Thoroughly check your graphics options; you may have it set on a mode that renders it improperly. I know that you claim to have done nothing to cause it, but try this anyway, and see if we can find a temporary fix for it if it ends up being something else.
In order to cause the player to immediately float in the zero-g enviornment, create a floor with an indentation leading into the zero-g area. Fill that indentation with a func_illusionary, and texture it so it looks normal. This will cause the player to 'unlock' from the ground (provided that he is actually IN the water before stepping over the illusionary).
Additionally, try to create a new water texture that has no darkening effects. If possible, you may be able to remove the bubble sprites from it (I don't know if this is possible, but meh ).
Finally, I don't know about HL1, but in HL2, the sv_gravity command is pretty handy. Could you hook up a point_clientcommand and use that if it exists?
I'm not gonna start a Source thread because I was bitched at the last time I did it.
Srry, they can be judged sepparately you know. I mean, Source compos come almost never, and when they do, it's on a subject that I suck at. I just want to have a little fun.
I'll just come up with $15. There have gotta be some lawns around here that are in need of mowing in the dead of winter. :
I'll abstain from posting anything in this thread that is Source-related from now on, too.
I haven't got any sites for you, however, creating them from scratch isn't terribly hard.
Open hammer and look in the texture browser for any skybox. Note the 6 images that go with that skybox, and the various 'extensions' for each image. They'll be two letters right on the end. These 'extensions' indicate the 'side' of the env_map that the texture will be on. So create the six sky textures and make em seamless, then save as sepparate images, with the appropriate extensions, compile them, and test it out.
I'll keep a look out for pre-made skyboxes, though, in case you don't happen to have Photoshop .
Yeah, from the looks of it, you have a parenting issue.
To parrent the glass to the door (or instead of glass, what ever texture you wish to use), create your door, tie it to a func_door, and name it something like "sliding_door1". Next, make your func_breakable (or whatever) and look for the option called "parrent". Open the drop-down list and look for "sliding_door1" and choose it.
Now when you open the door, the glass will move with the door. Huzzah!
Hmm.... was it a fast or full compile? Does the same problem occur w/ LDR? I think the shiny nails are a result of a cubemap not being in the dark area you're currently in, so try placing one in the dark area.
That actually looks really good. I think the underlying architecture is perfect.
I realize it's still early in development, but I guess the only other thing I can suggest is imbellishing the place with some fancy brushwork. Perhaps you'd want to add some sort of trim on top of the seams of the ceiling so that it looks as though the turn was meant to be constructed of flat slices.
And of course, the texturing - but that's still early in development.
No, he's saying that after having an entity selected, it will attempt to mimic its demensions in the axis not visible in the window you're creating the brush in. He's saying use ALL your windows to make your brushes, and they won't get all screwy.
Texturing in the editor will always look worse than in-game because the lighting in the editor is constant, whereas the actual in-game lighting gives it more depth.
If the texturing is downright crappy, then it will look terrible in-game. The only way to find out is to compile and look.
Awesome lookin maps Jazel. You make me want to get HL1 .
I think he needs to know where the origin brush goes .
I'm not experienced with func_tanks, but I think the origin brush determines the actual point the gun will rotate around. To place it, create the brush so that its very center is where you want the gun to rotate. You can see the center of the brush by looking for the little "x" in the center of it (just like all other brushes). Don't forget to cover it in tools/origin!
If you still can't figure this out, look at the func_rotating tutorial we have here - it's a much simpler use of the origin brush, and will be easier to learn from.
Still, it's good to use nodraw, then texture, so that faces that aren't facing the void and also won't be seen are not textured. Sort of an optimization technique that's good to keep handy
GCFScape will allow you to extract the model files from the .GCFs, however you can't alter the actual .GCF.
You can use GCFScape to get the game's models from the GCF and alter them, then save them as a model with a different name (so the old and new ones don't have arguements), in case you don't want to make em from scratch . After you have your new models, the process of getting them into the game is pretty much the same. Just pop em into the model directory, and you'll be all set. Of course, don't forget the textures.
This may be of no use at all, but from my experience, you can somewhat isolate where the problem is based on the number in the error box. For instance, at one point, I made a map, and when I ran it in-game, it gave me and error with something like "00v0001"... It turned out that I forgot an info_player_deathmatch.
And so all I can say is that the lower or less complex the number, the earlier in the loading process it's occuring. This may narrow the number of errors you could have possibly made...
For a slo-mo effect, you can hook a point_clientcommand up to send a "host_timescale (number below 1)" to slow the game down. I'm not experienced with coloration, though, so that's all the help I am
Messing around with grenades in slow motion is so much fun
ZL: If Mayang is giving the textures away for free, doesn't that include the rights to use it in anything too? I suppose credits to the site would be in order, but if it's for free, I really don't think strings like that would be attached...
And don't forget that many of us are lacking in the nice-digital-camera-department.