Quote from JSadones3 hours ago, JSadones said: They don't show in the texture browser since they don't have a .VMT.
Download GCFScape and open pak01_dir.vpk You can find them under Materials/Effects/
Thank you!
Quote from JSadones3 hours ago, JSadones said: They don't show in the texture browser since they don't have a .VMT.
Download GCFScape and open pak01_dir.vpk You can find them under Materials/Effects/
Thank you!
Quote from CaptainR3sPawN11 hours ago, CaptainR3sPawN said: env_projectedtextures projects the texture ffects/slideshow_projector_01/02/03/04, you explained it yourself pretty much.
this is exactly what I do not understand. I haven't found these textures even in atexture browser. Where did they came from? It's good if i can just replace these textures, but I need to explain how they are shown if they aren't show even after decompile the map (used "extract embedded files"). Sry my eng, hope you understand well.
Can somebody explain me how does it work? I decompiled the map, found 4 env_projectedtextures entities called
QuoteQuote
"InstanceAuto1-slideshow_projector_image1"
"InstanceAuto1-slideshow_projector_image2"
"InstanceAuto1-slideshow_projector_image3"
"InstanceAuto1-slideshow_projector_image4"
and other stuff like cases,timers and maths. Also,i see some func_illusionaries In the place where the images should be displayed.
how the projector shows image? I feel awkward by asking this question, but this important thing for me. I haven't found any images associated with the image output. Just env_projectedtextures with the texture names effects/slideshow_projector_01/02/03/04
Hey guys. I need to know about how much time do you usually spend by compiling full map and what are your pc spec?
I.E those maps, which a large number of props (agency,zoo,nuke,resort (new nuke ofc) e.t.c)
- Full compile -both -final (slow)
- Fast $light compile (with -StaticPropLighting -StaticPropSampleScale 0.25 and def)
And what's the different between This compile and default valve compile?
QuoteWell, the official maps are usually not very well optimized. In some cases it's better / easier to look at some well made community maps.
Maybe take a look at Skybex' maps, he made the .vmf files public (), so you don't even have to decompile...
Oh, thank you. I will definitely download these maps and see how they look inside ![]()
I have not enough experience in this case. I Decompiled the map to see how it looks from the inside. I have never used area portal,clip, no draw, etc textures in my projects. Therefore, So it is interesting to me. ![]()
Yes, I noticed that in all the places where the missing textures, are located area portals. In addition, after several recompilations, these problems disappeared yourself ![]()
But anyway, thanks for the reply. (Its strange that your messages were not displayed)