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Posted

The way I understand it is, trees are likley to be part of the editor. Something you just pick and place in the world. So I think its these elements that cannot have alpha/opacity. Although surely you can still place a plane decal made in say 3ds max on a engine created element.

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Posted

Aye, you can't change the models once they're inside hammer. So if you wanted decals on it, you'd have to make another model. So if you had say, a washing machinne and you wanted dirty, clean and a bit dirty, you'd have to either make three versions, or have them assubobjects or something (not sure if this works in source, but doable in hl). Any world geometry can have decals/alpha layers and all sorts done to it, so you now no longer need dirty/clean/a bit dirty versions of textures.

Posted

Aye, you can't change the models once they're inside hammer. So if you wanted decals on it, you'd have to make another model. So if you had say, a washing machinne and you wanted dirty, clean and a bit dirty, you'd have to either make three versions, or have them assubobjects or something (not sure if this works in source, but doable in hl). Any world geometry can have decals/alpha layers and all sorts done to it, so you now no longer need dirty/clean/a bit dirty versions of textures.

The model, a washing machine in this example, would have to be defined 3 potential skins in the .qc file. Then in Hammer you can just choose the skin.

Posted

My only gripe is that you could've spent less polygons on the category shelf thingy and more on the actual environment. Thats a major problem I see is people focus more polygons on props than they do the environment that contains the props. So if you have room in your polycount ceiling I"d flesh out some of the key features to your environment.

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