Technically the ceiling can be as high as you like, but the player must not be able to access anything outside of a 1024 unit cube.Well, I'm more asking, if the top of the highest brush is at the 1024 unit height mark, and the ceiling above is a skybox, is the player still allowed to walk on top of it?
Building the basement:Are those wooden beams clipped so players don't get stuck in them?
And still, how did they make skybox to change during the ending sequence without changing the level?It's actually pretty clever how they did that. One half of the skybox they used in that map is the cliff skybox, and the other half is the Xen skybox. You can't see both sides at the same time while in that level.
lightmap scale has nothing to do with the compilers or the editor, its in the engineLightmap scale do affect the compile time, since a lower lightmap scale requires more calculations on a single surface. Lightmaps can therefore be optimized where high quality lighting isn't required, or in low-contrast light areas.
lightmap scale has nothing to do with the compilers or the editor, its in the engineLightmap scale do affect the compile time, since a lower lightmap scale requires more calculations on a single surface. Lightmaps can therefore be optimized where high quality lighting isn't required, or in low-contrast light areas.
Either the chargers on state is animated, or it's off state is animated, and dunno what you guys would think would be better - sorta thing a modern "loading wheel" would be fun to play whilst it's charging back up again.If you want to have both states animated, you can! It's a little known feature in Half-Life that stems from Quake that a toggled texture can have animated frames by using +b, +c, +d, +e, and so on. It's just never used in Half-Life, but it does actually work.
I was waiting for someone to suggest "Comic <insert any name here>" font grin -Every April 1st, all text on the web site should use the Comic Sans font instead of whatevery it uses normally :/
IIRC some of the barney button pressing animations have the beeps and boops in their animation events.Which actually have the rather comical effects of their mouths moving in synch to the beeps.
But someone accidentally put them in the speech channel instead of the body sound channel.
What are you using to render these backdrops?My guess is PrtSc
EDIT: UE4. Yes. Stupid. But they're rendered to static backdrops? It's all 2D?
How does it happen?
Also, how does it work in relation to difficulty settings?Like this:
Still kinda new on mapping but there is anything I could improve in the screenshots above? Thanks for reading!It's a bit too dark. I can see what kind of environment you're creating, and you've really done a good job! However, it's still too dark. I suggest either making the lights you allready have more brighter, and perhaps add additional lighting where it gets too dark. Other than that, it looks good. keep it up!
This is GoldSRC, in space. Sadly, whenever I launch the damn map, every single sprite is pitch black, except for the space ship, which is near a light entity.Have you made sure the fx ammount is set to 255? I fall for this error a lot since it's 0 by default and I don't think to change it.
Is there any tutorials for that angled ramp?Create an arch, clip each piece of the arch into two triangles, raise each pair of vertices higher than the previous ones, done.