Forum posts

Posted 19 years ago2005-02-14 15:18:29 UTC
in models Post #90503
i was able to get the model i neded, but the texture on it is messed up. Its that default purple hl texturel. How do i get it back to normal?
Posted 19 years ago2005-02-13 18:21:05 UTC
in models Post #90275
Im makin a map for hl2 and i want to use a model from css. I am trying to use a prop_dynamic of a interior light and the one i want isnt in the hl2 models directory. How can i put it in there?
Posted 19 years ago2005-01-20 17:31:38 UTC
in too many textures? Post #84715
aight... thats understandable
Posted 19 years ago2005-01-20 17:17:35 UTC
in too many textures? Post #84713
Im making a lot of new textures for my map and i was wondering if you could ever have too many. So far I've made about 15 textures just for this map and i was planning on mabye another 10 or 20. Can you ever have too many new textures? and would this make the download time for my map a lot longer?
Posted 19 years ago2005-01-18 17:25:39 UTC
in creating decals Post #84461
Im trying to make a decal that is not square so after i photoshop the pic im using, and convert it into the .vmt and .vtf files there is white all around the object im trying to use. Im trying to make a bar sign that looks like a maple leaf into a decal. so my question is how do I get rid of all the white surounding leaf?

btw the white isnt there in photoshop, when i run the pic through vtex it adds the white to make the pic perfectly square. Since all textures need to be square how do I get vtex to ignore or make the white invisable?
Posted 19 years ago2005-01-17 20:40:37 UTC
in skybox and sky_camera Post #84360
ok. I scaled the stuff down to 1/16 scale and they apear to be in corect proportions but im still having other problems. On one side of the map the trees are drawn too far away and on the other side they are drawn too close and you can actualy walk through them... once again hard to expalin. Also to clarify about the "recreating the entire map" I have a building inside my map that you can go into and walk around like many other ccs maps, the skybox, however, is redrawing the building that is inside my map as part of the sky. If I look off into the distance of my map I can see the building just floating out in space. Of course I didnt place the building inside my map into the skybox that is outside of my map.

I hope this helps someone out there to understand my problem... This skybox thing is realy the only thing keeping me from finishing my map.
Posted 19 years ago2005-01-15 02:58:26 UTC
in skybox and sky_camera Post #83929
Im trying to use the sky_camera entity to make it look like the sides of my lvl are like a forest. Like with trees, and bushes and stuff like that. I would just put in trees and stuff on the side of the map, but it doesnt have the same visual efect as a skybox, which can make it look like its a thick forest. Well not that you know what im trying to do, let me tell you how badly im failing at it. The trees and ground look enormus, and they dont blend in with the edge of the map. Also the skybox is recreating my entire map when i compile it. ok... this is realy hard to explain but if your willing ill email my map to you so you can take a look.
Posted 19 years ago2005-01-09 18:01:52 UTC
in glass too dark Post #82868
Is there any way to make the glass more opaque? aka more "seethrough." rate now im using the glass/glasswindowbreak texture.
Posted 19 years ago2005-01-09 02:16:47 UTC
in source textures and wally Post #82734
ok, wow. Its not nearly as hard as it looks. lol
Posted 19 years ago2005-01-09 01:49:35 UTC
in source textures and wally Post #82731
well, nevermind. I just found out that its part of source SDK already... :P
Posted 19 years ago2005-01-09 01:43:09 UTC
in source textures and wally Post #82730
ok.. so i read that whole link about how to make models, and from what i understoop it seems like i need to get a program called Vtex. I did some searching and found that of course this program costs $100+ like any other HL or graphics program. So my question is how can i get this program without paying for it.... umm yeah ;) .... well i was thinking valve might have a demo or something like that for all us mappers.
Posted 19 years ago2005-01-08 17:42:03 UTC
in source textures and wally Post #82630
yeah ok... Thats a little complicated.... well might as well give it a shot.
Posted 19 years ago2005-01-08 17:34:05 UTC
in source textures and wally Post #82628
How do I use wally to make source textures?
Posted 19 years ago2005-01-07 02:02:05 UTC
in noob question...but Post #82178
ok, i found the right texture. I was accidenlty using one of the textures from another map i downloaded, and aparently that aint transparent
Posted 19 years ago2005-01-07 01:54:00 UTC
in noob question...but Post #82176
ok, well than something funky is going on cause it definetly aint "seethroughable".
Posted 19 years ago2005-01-07 01:26:44 UTC
in noob question...but Post #82174
ok... I did that, and ive been expirementing with the different options in the func_breakable entity. But i cant get it so that you can actualy see through the glass.
Posted 19 years ago2005-01-07 00:07:38 UTC
in noob question...but Post #82167
ok this is noob cause ive been maping for a while.... But how do you make glass in source. I completly forget. What do i do after I apply one of the "Glass" textures to a primative?
Posted 19 years ago2004-12-31 17:11:30 UTC
in XSI export models Post #80651
nevermind... i got it. Minor freak-out
Posted 19 years ago2004-12-31 17:09:31 UTC
in XSI export models Post #80650
I just tried to export an XSI file of a gun model that i worked on for a long time, and it said i need a key to activate the export option. Someone plz tell me that after spending all this time i need to pay them before i can export a model.