If you have terrain made of multiple faces (so any terrain, then) and one of those faces has its texture alignment set to X35 while the rest of it is set to X0, then you end up with a massive seamMy point exactly.
I think it's rather fine, but I can change the texture.It's not fine, its ugly. Who said anything about changing the texture? If you changed the texture without adjusting the X and Y Shift values and possibly the X and Y Scale values, that seam won't disappear, it'll still be there.
The reason I don't use compilator for every compile is because I have it set up for final compiles, and I'm just too lazy to actually run it every time.Compilator 3 supports profiles. You could create one profile for quick compiles and one of final compiles. All you need to do is switch between the two.
You can incorporate their cpp files into your project for sure.Is the Raven City SDK based on Spirit? Cuz if it is, there's no way in hell im gonna be able to add bits of the Raven City code into my SDK project. I need someone to do it for me instead.
reffered to as monster_spider.So you want an actual monster entity with AI?
How exactly do you specify multiple targets for an env_beam to pick up randomly?Just set up more info_targets as the beam's end entity and place func_buttons between each end entity and the start entity so that the beam goes through the buttons.
And doesn't a beam with random strike and no targets do that teleporting effect on the vortigaunts?I have an example map on that. Check it out to see how its done (can't quite remember).
I suppose you could do it with a multimanager constantly firing trigger_changetargets in a loop.That's not true random triggering. An env_beam with random strike is.
*closingFine.
I've been working on a few of the beginning maps and I'm hoping I can find a person who can help me with a tram ride around Black MesaWell, im working on a train ride scene right now. I've made a new train and got a small part of track done. Contact me on Steam, perhaps i can be of service.