2014 at 6:34 PM
    Quote from jusezz

    yes, it will work, but again, you have to do stuff like "export as ..., then import into another program, than export from that program, dowload one more program, import into 'one more' program, then export as ..., and import that, export this, import this, but don't forget about this and so on..." oh my god.

    I think your over thinking it, you make your level in Blender export as a .map use crafty to convert to a .vmf and you can then finish the level off in CS.go hammer

  • CS:GO mapping with Blender. Possible?

    • taz-ed
    • December 10, 2014 at 4:12 PM

    You might find this an interesting read http://forums.steampowered.com/forums/showthread.php?t=654523

  • The Talos Principle Public Test

    • taz-ed
    • November 11, 2014 at 8:48 PM

    Long time member, 1st post I just downloaded and played this test game and got to say i think it is great some nice puzzles and really good levels i think tis game will go far http://www.croteam.com/

  • Let's talk gaming mice!

    • taz-ed
    • October 31, 2012 at 3:41 PM

    i use a trust MI-2500x optical, and been using the same one to play Counter strike source to doom3 for the last 3 years now

  • City Block

    • taz-ed
    • August 8, 2011 at 4:44 PM

    hi is there an update to this or is to early to see a part finished view ??

  • WEEKEND CHALLENGE: Nightwatch DM!

    • taz-ed
    • June 30, 2011 at 3:33 PM

    If you guys have source sdk you try doing this http://developer.valvesoftware.com/wiki ... Hammer_4.x and map using the lastest hammer version

  • Learning Hammer

    • taz-ed
    • June 30, 2011 at 3:26 PM

    You could load the .vmf in the 2007 hammer then compile and hope there are no errors or use VBCT to compile the map but instead of using the orangebox compile tools set it up to use the source2007 compile tools

  • Learning Hammer

    • taz-ed
    • June 12, 2011 at 7:49 PM
    Quote from Serenius

    Got a crazy physics bug going on here. I followed this tutorial to set up a simple plug puzzle. Picking up the crowbar enables motion on the plug's func_physbox,

    I think you need to set it to force drop not enable motion

  • nem's tools

    • taz-ed
    • May 1, 2011 at 7:18 AM

    http://www.tophattwaffle.com/?page_id=63 have a look there

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