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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS


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Posted

oh, shit~ pure genius.

I decided to bump the lighting up. The map will now be a mid-day kind of thing instead of having a twighlight mood. Thanks for your help anyways, i think its important that i know how to do that anyways.

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  • 4 weeks later...
Posted

Im trying to do a 45 degree turn here. I know how to do a sharp 90 degree turn, by carving diagonally and stuff, but whats the best way to join up these two brushes (or actually groups of brushes)? I tried doing the diagonally carving thing, but i can't get it to line up well.

curve6lh.jpg

Posted

That's sort of a silly way of making a 45 degree turn, but here's a nice picture :

mikeo6hf.jpg

Basically, just make triangles out of the "filler"-brushes, then line them up with the brushes you have. I noticed you are making a slope, so that's why you have to make them into triangles first, otherwise you will get all sorts of neat errors.

  • 3 weeks later...
Posted

ok big lighting question

image_30883.jpg

image_30885.jpg

Look at the light fade thing. See how it looks kind of like several brushes? Well, thats what i thought it was. This same effect is in de_train (it is NOT the model in the effects folder). So i decompiled train (for learning purposes you assmonkeys), and all thats there is a func_dustmotes. Howd they get that effect?

Posted

its a model but you cant see it because theres brushes there and hammer renders them in the wrong order

the brush entities are just func_dustmotes

Indeed, Peri's right: it IS the model in the effects folder, sadly.


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