Forum posts

Posted 9 years ago2015-01-31 14:29:50 UTC
in Team Mapping - GB contest #54 Post #323571
Bombsite A, I'd say. Since A represent the primary objective, kinda.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 12:24:14 UTC
in Team Mapping - GB contest #54 Post #323569
Alberto
Haven't heard back from you either after we sent you the recap. Same as above, if you're in let me know, and I'll invite you to stuff homie smile - :)
Alberto
You are the only one I haven't heard back from yet. If you're still interested in helping out, let me or zeeba know and we'll invite you to the DB folder and Skype conversation.
Yo! I'm in. I've already sent the PM to Zeeba few days ago.
If you want, I have a TeamSpeak 3 server available (for who that doesn't have a microphone or can't/don't want to speak, there's the textual chat too).
I could make the stalagmites and stalactites pretty easy, but I first need your RMFs (or VMFs if you're working with Sledge) to be able to make them correctly (size and stuff).
I'm online on Steam everyday. If you want TeamSpeak just tell me here and I'll send you a PM with the address.

P.S.: That "orb thing" are called "Cores", they comes from Unreal Tournament 3, the mode is called "Warfare". Here some screenies:
User posted image
User posted image
User posted image
EDIT:
@TJB: I think your help on prop models would be even better than mine, because I can't use Blender on this computer (too weak), and I don't know how to create animated models, so if you have time and want to take my place, I'd gladly give it to you if this can improve the map's execution. :)
Quality is better than quantity! :D
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-23 17:17:20 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323477
^

Agreed.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-23 17:16:17 UTC
in Team Mapping - GB contest #54 Post #323476
Hey CapT.

I probably can make few prop models if you're interested. What do you think?
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-20 19:27:01 UTC
in Team Mapping - GB contest #54 Post #323428
No Zeeba, I'm not using team.twhl's account. CapT is probably using it. I can say that because I recognize his maniacal text formatting and his "=)" emoticons haha. :P

Tho, I also recommend Mediafire, as it gives 51 GB of free space for any account (invited or not).

Also, take a look at the latest Stojke's map, he's made a really good job on it and could be of great help for the contest. :)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-20 19:14:32 UTC
in GameBanana CS 1.6 Mapping Contest Post #323427
is this because you're helping admin the contest or because I smell like cabbage?
Nope, nothing like that unfortunately. I wasn't even informed at all. I would have liked to be one of the judges of the contest, indeed.

And, lol! xD I've clearly stated why I can't enter the contest in the first post, in the P.S. at the end. :P
Tho you smell a bit like cabbage... :death: xD
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-20 03:40:37 UTC
in GameBanana CS 1.6 Mapping Contest Post #323401
We could also gangbang out a Team.TWHL entry if you guys wanted :)
That would be really interesting, indeed!
Aw, maybe someday we can work together homie :)
Sure thing, homie! ;)

P.S.: Why aren't you online on Steam right now?
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-20 03:26:41 UTC
in GameBanana CS 1.6 Mapping Contest Post #323399
There is no possibility I'd have time to finish this on my own, but if anyone would like to team up for this, get in touch with me! :P
Homie! :D I knew you'd liked that. :P

I would've liked to team up with you but... Damn. :(
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-20 03:08:09 UTC
in GameBanana CS 1.6 Mapping Contest Post #323397
Hello folks!

I'm here to inform you that GameBanana is running a Counter-Strike 1.6 themed mapping contest right now!

It's called "Journey to the Center of the Earth". Which consists in making a map based around the theme of "The Center of the Earth".

Since I know that some of you here was interested in running an official contest based upon Goldsource engine's games, I thought that this might interest you. :)

The prices are:
  • 1st Place: $200
  • 2nd Place: $100
  • 3rd Place: $50
Here's the link to the contest:

Journey to the Center of the Earth

You have 30 days to come up with a playable map! So, there's no time to waste!

Let's prove that the TWHL's members can still make great maps!
Good luck!

