Joined: 21st October 2003 (365 days ago)
Logins (per day): 1074 (2.9)
Forum posts: 1729 (4.7)
Shouts: 603 (1.7)
Maps: 3 (0)
MV comments: 93 (0.3)
Journal entries: 31 (0.1)
Hello Anthony! This is your 1074th login.That'll get people to post!
Joined: 21st October 2003 (365 days ago)I've been at TWHL for a year! Happy days...
I hearby mark this, the first TWHL compo I enter.Celebrate, cos it's mine too!
Hello Anthony! This is your 1072nd login.
There's always different things to help get around the engine. If you use cameras, scaling everything down will help r_speeds DRASTICALLY.Stole the idea right outta my head. Not that my r_speeds are great at the moment...
Look forward to judging all of your entries, especially yours Captain P. That is if you finish of course.Hehehehehe...
ak47s in Half-life.He meant without replacing models.
TranslucencyPlease make sure you check the tutorials before you ask questions. By the way, I hope you've upgraded to Hamer 3.4.
You will find that almost all of the brush-based entities you can create in WorldCraft have these basic properties: Render FX Render Mode FX Amount FX Color To make your glass translucent, open your new brush's property sheet (right-click it), set Render Mode to Texture, and type some numerical value between 1 and 255 in FX Amount. 255 is fully opaque, and 1 is transparent. A value of about 100 generally works for glass, but you can experiment and choose something that suits you.
Render modes and FX ammount don't seem to be doing much at all.You said:
Or just make the transparent tree, fence, whatever has blue on it a "Func_wall" Render mode texture, and the 1-255 thingy 255Trapt said:
How do I make the blue parts on a tree MODEL transparent?You said:
Or just make the transparent tree, fence, whatever has blue on it a "Func_wall"Please make sure to read the actual problem in the future.