"normal" "1"That should be
"nocompress" "1"
@atom: did you apply that to your texture as well?Was playing games, so no. I'll try it out right now!
Assuming you aren't using VTFEdit, when you compile your texture for the normal map, create a .txt file with the same name as the normal map and save this in it, with quotations:Would that also fix the pixelation seen in my screenshot with the flashlight?
"normal" "1"
"nocompress" "1"
Then drag-and-drop that onto vtex.
Also, did you put a cubemap in and build your cubemaps after compiling?No. It's a brick wall, i don't want it to be shiny (unless it's wet).
You can make an ssbump from a heightmap if you use Valve's tool that's included in the Orange Box SDK.Tried it before trying the SSBump Generator but it's a pain in the butt to use and it did'nt work.
void CGlock::Reload( void )
{
if ( m_pPlayer->ammo_9mm <= 0 )
return;
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
else
iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
Yet it still reloads on full clip.Adam Savage would say, "Well there's your problem!"QFT!
VECTOR_CONE_1DEGREES
VECTOR_CONE_2DEGREES
That should make the deagle a little less accurate when the laser is on.VECTOR_CONE_10DEGREES
Also: Now that's what im talking about!