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Dr.ParadoX

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About Dr.ParadoX

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  1. Greetings! I picked up 3D modelling and would like to model some characters. My plan is to make models of Gwen Tennyson (grown up version), Shaak Ti (and possibly other charracters from SWTCW), Kiva from Megas XLR, Possibly charracters from Supernatural. These models will be useable in SFM. But I can't model them unless I've got a Front/Side/Top plane wiev on each of them. And im not that good at drawing. They have to be proportianl and precise. I can't promise Money, just a little bit of possible fame once/If I publish.Anyone up for a challange?
  2. Made a few maps. V1 https://gamebanana.com/maps/202565 V2 https://gamebanana.com/maps/202774 V3 https://gamebanana.com/maps/203911
  3. Fixed the problem thanks to Waldo
  4. Starting a 'Fast' compile. Starting compilation of aim_Wintermaze_2016_V2 Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\aim_Wintermaze_2016_V2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Can't find surfaceprop panel for material METAL/PRODVENTA, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.t
  5. So im working on a map, ran it thru compile pal, seems like no trouble there, but when I test the map I see this: Geometric anomalies that shouldn't bee there. How do I fix this? And the only errors that the log showed me were related to a few models but they weren't suppose to affect the map like this!
  6. Managed to fix the problem....
  7. So I decided to create a map. Thou I was rather surprised when an error popped up saying that I got over the brush limit. A good fella suggested that I use propper to convert burshes into models. I added propper to hammer but now there is a problem. When I try to convert the brushes into models nothing happens. Compile log stops here: ** Executing... ** Command: propper ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_wintermaze_2016_v2" Propper 0
  8. Thanks for the help! The problem has been solved!
  9. I would like to thank all the participants for assisting me in this matter. Your help has been ivaluable. I now have a working pipe. Thank you all for your cooperation. I will not forget this... Turns out the last bit didnt work because I messed up. But I managed to fix it. And now my pipe works just fine! Thanks everyone!
  10. On the original I did smoothshade them. Just I didnt save the original...
  11. I managed to fix the pipe so that it is no longer hallow (thanks for that). But the physics mesh still closes up both ends of the pipe! How do I tell the compiler to recognize holes?
  12. So If I wanted to make a pipe for source....How would I do that?
  13. IT WORKED! IT's vissible in game now!! But now.........there is another issue. The pipes were supposed to be hollow like. Like you were supposed to be able to go in them, however instead they seem to be like blocks, thou appearing like pipes. Also it seems to be possible to see in the pipe from sides, which is not that important. Right now I would like to make it possible to go in the pipe. I loaded the pipe into HLMV and it showed that the physics mesh ''closed'' up the holes. Why? How do I fix this? To see what I mean by being able to see thru the pipe please look at images.
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