Reflective water? .... nopeI believe it can be done with Spirit
Control of shadow resolution? .... nopeSpirit?
Viewable distance of 5000? ..... nope?
Bumpmapped stone textures? ..... nopehttp://collective.valve-erc.com/index.php?doc=1091469531-97736200
Schedule_t *psched;
switch( Type )
{
case SCHED_ARM_WEAPON:
if ( m_hEnemy != NULL )
{
// face enemy, then draw.
return slBarneyEnemyDraw;
}
I was messing the HL SDK, trying Barney to reload is weapon. So far no luck. :/oh, and what's her name, the russian babe with the tight pants? I want herLieutenant Sofia, played by Aleksandra Kaniak.
My only complaint is that I thought some things were a little big...Hmmm, give me an example.
O common, I open this thread hoping for your announcement that you finished, and all I get is screens of level 2()//||3|)!
I want to see what people think so we dont get 4 entries like in my previous compo.
I think I'll get rid of those arches.No you're not! Don't delete them. Aches make it more interesting. What is the problem anyway?
I decompiled the nice cliffs by bombsite B from dust 2. It doesn't look that hard to do, and the textures you use are a big part of it too, I think.I noticed that those cliffs are made with a different kind of cliff-making- method. In my compo map, i used only triangles, which is the most difficult method of cliffmaking.
Just decompile Dust2 and use thoseDO NOT DECOMPILE MAPS THAT ARE MOSLY MADE WITH VERTEX MANIPULATION.
I'm assuming you just made cubes and triangles and just went nuts with the vertex manipulation?Yep. However it took me very long to make this, without causing invalid solids.
The part I'm having most trouble with is the views that aren't aligned directly with the XYZ coordinates.Im not sure what you mean, but are your vertices not alligned with the grid? Can you post a screenshot?