I'm in the process of learning GtkRadiant right now. For Nexiuz Mapping. It's pretty sweet. The only thing i miss from hammer is the easier clip tool, texture application tool, and the 3-d navigation. And i HAD the map done before, but it got all screwed up with the file name. oh well. I'll upload it to the example vault i guess.
EDIT|
http://twhl.co.za/mapvault_map.php?id=4956
I saved the rmf as "2.1_compo" But i guess that caused fucking windows to save it as "2.1_compo.rmf" which is an incorrect filename and i can't seem to fix it. Simply renaming it doesn't do the trick.
Loud noises. Dark, weird ambiance. (aliens talking, whatever) Just having the power go out, and then you hear something come near you, but you can't find an exit or ammo. Then the lights flash and you see "it", Then the lights come back on and you don't then.. more loud noises, and whatever "it" is is suddenly behind you.
Well i have hammer configured for steam mapping. I can't see models either, But for some reason hammer is defaulted to my desktop. Every time i go to move it it just slaps all the damn files back onto my screen:-/
or.. you can be wrong and end up with 2 of the exact same maps with the exact same leak. There are a few other ways of fixing leaks. Try putting a box around the level, and fill the box (not inside the map itself) with loads of pink lights Really-eye burning pink lights. And walk around the inside of your map (flashlight helps) until you see pink, and you have your leak.
Or you can use the cordon tool to section off areas of your map to be compiled one at a time. That takes a bit of messing around to understand tho.
you have to check the pointfile while in game man.
And for coordinates, they go (X,Y,Z)
So in the top view, you see x, (left and right) and y (up and down)
So if you see... (9878, 9872,-14), and you're looking in the top view, it's 9878 units to the right (x), 9872 units up (y) and 14 units straight down (z) Hope it helps
Or you can do it the old-fashioned way and just compile the map with "+particles 50000" then when you're in game, type in the console "pointfile" and you can follow a little stream of zig-zagging greyscale dots that should lead you from the problem entity to where the light is escaping.
Check to make sure that the walls sealing the map from the void are world brushes. (As opposed to entities)
Try moving the light source higher up into the sky. Above the general playing area of the map. If you're using a light_environment, try switching to a light_spot with Light from sky set to : yes. And vice-versa for spot --> environment.
Compile with Vis on -full Compile with Rad on -extra
Or... you can just put an alternate light source at that spot. Like a light post or something.
C Striker, It's good that you're learning to implement the hl.wad textures in different ways. That's very hard to do sometimes and you can get some great looks from it all. But that barrel texture is only supposed to be 64 units high. Half the height of a normal wall. In my opinion, the texture looks horribly stretched.
And the floor doesn't quite seem to fit the 'rust' theme you have going.
Basically, i cant toggle "run map after compile" and have the game actually launch. I get that error. Instead, i just load up half life, type in "map whatever" and run around. It's no big deal really, i just don't feel like fixing it.
There are probably some hanging around still. We get new members every now and again. I just joined the TWHL one as well as this(Thanks aaron for the invite)
You should try making the ceiling texture a bit different from the ground. And the map has a good feel to it despite the lack of light 'source'. Rooms still feel empty. Remember, the best thing about an environment is getting the feeling you belong there and your surrounding is believable!! Keep it up. you're improving.
Why must every thing be flamed? It's only a European car because he resides across the lake. It's different enough to be not American, and not Japanese.
And srry, Please just shut the fuck up. Seriously.