Great tool! Especially when map sources were lost. I with texture and lightmap editing was easier. E.g. making textures "aligned to face" or scaling to -1. For lightmaps I see there's much planned ahead. Like exporting multiple faces, or adding flood fills. I'm looking forward to see more features in the future! Great work and especially nice to see small, fast and native code!
This command is handled by VoiceGameMgr. In singleplayer or early HL SDK it's not hooked to console, so it does not exist. Can be ignored. I've fixed this issue in my mod.
It's NOT meaningless! Half-Life ONLY accepts 11025 8bit mono and 22050 8bit mon sounds! 16bit or stereo samples will not load (may crash the game), and other sampling rates will make the engine RESAMPLE the sound to 11025Hz! It will sound EXTREMELY BAD, so please, NEVER use 44100hz wavs in HL1!
Even the result is BAD. If you see green color in the game, you've messed things up.
http://rgho.st/6qCT86nh5
Don't feed HL with 44K/16bit - it really hurts it
Flagging as a candidate for "best maps of century" megaproject.
(^_^)/ Finally, some VIDEOS: XDM playlist @YT
PS: Don't use func_walls on multiplayer maps (ok, on ANY maps)! Use func_details. This way entity indexes won't be occupied by useless stuff.
Half-Life ONLY accepts 11025 8bit mono and 22050 8bit mon sounds!
16bit or stereo samples will not load (may crash the game), and other sampling rates will make the engine RESAMPLE the sound to 11025Hz! It will sound EXTREMELY BAD, so please, NEVER use 44100hz wavs in HL1!
Thanks for the tutorial!
Also, I prefer to ALWAYS align textures to face, because when players draw decals on walls, they otherwise will be distorted.