I'm just letting the half-life community (and admittedly this is probley the biggest half-life mapping community site) about a coding tut for people to start of.
And about the explanation of the code, I will do, look out for an update at the bottom of the page in the next week or to ;).
The newest version is spirit 1.7. And anyways it doesn't matter because I will be using arrange mode for my mod, which was built on top of spirit anyway.
Well than it can only be one of two things. Its either the path to the tools, if thats right (not to long, no spaces) than its your compile tools. Re download a fresh version or download a different version.
Oh really? I have seen plenty of mods with hl2 models in them. And I mean both games are made by valve. And really to be honest, I don't really care if its illegal
Oh interesting. Because I hollowed out a 32 sided cylinder and it was fine but when I reloaded the .map file it aligned itself to the grid and it was terrible. But you can't compile rmfs. Can you?
Ah yes this error is always a tough one. It can be a number of things. Upload your map into the problem section of the map vault and I'll take a look at it.
maybe this has been posted already but you can increase your swap file, which is pretty much slower ram on your hard drive. All computers have it. To change your swap file, open My computer and go properties, go to the advanced tab, under performance click settings, than click advanced than click change at the bottom to change your swap file. I have 512mb of ram with 4gb initial swap file and 10gb maximum allocated to swap file.
I recommend models. They look much better and have less effect on fps than prefabs. IF you want I can send you a zip full of car models for you're use.
Actruly does anyone know where, in the code all this information is. In some mods, like spirit, the textures all sound the same when you hit them with a crowbar, regardless of what you do in the materials.txt. So where is this information stored in the code?
Leak in hull 0 is a normal leak. If you can't find the leak with the big block method than it is possible that you have a entity outside your level.
However I would say that your leak is in the level geometry. Put the block over the whole map in all three views covering everything and do the method again, you can also use more blocks, for example a block covering everyroom and try them out.
Just remember you can't have func_walls as part of your hull (the outer most layer of your map).
If you want, I can find the leak for you? Make sure that you upload the right map into the map vault.
I here that for co-op you need to comment out the bit of code that disables trigger_changeleve's to work in multiplayer. Does anyone know where this code is, in what file. Or some sort of tut?
Anyways with the leak, but a massive, unhollowed box around your map, than compile. No leeks good. Slowly make the box smaller and smaller and it will uncover one or more leaks. Fix the leaks as you go, compileing.
Just remember to make the box smaller, slowly for a more accurate sign of where the leak is. If you suspect a leak is in an area, than use this method in that area only.
Yea, there are no custom model downloads. People only create custom models for there mods/maps and include them in there download. Download a range of diffrent mods and you'll see them.