Hehehehe........ ...........Onslaught you loser use VM like me! Anyway I think I did like 45% of the map (and I didn't do the house yet) already and it turned out nicely!
choose both brushes and press ctrl+t and now a new window will pop up! Choose yes and here you go! And a func_train do needs a origin even with out the angular volcacity or strange things will happen!
here is an example on how it looks! That spinning pipe is done with angular volcacity!
In the angular volcacity value you will see three 0 seperated by spaces(if you don't then write them down) the first one is pitch the secound is yaw and the last is roll! Write insted of one of them(the axis you want the train to spin around it) an angle(0-360) and the train will spin!
You must have an origin for this to work properly!
Well thats why I advised you to use the angular volcacity! So you wont need to use the other train entity(and there is no tutorial on it)! Well check the example map I told you to check before cause I used func_tracktrain in there! It's set almost the same as the other train only that insted of path_corners it uses the pathtrack entity! Make sure that in the middle of the tracktrain there is a brush textured with the origin texture and tied toghter with the tracktrain! Target that tarcktrain with a trigger_auto that his trigger state is off so the train will start off!
Ohh...just thought of something! Do you have any spaces in that train's name? If so then remove them and don't ever use spaces in mapping! (exept from special cases)
Use trigger_once then it will only be able to trigger the train only once! Well create a cube in the area(make sure it couvers all of that area) you want it to be texture it with the aaatrigger texture and tie that block to a trigger_once entity! In that entity's target value write the name of that train and make sure that there aren't any checked flags and here you go! I did it in this example map
Well the plate will be a func_train so you will need to read this tutorial! And use the angular volcacity value to make the train spin all the time for func_trains don't turn on corners! Here is a map that will show you what I mean- http://twhl.co.za/mapvault_map.php?id=3023
4.Carve tool is uncontrollable you can't know how he will carve and what! So use clipping and I only heard that if you do what you said in your theard quastion then those little annoying lines will disapear! Here is the tutorial!
You may also use the 'fire on pass' value!(in the path_corner) Write the name of the multi manager that targets the doors and now when the train will pass that path_corner the doors will open!
Place the trigger_multiple somewhere in the map and in the target value write the name of that lift! When the player will pass through the trigger the lift will work(if you haven't ticked the 'no clients' flag that says that the player can't activate the trigger) I made an example map with this trigger in them! It's name is H.E.V Suits Required!
How can I do it? I want to convert a .wma file into a .wav so I could include it in my map!(and renaming it doesn't work my brother seggested that already) :
This project is getting bigger every moment! Anyway I'll need some plant models for Hl1 contains only one and some textures for grass I may also export some textures from opposing-force but models will be helpfull!
The screen and the discs! I remember creating more and I don't need to create anymore for Hl1's textures are great for my perpose! I think I'll also make signs with the names of the mambers in my family!!
pondering is a regular animation it can't be lopped! Try using an animation that is idle.(search in the model viewer) Many of them end(or start) with lop,idle or wait!