Comments

Commented 12 years ago2010-03-28 01:55:08 UTC in wiki page: Tutorial: Unpluggable TV Comment #100741
point_camera doesn't exists in CS:Source ??? :////
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Commented 12 years ago2010-03-08 07:19:45 UTC in wiki page: Tutorial: Vending Machine Comment #100577
In half life, that was soooo funny :D :D

Can you do it in multiplayer ? I'm not sure env_beverage works in Counter-Strike for example... :/
Commented 12 years ago2010-03-08 07:16:49 UTC in wiki page: Tutorial: Vis Groups Comment #100649
LOL I always asked myself what is visgroup, and why the fuck there isn't something to separe my map in different temp room...

now I know... thank u dude !!!

(anyway, not sure I'll use it for my map... seems a bit buggy, and if it does not export to *.map... :/)
Commented 12 years ago2010-03-08 07:13:48 UTC in wiki page: Tutorial: Trees Comment #100504
yes there's model method, and also mix model+sprite like in cs_industrywest.
Commented 12 years ago2010-03-08 07:11:37 UTC in wiki page: Tutorial: Using Sprites Comment #100500
Some additionnal stuffs :

THERE ARE 5 type of sprites (when you creat them with sprite explorer) :
  • Type 0: vp parallel upright => sprite that will have the same aspect, but if you get above the prite, it will still look plane (Fire effect is the best with them).
  • Type 1: facing upright => ??? I dunno, sry
  • Type 2: vp parallel => sprite that will have the same aspect, whenever you staring it at
  • Type 3: oriented => fixed sprite (See the TV in cs_bikini ? That's it).
  • Type 4: vp parallel oriented => => ??? dunno too, sry :x
Different entity that allows you to render sprites :

cycler_sprite : is better with model. Blocks player
env_sprite : the normal entity
env_beam : laser entity (scientist coffee is an env_beam with 2 info_targets).
env_glow : for glowing lights, but NOT ONLY !!! That's the perfect entity for a fixed sprite (like the TV of cs_bikini, again :p). You can disabled "smartedit", and add "framerate", "angles" and "scale" (they are not default, but it work !!!
Commented 12 years ago2010-03-08 07:02:51 UTC in wiki page: Tutorial: Texture Application Comment #100659
anyone know with sometimes you can't switch from face to world ? That create a mirrored texture and is very annoying... I have to rotate my brush like 3 or 4 times, or recreate a brush to get this working... d'oh...
Commented 12 years ago2010-03-08 06:43:45 UTC in wiki page: Tutorial: Light Comment #100585
What are the best value for realistic lightning ???

I uncompiled cs_industrywest, and the data is :

240 240 240 40

and some different value for shade (a color near yellow with 200 brightness).
Commented 12 years ago2010-03-08 06:29:25 UTC in wiki page: Tutorial: Hint Brushes Comment #100646
There's a nice tutorial here :

http://www.siteduzero.com/tutoriel-3-13244-optimisation-b-diminuer-les-r_speeds.html

It's in french, but aniway, the screensshots are VERY nice, and may help you to understand better...
Commented 12 years ago2010-03-08 06:22:57 UTC in wiki page: Tutorial: Hallways Comment #100685
Lol I was sure seeing the 1rst screenshot it was for Natural-Selection mod xD
Commented 12 years ago2010-03-08 06:01:40 UTC in wiki page: game_team_set Comment #101080
Okay, that seems to work well with half-life (mp_teamlist is "robo;hgrunt" by default)

Can it be used with counter-strike ??

the mp_teamlist does not work in CT, but maybe it's possible...
Commented 12 years ago2010-03-08 05:50:21 UTC in wiki page: Tutorial: Dead NPCs for HL1 and CS Comment #100707
What the ?

You only need to make a cycler_sprite, choose the model, choose the sequence #, get framerate to 0 and you're done !! Why uncompiling ?? The entity does it all already !!!!

There are also some nice *.mdl files in maps like cs_manor, you can grab them and use them directly if you want...
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Commented 12 years ago2010-03-08 05:41:45 UTC in wiki page: Goldsource Error: Larger than expected texture Comment #101161
I had a problem with some 512*512 textures, the thing is that I get an error because of it... (If I remember well).

So, do not use more than 256*256 OR 256*512...

if you want to use 512*512 texture, then go map for source ;)