I've got an AMD card in without any problems in those modes; running version 2012.0928.1532.26058 though ![]()
Posts by Spherix
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Theres quite a few errors here, obviously
. Firstly, the prop problems you named are likely caused by you trying to set them as prop_static, whilst they don't have that option. You can see which kind of prop they support via the model browser; it's likely they are meant to be prop_dynamic.You also seem to have some brush errors, either caused by: a leak, a too complex structure (not limited to just one brush), or a too big brush. Start up with attempting to find any huge brushes (You can search the brush ID via Hammer) and see if slicing them in smaller parts can do the trick.
If you open the map in Hammer, can you load a pointfile? If so, that'll lead you to a possible leak, although I don't assume you have one.
I reckon the rest of the errors is caused by faulty displacements; see if the map functions properly if you break them back into regular brushes. (Note: do a re-save of the map, it's hard to reverse those steps!) Read up on http://www.interlopers.net/errors/ after you pasted your compile log in there as well, it shows you helpful ways to tackle a few problems.
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Tons of Red Alert 1 maps, mostly ones where I gave myself a spawn with tons of resources and giving the enemy next to none.. I was 8 or 9..
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The cube is pleasing, we need more gameplay/mechanic info.
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Voted! Looks brilliant.
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Perhaps you should explain to us why we get to stare at a pink magenta cube for hours.
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Found the author of that art; http://fruktsallad.deviantart.com/
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The lower water doesn't make much sense; the 'gutter' that it flows through seems to be designed to deal with large amounts of water -> if that'd ever happen in the way you currently made the 'low water' version, all the water would simply exit the canal via the road/tunnel.
Also.. Is it a sewer or a water filtration plant? Looks 'awfully' drinkable

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Rough ride through the corners with those tracks ;-).
@seir; all metro tunnels in Amsterdam are not round. Stations usually have pillars.
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According to their wiki, 1 hammer unit should be 0.0625 feet
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I don't play TF2 myself so I'm not sure if that's the usual way to go, but why are all the windows boarded up?
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Damn. Suddenly got so busy with projects that actually pay that I neglected various projects such as these

I'll see into it that I get a release asap so that other CTF beauties can be made for CS:GO

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I refrained from asking questions about Vscripting for source here cause it didn't seem fitting ;o
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My 'bad' then; since the forum description mentions paid work etc.

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You mean it's not showing even if you add cube maps and a lod_controller?
Is it perhaps your
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I was waiting for you to post links to that website of yours; I don't understand why you did in this topic though. Your website is more confusing than Google to me, if there is a need for a tutorial on texturing towards Source/Hammer, I would not look under art. Especially not on a website that features 'tutorials' on life, the universe and everything. But hey, everyone has an opinion, right? Even your site would have to be found by him, perhaps via Google?
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i like to WRITE some words in capslock, but NOT ALWAYS.