Well.. Er.. Lots of good stuff is recieved by cop.. er studying other people's work..
Decom.. uh.. clears throat.. Making screenies also helps..
Created 18 years ago2006-01-02 09:43:42 UTC by Kasperg
Place both of them in an equal distance from each other.this sentence is sort of funny. You know, any two things are always equidistant
Many people don't seem to search on Google, but there's other people that don't look at other known HL-mapping sites. Give them a try, you will often find new things even if you don't expect it.BLASPHEMY! you shall be smitten.
CLIP and HOLLOWEuw...
use the regular light entity and see how it looks, insted of using texture lights, they always seem so unrealisticI disagree. Point lights are much less realistic. They can be used in certain spots where the light source is not clear (over a pool of mystical powers for example) but placing them under a fluorescent light is noobish, I'm sorry to say. I understand that a light bulb can shine light in a spherical way, but fluorescent lights do not.
If the center x of your hammer windowWhat center x? I don't see center x. Or perhaps you mean the x in the middle of each brush/brush-entity?
If the center x of your hammer window is illuminated red, you have an enity in need of an origin brush--func_door_rotating, func_tracktrain, etc.
What center x? I don't see center x.Yeah Muzzie, you're right--I just tested it and there is no center x... I have no idea what I was thinking. Actually, I think I had a weird phantom brush appearing, caused from collpasting vertieces until there were none left...yikes--this isn't modeling rowleybob! I think I ended up fixing it by opening entiy report and deleting.
and the cordon tool does nothing to the .rad file.It's strange because I ran into some trouble while making the fallingwater map for Source. Texlights didnt always work. Was it because of cordon bounds or is there a minimum brush size in Source so it emitts light?