P.S.: I'm currently stuck with a netbook (my previous PC is malfunctioning, hardware side) that runs Hammer really slow, and it's somewhat bugged (can't select brushes/entities). Also, I don't have my wads, models, and sounds in this one. So I can't enter the contest, sadly. But I really hope that someone of you will do!
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-16 09:29:25 UTC
in The Core Post #323333
I STILL haven't played BM:S yet(don't yell at me!)
I'd yell at you homie. But I'm no rude. :P
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-16 09:25:29 UTC
in Bad light faces with columns Post #323332
Actually, my works are full of func_detail, SugarMan.

If you download my only uploaded work here on TWHL, you will clearly see that I've used a lot of func_detail brush entities.

Without them, as Archie said for The Core, my prefabs and maps wouldn't exist without func_detail and VHLT tools. Literally.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-13 19:33:39 UTC
in The Core Post #323287
You should make comparison images like BM:S team made. I mean, to show the difference between the old version of the shot and the new one (with a thumbnail in the corner of the old shot.)

That would help see the difference between the two imho.

Nice improvement, by the way! And I fucking love the new logo! :D
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-08 05:20:23 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323151
You might be interested in this: Linky

Imho, this is one of the most talented Goldsource level designers we have at GameBanana. You might know him too.

And he's using Sledge to make the masterpiece (could be his last one.)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-05 15:40:47 UTC
in Vote-crew Post #323123
Voted. ;)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-12-31 16:43:55 UTC
in .map problems for half life 1 Post #323031
Then I totally recommend you to use the latest version of the VHLT Tools. :)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-12-30 16:36:06 UTC
in .map problems for half life 1 Post #323028
JMF is Jackhammer Map File, which means that you're probably using Jackhammer editor. You have to save the map as RMF to be able to open in with Hammer and compile it.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-28 19:46:28 UTC
in Modding - Steam or non-Steam? Post #322527
I thought WON HL supported 32bpp in the last update they did?
Oh I know nothing about that.
WON HL can support model transparency. The hw and sw dlls are literally interchangeable. I could actually break transparency by using the WON ones in Steam without crashing.
It doesn't work for me :/

Am I the only idiot here that have things not working like everyone in WON HL? lol
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-28 19:42:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322526
Because rewriting is hip.
wat
@Alberto: The same question was asked on Github
Oh I'm sorry Pengy, I don't look at Github unfortunately. :/ Thanks for the info though. I agree with you on your decision to rewrite everything for the things you've said!
python, LUA
Holy shit yes please! :D
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-27 16:12:28 UTC
in Modding - Steam or non-Steam? Post #322502
Idk, developer 1 worked for me every time with many different systems.
It's strange for me to hear this.
I've installed WON HL on a friend's computer 3 days ago. I've used developer 1 and fps_max 999 and it couldn't go over 100 fps. I've also tried to force fps_modem at 126 fps and to set his VGA to force disabled VSynch on its Nvidia Control Panel (just in case), but this didn't change anything unfortunately. So I don't really know what could be the problem. :/
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-27 16:01:35 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322500
I'm guessing a tool like this would only work with cubes, but it would be neat if you could do other shapes without error; It would be like an advanced Hollow tool
Yeah, it might be helpful in some cases, indeed.
you could sort them by priority and the first would override all repeat textures in the others
Genius, SugarMan!
Check for Problems add-on request
Like the entity report, add a delete button OR allow the the delete key to remove highlighted items from the list.
I agree. Also, do you know those annoying errors like "func_whatever is empty" just because you've deleted a brush entity BEFORE moving it to world? Those one should be removed completely imho. Though, I don't remember if Sledge notices these type of "fake errors".

@PB:

Why are you rewriting everything? Did I missed something? :o
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-27 15:46:43 UTC
in Modding - Steam or non-Steam? Post #322499
developer 1 ?
Rufee, developer 1 unlocks the maximum frame rate limit just on some video cards. I've tried that with 4 different video cards, and still my fps couldn't go over 99/100. While on Steam even at 500/600 fps with ANY video card.
The only video card that let me go over the 100 fps limit with "developer 1" and "fps_max 999" is with my very old Nvidia Geforce FX 5700 LE.

