Do you map with texture filtering disabled, Urby?
I've just disabled it myself and found that it actually helps aligning things more accurately because of the sharp edges of each individual pixel.
Judging will be based on how well your design matches the original game in addition to the standard measures such as lighting, architecture, ambience and texturing.This is confusing me. Is this saying we should... 'mimic' Valve's sloppy style of mapping? By sloppy I mean:
For someone who wants to participate but doesn't have any ideas, I would have tried to imagine what was behind the broken elevator you see just after entering C3A1. You know, it has a loading point inside but leads to nowhere.Funny that you mention this, last year, Don (Unq) over at Run Think Shoot Live hosted a Half-Life anniversary live-stream in which he played through Half-Life in one sitting. It was me who suggested taking a look what's behind those elevator doors: There's a func_button that targets an info_landmark referencing a non-existing bsp file. Great trivia.
Hahaha your very funny, My display card is very strong and has not problem with OpenGL because I am very far to Half-Life's OpenGL minimal version. ( possible 3.3 or older than < 3.0 version of OpenGL. ) Why do you not buy new computer or are you joblessDon't be such a dick, Skyboxer.
hlcsg: Error: Entity 0, Brush 422: outside world
And me! I'm always happy to help people improve their mapping skills.
Thanks man, appreciated. I'm sure I'll need a hand for the fields I suck the most in.Actually, nevermind. I'm out. Don't bother.
If you ever need help while making FB3, you can talk to me.And me! I'm always happy to help people improve their mapping skills.
Look at all this breathing the CPU is doing when it should be handling PHYSICS! Though admittedly GPUs can handle that as well, if you have one spareI still have my Ageia PhysX card somewhere in my storage that I specifically bought for use with Source engine games. I don't have that card in use anymore because of the reason you mentioned above.
"tie the entity to world". What is that? I missed something.That turns the brush entity back into a regular brush, a piece of normal level geometry, if you will, without any special properties applied. If you need to make changes to the visual appearance (size and/or shape) of a brush entity that consist of multiple brushes, you should use the 'ig' button. As Solokiller explained, this disables the grouping of those brushes, so you can modify the shape and size of a brush. When you're done modifying the brush, turn ig off and the grouping of those brushes are restored with all their entity data intact.