InsaneSingingBlender Posted January 3, 2005 Report Share Posted January 3, 2005 i dont know, raise your skybox maybe Link to comment Share on other sites More sharing options...
mike-0 Posted January 5, 2005 Report Share Posted January 5, 2005 my textures are applied mirror imaged. Both align things (world and face) are checked and i cant un-check either. How do i make my textures face the right way? Link to comment Share on other sites More sharing options...
ReNo Posted January 5, 2005 Report Share Posted January 5, 2005 Put a negative value into the scale options to flip it in that direction. Link to comment Share on other sites More sharing options...
Defrag Posted January 6, 2005 Report Share Posted January 6, 2005 Yea, nothing happens. Let me try again. The adjoining brush faces must either share one edge or one brush face must be exactly half the size of the other (as well as touching the other as normal). Check out the snarkpit's tutorial and it'll show you what I mean (regarding the way in which brush surfaces must line up). Click and look at the picture showing the displacement surfaces lining up. The Source SDK page also has some info on it. Link to comment Share on other sites More sharing options...
mike-0 Posted January 7, 2005 Report Share Posted January 7, 2005 Yea, nothing happens. Let me try again. The adjoining brush faces must either share one edge or one brush face must be exactly half the size of the other (as well as touching the other as normal). Check out the snarkpit's tutorial and it'll show you what I mean (regarding the way in which brush surfaces must line up). Click and look at the picture showing the displacement surfaces lining up. The Source SDK page also has some info on it. mkay i figured it out. You know that bug thing when you have faces selected then change shit and the face looks like it's selected (with the read mask) but it's really not? Yea well thats what it turned out to be. Im such a dumbass, i deserve to be struck with a metal pole. Link to comment Share on other sites More sharing options...
Defrag Posted January 7, 2005 Report Share Posted January 7, 2005 I hate that. Undo + texture face tool with face selected = bug ahoy. Link to comment Share on other sites More sharing options...
mike-0 Posted January 8, 2005 Report Share Posted January 8, 2005 Put a negative value into the scale options to flip it in that direction. Thanks reno. Now why wouldn't valve just make it so the textures face the right way from the start? :roll: Link to comment Share on other sites More sharing options...
ReNo Posted January 8, 2005 Report Share Posted January 8, 2005 I think its something to do with the alignment of the texture on the face you are placing the overlay, or at least thats how it used to be with decals. Link to comment Share on other sites More sharing options...
von*ferret Posted January 10, 2005 Report Share Posted January 10, 2005 IN the old tech demo's there was video of deforming geometry specifically terrain. Is this still possible? Link to comment Share on other sites More sharing options...
ReNo Posted January 10, 2005 Report Share Posted January 10, 2005 I think there is a point entity with a name that suggested it deforms displacement surfaces somehow. I haven't looked at it at all, but you might wanna have a little search through the point entities for it and see if it helps you at all. Link to comment Share on other sites More sharing options...
PaK-RaT Posted January 10, 2005 Report Share Posted January 10, 2005 I made a new thread for my questions as i didn't notice this until it was too late. http://www.mapcore.net/forums/viewtopic.php?t=1913 I noticed one of the insurgency guys had the same problem and said his QC file was in the wrong directory, but I double checked that and it still is broken. Perhaps you can help me? Shall i repost my troubles here? -R Link to comment Share on other sites More sharing options...
scotchy Posted January 13, 2005 Report Share Posted January 13, 2005 Here's a good question for you. The VERC guys havent been very forthcoming with any sort of response or question even. I need to have a functional ladder attached to a large func_rotating for a non-CSS map. Ive tried making a func_useableladder with dismounts and parenting them to the func_rotating (all these entities are uniquely named) and the ladder only functions when the ladder brush is i nthe starting position. It wont wonrk once the func_rotating rotates until it gets back to the start position. Is there any way to have a ladder that will move with a moving entity or should i spend some time making a number of these ladders for the other degree/angle positions that this ladder would occupy in the course of moving? Thanks in advance Link to comment Share on other sites More sharing options...
Wreta Posted January 14, 2005 Report Share Posted January 14, 2005 I'm trying to get my custom sky to work.. this is what I add in the .vmt "UnlitGeneric" { // Original shader: BaseTexture "$basetexture" "skybox/sky_nam1dn" "$nofog" 1 $ignorez 1 } sky doesnt show up ingame and I get this error msg: material "skybox/nam1_rt" not found material "skybox/sky_urb01rt" not found Any tuts on custom skies for hl2? Link to comment Share on other sites More sharing options...
Taylor Swift Posted January 15, 2005 Report Share Posted January 15, 2005 Very odd question but anyway.. What is the best sky for Half-Life2 maps? Link to comment Share on other sites More sharing options...
mike-0 Posted January 17, 2005 Report Share Posted January 17, 2005 There is no "best" sky, you have to find one that fits your maps. Clix! http://www.hl2world.com/wiki/index.php/Sky_List There was an article on interlopers with the sky names that shows them in-game, but interlopers is down right now so whatever. Link to comment Share on other sites More sharing options...
Recommended Posts