Though don't ask me why this happens because I don't know. I've also tried with an ASUS EN 8800 GTS 512 MB (Nvidia), but I still couldn't go over 100 fps.
Hopefully I just don't run into any more problems. Or am speaking too soon.
You're welcome, DinkyDonk. We hope that everything will run fine from now on! :)

Happy modding!
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-26 16:37:21 UTC
in Modding - Steam or non-Steam? Post #322483
The differences between WON HL and Steam HL are:
  • Steam HL have a better compatibility with newer operating systems;
  • Steam HL runs at 32bpp instead of 16bpp like WON HL.
  • Steam HL supports transparent and additive textures on models, WON HL not.
  • Steam HL supports multiple resolutions at 4:3, 16:9 and 16:10, WON HL just 6/7 standard resolutions;
  • Steam HL supports more video and general options, and it's more customizable in terms of "console commands". For instance, the command "fps_override" isn't available on WON HL. This lets you unlock the frame rate limit to a max of 999;
  • WON HL Multiplayer isn't played anymore, and it's also a bit bugged;
  • Some new mods that uses new stuff (for instance: SoHL, Trinity, Xash3D/XashXT, etc...), could give problems with WON HL due to its old version, hence incompatibility issues;
  • Steam HL is the most played nowadays (as Jessie said.);
  • Steam HL have a better/less bugged render.
  • Steam HL have all its files inside folders, while WON HL uses .pak files. So it's easier to access them if you have to do a fast looking to see what you want to add in your map(s).
So yeah... I'd recommend Steam HL too. ;)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-26 16:10:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322482
Brush Stroke
Me like.
it might be nice if Sledge automatically mitred the joints?
It would be better to have an option to choose between mitred and not mitred. You don't need mitred joints on every structure.
a skybox primitive
Nah. You just need a prefab for it, then you just scale it or resize it with the VM tool. It would be a waste of time for PB imho. Also because you don't need cubic skyboxes every single time.
Whitelist addon request
That would be useful. Or simply add something that excludes duplicated textures everytime instead, no matter what.
*lol
Perv. lel
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-24 19:38:03 UTC
in Advanced HL model viewer Post #322465
I can easily run .NET apps on my shit old netbook xawari.

Pengy is right. I recommend a full scan with Advanced System Care 7 Pro, this might help.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-22 20:00:56 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322453
^

Genius.

Yes please! :D
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-22 19:59:53 UTC
in entities blinking in and out of transpar Post #322452
I don't know about that. But if you're having problems with the pure color render mode, try to create a colored texture by yourself and change the render mode. This may fix the problem.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-22 02:31:09 UTC
in entities blinking in and out of transpar Post #322445
I've had a problem like this before, but it only happened with sprites, env_glow exactly.

The first thing I thought is that the engine isn't able to render multiple renders of the same type and entity in the same zone properly. Indeed, if you try to make a 3D model for GoldSrc, and make multiple additive textured faces one behind another, you're not able to see the ones that's behind the first as long as you look at it while you're in front of the first one. Basically, the first one blocks all the others for a strange reason.
I'm not that surprised though since the engine is old.

You can try to reduce the number of sprites and brush entities with the render modes, OR to move them far from each other with the sole purpose to see if you still encounter the same problem. If not, then the mistery is solved (but not the problem though.)

One last thing: be sure that everything is perfectly on the grid. Try also to move every brush entity to world, remake them, work them, and once you're done tie them to entity and never touch them again. If you need to modify them, move them to world first.
A good thing could also be to tie multiple brushes to a single brush entity, and viceversa. And if you're not using VHLT tools, start using them right now.

EDIT: I've also heard that if you have sprites' parameters like "VP_PARALLEL_UPRIGHT" and "VP_PARALLEL_ORIENTED", these could cause problems with the in-game render (don't ask me why.)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-22 02:01:07 UTC
in Advanced HL model viewer Post #322444
This is amazing, Badaluyah! More please! :D

@TJB: I also have that problem of the maxed out CPU while running JHLMV for 6/7 times.
The only thing I can do to fix this is to run a fast scan with a software (Advanced System Care for example) or restart the computer, and the problem fixes. :/

Not a big problem tho.
Alberto309 Alberto309weapon_spaghetti
This post was made on a thread that has been deleted.
Posted 9 years ago2014-11-14 20:37:47 UTC
in Building levels in Blender (half-life 1) Post #322331
Every brush have triangulated faces, and it import as multiple brushes (grouped I think).

