that essay kinda reminded me of the matrix. The part where the architect was talking to Neo and saying that you already made decisions, but now you have to understand them. I buy the part that everything is random but when it comes down to it, i have to agree with Kasperg. I have my own free will despite the random everything.
Just make a graffiti wall texture. or do what srry said. Make your graffiti a transparent brush. With the color blue (255 0 0) at the last index and apply that over the wall. you can even make a pyramid brush so the edges are flush against the wall, yet the middle sticks out one unit from the wall. it's barely noticeable.
yeah i can do that but it's annoying as hell. i only had this problem today. all my other menus work. like the texture app tool and the properties menu. Actually... now that i think of it.. i did just split my desktop to 2 monitors.
Okay... Somehow.. i unplugged then re-plugged the other monitor in and it worked. I tried this before and it didnt work. But it works now... Whatever. Thanks
When i go into the model chooser in hammer, i can still navigate, but when i click on something... it's registering the click like.. an inch above my pointer..
so if there's 5 rows of things 1 2 3 4 5
i would click on 5, but 1 would be highlighted..
It's really pissing me off... suggestions?
oh and my prop_static's arent showing up either i cant figure it out. Anyone know anything about this?
The "Run map after compile" never worked properly for me, and i don't find it too much of a burden to just create my own server to play on. Even console "map mapname" will do fine for me. I say try compiling without the run after compile checked.
I'm still relatively new to source and that screen-shot really doesn't do the rest of the map justice. But thanks for the suggestions, and I'll try to detail it up a bit. If someone can download it and look into the details, that'd be great.
Me: Hello god God: Hello child. What is your name? Me: You know my name God: You are , seeker. Me: no God: Are you serious? Me: yes God: I can't believe it. Me: beleive it God: "it" being ? Me: my name God: Your name is , seeker. Me: no it is not. seeker is not my name God: Yes it is. "There's a seeker born every minute" -- Firesign Theater. Me: i'm a follower not a seeker God: You are a follower not a seeker? Does it pay well? Me: not at all God: Next question? Me: how old are you God: I am Infinite years old. Me: bullshit God: You don't believe me. Me: nope God: Me either.
but what are they? what do they do? I got different color sprites to show up. Just use the default "sprites/glow01" set to additive render fx 255 and just change the fx color. Scaling works as well.
call me a noob, but i can't figure this out. i dont know how to use outputs say i have an env_explosion called 'boom' and when i walk through this doorway, i pass through a trigger_once how do i make the output trigger 'boom'
you can use the func_rot_button. just make tie an origin brush to the entity where you want it to rotate, set the triggers like a normal button (with rotation of course) and you should be all set
did you select all of the walls and the ceiling at the same time and extend them up? if you do that it definitely will create a leak. try stretching the walls one at a time
hey, i know i just started a topic on cubemaps, but i cant seem to find a forum answer for this. I can place default sprites in my map and the work fine, but if i chose a different sprite material they don't render. I want the sprite material "sprites/redglow1" with render fx "additive" and fx amount "255" it's not showing up. Glow doesnt work either.
Oh. Ok. because right now i have somewhere around 12 and i was just wondering if it makes a visual difference or performance difference. Because i really can't tell what they do. I know it maps the reflectiveness of a texture but i just cant notice the difference after i build them in-game.