Place your models in your moddir.models directory. Like:
valve/models
cstrike/models
tfc/models
Etc.
I aded a room and cravedWell, there's your problem...
entitys doesn't count as VIS in HL1?Brush based entities (func_wall, func_door, (func_rotating etc) don't block vis leafs. If you have a lot of detailed architecture, func_wall them, making compile times a lot faster, but don't overdo it.
MuzzleFlash: are you sure that the power texture will change from off to on if it's targeted?Yes, i did that many times. Just try it.
A brush with a switch texture (entity: func_button)Make these a func_wall and name them the same. When targetted, they will change texture.
A brush with a texture of a power light, wich starts as the off version.
And MuzzleFlash, what level of credits do you plan to have in the beginning? like just our TWHL names or like the whole shabang of credits. I plan on having everything at the end but with the:Do you mean something like this: during the intro map, which im making, all out TWHL names apprear on the screen. Im not going to use texture for those, because i have a moving camera sequence. And then in the final credits map, we can have our first name - TWHL name - last name.
firstname 'TWHL name' lastname
thing(unless you don't want your name attributed to a great game )
The specimen can be anything?Yep. It can be a cristal, somekind of equipment, anything you can think off.
Alternately, you can give the door the name 'locked' so it's always locked (thanks to Muzzle for that one ).Naming the door 'locked' (target name) won't actually make it locked. To make a locked door, without the ability to ever open it, use these properties:
Use a multisource and fill it's name in in the master property of the door. Now set up an env_global and set the global state of that multisource off whenever you trigger the env_global. Trigger the env_global by the switch and you can lock the door.Sigh. And again: you don't need an env_global to achieve that effect! All you need is:
Basically, the state of the doors master (the multisource here) controls whether it can open or not. The same can be applied to buttons and a lot of other entities.
So we are not supposed to make a whole map with a ending ?Well, yes and no. You can make and ending, but its not really required.
Just the testchamber ?