And yeah, I already use that technique on some of my maps, Jeff. And I can assure you that is awesome and a good time saver. :3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-13 14:23:02 UTC
in Building levels in Blender (half-life 1) Post #322327
i am reading about grid snapping in Blender 3D at the moment smile - :)
Good catch!

Have you set the Blender grid as the Hammer one? That could help a lot actually.
I've done that with kHED by the way, and my models' selection boxes fits perfectly in the Hammer grid indeed. :3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-13 14:16:53 UTC
in Building levels in Blender (half-life 1) Post #322325
so far the compilation progress stops on hlvis.. i think it is because of wrong grid setup in Blender 3D... i mean that a lot of brush vertices are positioned like that: x = 0.974, y = 0.951 z = 1.241... and half life doesnt like such madness
You should try to snap the vertices on grid manually then (yeah I know it's annoying, but do it for science! :D)

EDIT: Sorry for double posting. ç_ç
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-13 14:11:46 UTC
in Building levels in Blender (half-life 1) Post #322324
It depends on the light brightness. Of course, baked textures could help to cover the problem, but it could still be visible from different angles and with a bright light source nearby. I don't recommend fullbright.
A good idea could be cutting the same model into pieces and compile them separately, hence it can have multiple origins to point light entities at them (multiple cycler_sprites in this case.) Being farther from each other and from the light source too, the light fading effect could be better and more natural instead of a single big model, which would be enlightened everywhere with the same intensity.

But despite all this, what you really need is a proper test map (even more than one) with different versions of the same model(s), because you can never know how a model will look like in game with a specific light ambience, color and brightness. Remember that every model on GoldSrc receives the same light color (the nearest light source entity), so that could be a problem and could compromise the map's quality and realism if not carefully controlled.
Multiple compiles are needed for sure by the way.

Sorry for my english as always. I've tried to explain that as best as possible.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-12 19:50:48 UTC
in Building levels in Blender (half-life 1) Post #322317
That one is cool ninja!

Did you already complied it? How much wpolys?
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-12 07:50:07 UTC
in Somebody Can fix map for me? Low fps (re Post #322310
I don't think so, rufee.

Xash3D and Trinity does though (1024 max ents I think). Or maybe just via advanced compile parameters.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-12 07:40:51 UTC
in Building levels in Blender (half-life 1) Post #322309
It's possible for sure. The main problem would be the lighting as GoldSrc models gets enlightened just by the model's origin. Even if the lighting is baked onto the textures, you'll still notice the black/dark zones in game on the model if a light entity points at the model's origin (which is something awful.)
So the best thing would be:
  • Export the model as ".obj"
  • Import it into Sledge as it has an .obj importing function
  • Save it as .rmf
  • Fix/rebuild those brushes you don't want to be triangulated or those ones that you don't want as tetrahedrons (to possibly decrease wpolys in game.)
I've made the opposite thing a while ago because I wanted to make a 3D skybox as a model. So I've basically built everything into Hammer and Sledge, compiled, opened the .bsp into Crafty, exported the whole map as .obj, imported into kHED, fixed some things and added Groups and Smoothing, compiled as .mdl, done.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-12 07:21:15 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322308
I've had that problem more than once, Jessie. But I totally forgot to report it lol.

It looks like a common issue, we're 3 now. Anyone else?
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-11 21:51:23 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322297
Here's an idea, will you be able to have something similar to an integrated Twitser?
I've suggested that some time ago, I don't remember the answer though lol.
Even for Atom's Compilator 3 in Sledge.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-07 08:20:30 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322250
^

You mischievous. You're the perv here SugarMan.

Ha!

