Yojimbo
Members-
Posts
20 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Pages
Everything posted by Yojimbo
-
Nevermind... I just realised you can chose the detailsprites (and detail.vbsp) in your map properties... so I GCFScraped the one from hl2 and specified it in my properties... sorted!
-
Hi, I'm trying to use the texture nature/red_grass in my CSS map, but am having difficulties getting the grass sprites to work. I found this tutorial... http://www.hl2world.com/wiki/index.php/ ... like_grass)#Application_To_Counter_Strike So I've copied all the entries from my hl2/detail.vbsp into my cstrike/detail.vbsp and grass is now appearing but its all wrong because the detail/detailsprites texture is different in CSS to HL2. Does anyone know how I can use the hl2 detailsprites in css? Apparently you can use bspzip but I can't get it to work?? Thanks
-
Thanks everyone. Pity about the pivot location, seems like a pretty obvious thing to include. Oh well.
-
Hi, A couple of questions about rotation objects using the selection tool: - Can I change the axis about which the object rotates? Rotating about the centre is pretty useless when trying to align the edges. - Can I rotate in smaller increments than the default? Thanks
-
Brilliant, thanks mate.
-
Hi there, I'm using fence models (models/props_wasteland/exterior_fence002d.mdl) in my map and am having lighting issues because I have a low sun pitch angle and the fences are creating long shadows all over my playing area. These are wire fences so clearly should let most light through them, but they don't. My question is: can I prevent the fence props from casting shadows in game? Thanks
-
Here are a couple of images to show what I'm getting at. The window on the left is scale 0.25, and the window on the right is scale 0.05. Both are func_breakable_surf and both use the texture glass/glasswindowbreak070a. My goal here is to have a single window with an unbroken scale of 0.25 and a broken scale of 0.05. Any ideas??
-
Hi everyone, I'm using func_breakable_surf entities in my level and have a problem because I want the scale of the unbroken glass texture to be around 0.20, but the broken glass texture needs to be much smaller, around 0.05 looks best. Does anyone know of a way I can achieve this. Many Thanks
-
Worked a treat! Thanks insta.
-
Hi, I was wondering how I could use a trigger to open the models/props_lab/elevatordoor.mdl prop when the player comes within a certain proximity, as happens in de_inferno. I've looked for a tutorial but can't find any. Can anyone help me? Thanks!
-
Excellent, thanks for your help.
-
Hi, I'm creating a train yard in the level I'm working on, but none of the railway track props are quite the right size, so I've downloaded the XSI mod tool and GCFScrape, and was hoping to edit some of the props to better fit my map, but I haven't a clue how to do it. Can anyone help?? Thanks
-
Quality. Thanks again.
-
Got it. Nice one! Please can someone give me the exact lines I need to add to the file to change the bullet decals and the light mapping, then I'll stop bothering you! Thanks so much for all your help.
-
Alright, I've opened 'counter-strike source shared.gcf' but I can't find the .vtf and .vmt files for boxcar. insta - you said you looked in the vtm file? - where did you find it?? Cheers
-
Alright this sounds complicated as hell but I'm gonna give a try, standby for more questions
-
Thanks for all your help so far, but please can you give detailed instructions as I've never done any of this before. - How do I extract the vtf and vmt files? - What are the exact lines I need to add to the vmt file for the metal decals and lightmapping? - Where do I put the files when I'm done? Thanks again for all your help, sorry about all the dumb questions but I'm a totall n00b at this.
-
No, its a standard texture - a train carrage texture from one of the train props in de_train: models/props/de_train/boxcar I couldnt use the prop itself as I wanted to open up the train door and let the player go inside, so i rebuilt the carrage using a brush, hollowed it out and applied the texure manually. However, now when I shoot the carrage the bullet hole is a stone decal. Is there any way of changing this to a metal one? Thanks
-
Hi Quick newbie question: How do I change the type of bullet holes that appear when shooting a brush object - I've used a metal texture for my walls but the bullet holes are the default brick ones - I've looked through the properties and can't find how to change them. Many Thanks
