Try with the -extra flag for RAD.
Also whats the properties of the light_environment?
Hammer 3.5 crashes if you try to use models with the cycler_sprite entity, just so you know.You need a better .fgd-file.
I'm making a CS map to be used with a TDM plugin and I'm trying to figure out the best way to disable or remove spawn points during a round, and then have the spawn points back to normal when the round restarts.Turn off the TDM plugin?
* Visual C++ 2005 Runtime Libraries Package: for 32-bit
* Visual C++ 2005 Runtime Libraries Package: for 64-bit
Source: http://zhlt.info/download-zhlt.htmlHow on earth do you make an "edge without opposite face"?Incorrect use of the vertex manipulation tool probably...
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 119Might want to fix those. If they don't show up when doing Alt+P you can find them manually by going "Map" ---> "Go to brush number..." then delete them and re-create them.
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 355
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 443
Randomly Tiling Textures (-0 to -9), in concept: if you use -0name texture of a series, any of these -0 to -9 will be substituted in randomly. (Sometimes using ANY of the -#name will start the randomization process.) If it is not an entity, then the brush textured with randomly tiling texture blocks VIS.So create your own wad and copy that texture and re-name it so it doesn't have that prefix.
problems = In some mods or video cards random textures may only work correctly in games played in software mode, also textures must match and tile well, and in some mods & video cards if a texture starting with -1 to -9 is used out of the series (instead of one starting with -0) on the map by mapper then that texture is treated like a regular texture, no random substitution happens. So you will have to test how this is working for you in your mod, but also think about what might happen with some player's video card that differs from yours.
Another possible problem is with non-square faces - each face may get a different texture, and since they are not square the textures may not line up as they should. Furthermore, if the faces involved are small enough, even if square they may have problems: one face may get a corner of one texture, and another a different corner of another texture so that they no longer seem related.
For example: a texture with a door and window and gutter, one face gets a piece of door texture, one gets the wall, one gets a piece of pipe, and one a piece of window - but you never see the whole combined. Because of its problems, many top mappers just do not use random textures, and prefer to hand place every texture to make sure it will work right.
http://www.slackiller.com/tommy14/hltexture.htm