
You can't really see the full effect since you'd need to move around the model when the "chrome" effect is applied to it. Those bright parts on the tiles is the fake specular effect, by the way.
EDIT: This should explain better.
Why do they like to modify with models and sprites? Thanks for nice explanations!This trick has been first introduced by Turtle Rock Studios to make Counter-Strike: Condition Zero (and Deleted Scenes) maps by adding models with the cycler_sprite entity with the sole purpose of having models in the map without any sort of clipping, so that the level designer could create its own collisions on the models with brushes.
I don´t know nor how to modify fgd files neither I did so in my lifeYou can simply open an FGD file with any text editor program.
I don´t know if the 2004 version of Quark has the cycler_sprite with the possibility of using models addedIt's not the editor that determines what entities you can use, but the FGD itself.
zhlt_detaillevel(integer) : "Detail level" : 0So that I can edit the values without entering Smart Edit.
zhlt_clipnodedetaillevel(integer) : "Detail level of cliphulls" : 0
model(studio) : "Model / Sprite" : ""
sequence(integer) : "Animation # sequence (Models only)"
framerate(string) : "Framerate (Sprites only)" : 10[/quote]
Very WIP, but I'm pleased with how this is turning out. Needs a HLFIX compile, for sure.Archie, do you need custom prop models for that scene? I can make some if you want. That would fix some floating point error post-compile (if using HLFIX still don't fix it).
You'd also get the directional issue where the player would only hear it in the left or right speaker depending on their position in the map.Partially true.
There's nothing wrong with his FGD, Alberto.Yes, there was.
Thanks for the help guys, I got it sorted. Alberto's fix worksGlad it has worked mate.
model(studio) : "Model"
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
][/quote]model(sprite) : "Sprite"
framerate(integer) : "Frames per second" : 10
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
][/quote]model(studio) : "Model name"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
// NEW 1.0
scale(string) : "Scale (1.0 = normal size)"
m_iszSequence_On(string) : "Sequence when on"
m_iAction_On(choices) : "Behaviour when on" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
m_iszSequence_Off(string) : "Sequence when off"
m_iAction_Off(choices) : "Behaviour when off" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
spawnflags(flags) =
[
1: "Initially Off" : 0
2: "Drop to Floor" : 0
4: "Solid" : 0
]
][/quote]Since I haven't been able to make any headway using the ambient_generics constantly playing, will try triggers insteadAh, that could work. :3
Just out of curiosity, would something like this be doable in Source?I'm not sufficiently acknowledged in Source, so I don't really know. We should ask Tetsu0.
This is the equivalent of 'upgrading' from XP to Vista after Windows 7 came out.Seriously? I thought that Win8 was more performant than Win7.