Elen, thats sounds very familiar to me. Does the train suddenly stops at a place where no path_corner is placed, but its "spirit" is still moving, you can stand on it, but the actual visible func_train doesn't move and has turned completely non solid (fall through)?
Well, turn all those rock formations into func_walls, and NULL-ify those faces the player never gets to see. Second, make sure you place a solid wall behind those rocks to prevent leaks.
I don't know nothing about 3dsmax, but there is one smd file that contains the actual meshes of the model. The rest are only animations. The smd you are looking for usaly has ref or reference in its filename. Then again, i can't help you futher. Unless you want to use Milkshape 3D.
No, you can also have 8 MB of texture in your map. But 4 MB is more then enough. Even for big maps. And if you DO go over that limit, you can use this compile parameter to override the default amount of MB's for textures: -texdata 8192 (8 MB).
And you need to add that compile parameter to all four tools! I recommend a front end compiler. Very easy to use. Nem's Batch Compiler is one of those, but using it might be a little complicated at first, so you can also go for the Half-Life Compilation Controller, the one I've used since I began mapping, about three years ago. Get it here.
It already has the texture date set to 8192 MB. It has most of the used compile parameters in the user interface.
Place your custom wav in a folder like half-life/valve/sound/ambience Lets say your custom wav file is called screetch.wav.
In Hammer, use an ambient_generic to use your sound. Add this in its WAV path: ambience/screetch.wav
You can also place the wav in half-life/valve/sound
Then you would add this in the WAV path: screetch.wav. Just the filename. As long as you place your custom wav in de half-life/valve/sound direcory, or in any of the subfolder in that.
Weird. Your best bet is too upload the map in the Problem Maps Vault so we can have a look. Something wrong, becus there HAS to be a line in the 3D screen.
There are no points. Its only a colored line, going from blue to red.
You'll have much more luck with the .lin file. This file leads directly to the leak. Select NO when you load the pointfile, and open the mapname.lin yourself. Follow the line from blue to red. The leak is located near the end of the red line.
A func_train doesn't need an origin brush, only if you use angular velocity on it. Func_track_trains however, DO need an origin brush.
Make your func_train out of world brushes and add an origin brush in de middle. Select the origin brush and the world brushes that is the actual train and tie them to a func_track_train.
Here's a list of brush based entities that require an origin brush in order to work:
func_pendulem func_door_rotating func_rotating func_track_train func_train (only when using angular velocity) Anything else i forgot to mention?
The problem is that if an origin brush isn't tied to an entity and is just a world brush, you will get that error.
Mapping Dr. Breen's House, should'nt that be Dr. Breen's Office? A house in Black Mesa sounds weird, and might no have that "Black Mesa" feeling. An office does. Black Mesa has lots of offices and i think Breed should be in one of those. So do we have to map a house or an office style map in Black Mesa?
You can use some small code to make resizable models. With that, you can make scientists or barneys with different sizes by just adding a new keyvalue in their entity properties.
You can also do this with plant models. Maybe it'll suit your needs.
You can't take a HL2 model in HL1, unless you convert it back to a HL1 player model.
If your new player model is called santa_claus, then the make a new folder in your valve/models/player with the same name as the model file. In this case: valve/models/player/santa_claus/santa_claus.mdl.
Only then the player model will show up in your "select player model" screen in your Steam settings. Im not sure what it is called.