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Posts by evilcore

  • how office projector work?

    • evilcore
    • January 11, 2017 at 10:22 AM
    Quote from JSadones

    3 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/

    [Blocked Image: http://i.imgur.com/W5c8JTI.png]

    Thank you!

  • how office projector work?

    • evilcore
    • January 11, 2017 at 5:28 AM
    Quote from CaptainR3sPawN

    11 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.

  • how office projector work?

    • evilcore
    • January 10, 2017 at 6:20 AM

    Can somebody explain me how does it work? I decompiled the map, found 4 env_projectedtextures entities called

    Quote

    Quote

    "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

  • compile time

    • evilcore
    • June 20, 2016 at 1:30 PM

    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?

  • help me with one problem (missing textures on the levels)

    • evilcore
    • April 17, 2015 at 2:57 AM
    Quote

    Well, 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

  • help me with one problem (missing textures on the levels)

    • evilcore
    • April 13, 2015 at 12:15 PM

    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.

  • help me with one problem (missing textures on the levels)

    • evilcore
    • April 12, 2015 at 11:53 PM

    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)

  • help me with one problem (missing textures on the levels)

    • evilcore
    • April 10, 2015 at 1:45 PM

    I decompiled the map de_mirage, but after running it I saw that the textures disappear turning on some parts of the map.


    Who knows, how to fix it?


    (screen at the entrance to the B house)

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