If TWHL had stamps, I'd stamp TJB's WIP post as Awesome! and [b]Interesting..[/b]
One of my earliest maps I tried to make pool cues from squares too, LOL! Your models look fabulous mate
What's with all of these competitions being made for Goldsource primarily?I assume the next official MC3 and beyond will be a mixutre of GS and source, as Source Engine WAS allowed for the previous MC2...
...is there any way to use conveyors for this?Ooooh yeah, forgot about func_conveyors, I'll try it quick
I may just port it to Ep2 HL2, because Rimrook doesn't have Ep2.TY for reminding me, I will be sure to compile mine using HL2 then
Don't expect an upload from me Rim/Atom...D'aw such sads.. ='(
Converting GS maps to Hammer 4
If you didn't already know, you can open .rmf in Hammer 4, and simply 'save as' vmf.(You can also do this in Sledge)
Hammer 4 even has legacy entity support, but DON'T use them--they may adversely affect your map. Instead, change func_walls to func_detail, and illusionarys to func_brush with solidity to 'never'.
Note
Func_brush can be used for many things, but try to use them sparingly, as too many can cause problems in your map.
Note
ALWAYS func_detail non-VVISblocking brushes in your map, and most compiles should only last 5-10 minutes.
If you want your GS textures, export using Wally or rip them by decompiling a wadincluded bsp. Then, convert them with VTFedit, and use 'replace' feature in the texture browser to apply the new materials.
Note
GS textures are scaled to 1.00, and in Source, the default scale is .25
Note
Transparent materials, i.e., a grate or railing textures don't block VVIS nor seal your level, even if they are world brushes, e.g. place a toolsskybox brush behind a window, to seal the world.
Tool textures
Replace 'null' with tools/toolsnodraw, 'sky' with toolsskybox, 'clip' with toolsplayerclip, etc. All the new tools materials will show up in the browser if you type 'tools' in the search box.