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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS


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I'm trying to create water from the default materials, is it possible? I've tried them all and tried all the render modes. It still looks flat and not refractive like in the tech demo.

just use one of the new water textures (they look purple in the texture browser becuase they are normal maps) leave it as a normal brush. Rendermodes are no longer used, all that kind of stuff is supported in the shader for the texture.

It would take me way too long to explain everything new, and by this point I have a hard time remembering whats new and whats not. I haven't used hl1 in years.

hl2 supports animated textures. You number the tgas in the correct order, and then put a small bit of text in a txt file named the same as the texture and then run the txt file through vtex which compiles it into one vtf file. You can also use proxies to get animated effects (scrolling or fading of texture channels) but there is no way I could explain proxies in this thread off the top of my head.

I don't know about the steam thing.

Posted

Is there any documentation for the shaders? How do I make my own shader for the objects?

Also, why does the game set mat_fullbright "1" when I load my map. I run BSP, VIS, RAD and LIGHTS - all of them.

Also, can you please explain whats effect is done with shadow_control?

Thanks in advance Zaph :)

Posted

Is there any documentation for the shaders? How do I make my own shader for the objects?

Also, why does the game set mat_fullbright "1" when I load my map. I run BSP, VIS, RAD and LIGHTS - all of them.

Also, can you please explain whats effect is done with shadow_control?

Thanks in advance Zaph :)

it did that to me when i was running rad with -extra, try -normal


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