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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS


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Posted

no the problem is that it's all in the same model. For things like trees, pretty much your only option is to use "$alphatest"

the paint data button is right next to the paint geometry button

Posted

VMT's are only text files so they carry over nothing, I assume you mean vtf's.

yesh that's right~

I asked because that mask looks like an awful lot of wasted texture space... if it can be RLE'd then at least you aren't wasting too much bandwidth in release, sending it back and forth over the net. I don't know enough about video cards, and if they can handle that type of compression either, but if it were me I would probably have UV'd the alpha stuff onto a separate map so the mask could be small as well, and get some more texel density into the remaining majority of it. Though maybe that's a bad idea for other reasons 58_100_117_110_110_111_58.gif ..enlightening thoughs, anyone?

Posted

right, it's a fourth channel, a third again larger than a plain RGB image... but still. what i wonder is if it's an issue because all that empty space can be compressed away or not? because this has effect on how i build my own maps.

Posted

gins!

i have no idea what you're talking about. i only beta tested source for a week or so, and i havent bought it yet, so i dont understand the engine at all... texture blending? wtf?

How are the official textures / models?

Posted

gins!

i have no idea what you're talking about. i only beta tested source for a week or so, and i havent bought it yet, so i dont understand the engine at all... texture blending? wtf?

How are the official textures / models?

texture blending means you can blend two textures together, to create a transition, ie between gravel and grass. I don't particularly like the way of doing it that way cause you get those ultra smooth transitions like in farcry which looks unnatural :/

Posted

Hi, I have a few newbie questions.

I played around with WorldCraft a bit back in HL1, but this is my first serious attempt at mapping with Hammer in source.

Okay first, I'm having issues with my skybox, I followed the VERC tutorial on 3D skyboxes, which i found a little confusing, but eventually figured out what to do. So I have my 1/16th scale box, sans reference models, with the sky_camera in it. I made a hollow brush with the skybox texture around my map. I apply one of the skybox textures to the 1/16th model, which turns the whole box a solid colour, which can now be seen from anywhere on the map. In game the sky is just that one solid colour.

Second, are the barrels, etc, in source prefabs? If so, is there anywhere I can get these? Since with my own barrels when I try to apply the source barrel textures, they just turn solid black.

EDIT:

Third, when I try to make shattering windows with func_breakable_surface or really anything with breakable_surface it doesn't show up in game, whatever i had tied to that entity does not show up. Also with the prop_physics entity, when I place world objects in my map, they do not show up in game.

Thanks, I know I have more questions I just can't think of them now.

Posted

@milpool: the barrels are models (prop_static - world model)

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has anyone come across the problem that ingame their textures show up scaled really small and some sides of the brush are purple and black checked ingame but in the editor show up the correct size (512x512 texture scalled at .25)

Posted

@milpool: the barrels are models (prop_static - world model)

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has anyone come across the problem that ingame their textures show up scaled really small and some sides of the brush are purple and black checked ingame but in the editor show up the correct size (512x512 texture scalled at .25)

Prop_physics is what you want for barrrels, or prop_phys_multiplayer if it's a

CS:S map.

Posted

as far as the compression, it compresses the texture when you run it through vtex, I don't know if it compresses all the blank space or not. Generally supertexturing enhances performance over having seperate textures for 2 or three little transparent bits.

Posted

gins!

i have no idea what you're talking about. i only beta tested source for a week or so, and i havent bought it yet, so i dont understand the engine at all... texture blending? wtf?

How are the official textures / models?

texture blending means you can blend two textures together, to create a transition, ie between gravel and grass. I don't particularly like the way of doing it that way cause you get those ultra smooth transitions like in farcry which looks unnatural :/

I think that's pretty cool. I had all these transition textures for HL1 (i try to stay away from 'em now) and that seems like it would save texture artists alot of time. But i can see how it would look unnatural.

I need this game... like... now.


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