well, quite pointless... make something with more fantasy, originality, more pedagogic words of the same sort. i mean its good "MADE" but its just a boring idea. and plus make the green glass "see thru"
the texture problem is caused by the very many "prepeluar axis to face blah blah blah" probs that come on all the brushes, just "fix all of this sort(or whatever)". i donth think people use winbspc to COPY other material directly, they(and me) use it to check how you do things, how the properties should be set etc etc.
I used WinBSP once when I was in the same situation as Waylander. It is absoloute s**t! Excuse my language. But it is! It creates leaks! And doesn't load textures even if you have the correct wad files in the right directory! Don't use WinBSP! It is utter s**te!
I'm wondering if I should leave my Nuclear Core project and start again! The level is a big mess and there is a big box around the level to cover up all of the leaks! The textures are all unmatched and need straigtning! The aliens don't spawn in the right place! etc... I might start the ENTIRE thing again! Any other options? Is there a way to the get original file back to where the problems started? p.s What tools are contained in the Half-Life SDK 2.3? Cos I've just spent ages trying to download with a 56k connection, so if it's just a load of crap then I've wasted my time downloading the 111.90MB file!
Basicly it is to be a walktrough wall that looks like is is the orignal wall but you can walk through it turn around an see through the wall but no one else can see you.
Well Honestly I am not having much luck with this. I have 5 walls that need the illusionary wall and I can not get it to work. If I put the map in my vault could anyone edit the illusonary walls for me. PLZ!!!
One question: If I upload my map do I need to als have my custom WAD there too? I has the textures that I am using.
I think you mean raise the resolution? 1. Right-click on the desktop 2. Go to the Settings tab 3. Below the little picture of the monitor, drag up til it says "1024x768" just below the draggy-bar
4. Click OK 5a. (good monitor): Everything looks all nice and sharp. 5b. (poor monitor): You get a headache, rush into street seeking revenge.
OMG... Scientists and stairs. Sorry but this one is really difficult and takes a lot of testing. The node can't be manually connected. The stairs have to be about 25-32 wide where the scientist will step and a maximum of 14 high. It's almost a ramp. Info nodes naturally drop to the floor, and I have wondered sometimes if they "fall through" func_brushes?
I guess that's true, i don't know how it is in spain...:) we have (or had, i'm i college now) a music lesson every week for about 5 years..so you learn quite a bit about music=)
I play the drums myself, or..i can play the drums but i don't just now..
I highly reccomend you to listen to Nexs Polaris, it highly impressed me a few years ago, when it came out (parallel to Spiritual Black Dimensions, I think)... And about music... Well, I listen to everything... Metal is my main field, in all its variants, classic, progressive, power, black, death, thrash... Also listen to rock oriented things, mainly Hard Rock and since I?m a guitar player I tend to listen to every guitar record that I know of :D... Also listen other kinds of music, outside metal... Classical, jazz and some other things in little bits. I like inventive stuff as well as like good musicians... By the way, I think that in your country you recieve a GREAT musical education in school. Is that true???.
Nice!, that Impulse 197 is GREAT, finally I understood a bit of how info_nodes work!!!!. Sure it?s gonna help me a lot with my future maps... I solved the door problem with correct node placement and by eliminating a func_breakable from the way (it?s supposed to be broken when one has to pass but...) by my scientist doesn?t want to go downstairs... I?ve got an info_node above each step and their distances are good and so on but... Doesn?t work. When I try impulse 197 on the stairs I get no response, as if the nodes weren?t connected. What do I do SlayerA?. Is there a way of connecting those nodes manually?. If there isn?t (probably there isn?t), what?s happening?. Should I put them all in the same height (I doubt it, the engine puts them at a determinate height when drawing the node map)??.
You can test the connection of your info nodes by typing "impulse 197" in the console (without the quotes). It will show you the connection of the nodes that are closest to you. Find the nodes where the scientists and barneys are stopping and make sure there is a connection. For doorways I usually put a node one either side of the door, and sometimes even in the doorway. The impulse 197 connection in the doorway never seems to show up, but the monsters come through anyway. I also test my maps without rad or vis and it does not seem to affect the info_node connection.
And then, came the time to put info nodes in my map... Imagine you spend two weeks working on architecture that takes 15 minutes to be compiled... Well, it?s something that happens usually but when comes the time to add monsters and info nodes and to test if they work (specially if you script things) it?s boring to wait for the map to compile... And ater this introduction here come my question: -My scientist doesn?t follow me, refuses to follow or even stops following me. It happens when crossing doors, mostly. Guess is some info_node stuff, anything about info_nodes out there???. -To skip compiling time I don?t run RAD and VIS. Looks ugly but it?s fine to test these things... Does this affect the way monsters and info_nodes work???. -Scientists and Barneys, will follow me if I get far or out of their "vision range"???. Could it be the cause for they cease following?.