st0lve Posted July 21, 2010 Report Posted July 21, 2010 Yay double post but whatever: Where the hell do I put my custom textures? PKs show up but as black and pink checkers, so I guess they are in the wrong folder... Quote
skdr Posted July 21, 2010 Report Posted July 21, 2010 Yay double post but whatever: Where the hell do I put my custom textures? PKs show up but as black and pink checkers, so I guess they are in the wrong folder... Check your .vmt files that they're pointing to the right directory. Quote
Zyn Posted July 23, 2010 Report Posted July 23, 2010 From the latest update: - Updated Hammer’s simple compile options This means you can't enclose the map in a huge hollow solid anymore. You have to make it into a func_brush named "structure_seal". The old way spews leaks, the new doesn't. It's like everything is suddenly backwards Quote
Campaignjunkie Posted July 23, 2010 Report Posted July 23, 2010 It's because they have vbsp converting all world brushes into func_details, so if you try to use a world brush to seal it up then it'll just turn into a func_detail and not really do anything. Why turn everything into a func_detail though, is what I'm wondering. Is it because it's a top-down view, so you don't need any visibility testing? But then if nothing's a visblocker, you don't need vvis? But then how do you calculate radiosity without any leaves or VIS information or anything? Do you just use direct lighting information to calculate the lightmaps? Because the lighting isn't fully dynamic, is it? -- it's just smart placement of env_projectedtextures which only render one at a time. Gaaaaah so confused. Quote
Zyn Posted July 23, 2010 Report Posted July 23, 2010 You could before the update enclose the map in a giant sky-box solid and it compiled just fine, since it somehow didn't get turned into a func_detail. But now it doesn't work of course. Quote
Nysuatro Posted July 26, 2010 Report Posted July 26, 2010 Damn, this is so much fun. Its funny to recognise all the sounds of half life 2. Quote
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