Anyway, is there a way to have functional CLIPS in the 3d view? For instance: if you try to go through a brush, you get blocked by it like in-game.
Basically, I would like to see something like Mapster32 (Build Engine/EDuke32 level editor), where you can "play" your map in the editor, with minimal stuff like a jump function and real player height with map clips determined by the actual created brushes in the editor (without counting if they are brush entities or if they have been set as "Passable", etc...) I don't know if this is doable by the way, I'm just throwing some ideas for neophytes, experienced and professional level designers that will use Sledge.

Opinions time folks!
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-06 07:25:46 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322246
^

This happens to me sometimes too CapT. It probably means that Sledge (for some strange reason) don't know how to cut a specific series of brushes at once AND make every vertex snapped to the grid at the same time. So it just bypasses the process by not even trying to draw the cutting line (not sure though.)

@PB: Does Sledge already snaps the new created vertices to the grid when using the Clipping Tool, or you still have to implement this feature?
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-10-21 12:13:59 UTC
in anyone know a good place for gldscr mode Post #322109
It looks a bit blocky imho. Have you ever considered the Red Alert's tesla coils?

User posted image
User posted image
I'd make it smaller of course. I just need to know how big you want it (in Hammer units if possible). Or you can create it as a big brushwork, then send me the RMF and I'll remake it as a model. Your choice. :)
I've seen most of those models somewhere before. It's like a drop-off of stuff from around the world of Goldsource mapping.
Indeed it is. :P
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-10-20 21:33:55 UTC
in anyone know a good place for gldscr mode Post #322106
If you need a good database of Goldsource engine games compatible models, you can try 17's Buddies. They have plenty of models divided per category.

Then, as Rimrook and Captain Terror said, if you need specific prop models, I could make some for you, low/high poly and with HD textures (512x512).

Let us know, salmon. :)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-10-18 11:48:35 UTC
in Haunted minicompo 2014 Post #322073
That's interesting. I might do something.

Not sure tho.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-10-17 22:13:17 UTC
in Spambots on TWHL? Post #322069
Hey, sorry guys but I was busy with a temporary job I've found. Thanks for your replies. Though I expected she/he/it was a spambot. Indeed I've never replied to the PM nor received any email (nor in the spam section).

And yeah: I totally agree with Urbeh.
User posted image
Also, am I wrong or even her/his/its english is ugly? :o
I mean, it looks like worse than mine...
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-28 15:46:22 UTC
in Spambots on TWHL? Post #321873
Hey all.

I think the title says it all.
I now copy and paste a PM that a new user sent me the 12th September 2014 at 19:49 from missnancymiss. And this is her/his/its avatar:
User posted image
Here's the message, enjoy:

Good Day To You,
From Yours New Friend Miss Nancy, how are you doing today! i hope you are fine and in perfect condition of health, my dear i hope that every things is ok with you and your family's over there and i hope that every body that they are ok in good condition of health well my dear, i am Miss Nancy Ogwo like i said i am 24years old still single never married before I went through your profile today where am browsing in www.twhl.info and i read it and took interest in it,if you don't mind i will like you to write and reply me back here missnancymiss@yahoo.in , Hoping to hear from you soon, I will be waiting for your mail because i have something so important to tell you and i need a long and serious relationship here is my pics, my dear i want us to be friend's if you like to be my friend, from yours new friend with Lots of love My Dear i am Expecting Your Mail please reply me here missnancymiss@yahoo.in
From Miss Nancy God Bless You!


Though, where she/he/it says "here is my pics" I ain't seen anything, the only "links" are the email ones.
I'm not sure if that's a bot or whatever it is, but the message looks like the ones you see on the abandoned forums where you start viewing countless of threads about viagra and cialis, and where to buy them. Lol.

So, what do you think? Do I need to start thinking that TWHL has been attacked by bots, or is she/he/it is some kind of perverted stalker that started harassing me and I'll have to expect she/he/it to contact me again?

P.S.: A Penguinboy's opinion is greatly appreciated.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-11 13:54:07 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321719
Oh ok then. I thought you've had problems with your main pc. :P
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-11 01:03:14 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321710
I don't have an integrated VGA, but old ones in general have some problems with Sledge as you already know Tet. Now that you've forced Sledge to run with the lowest OpenGL option, it should work well now (it works for me, and my VGA supports OpenGL 1.0 only.)

Anyway, why are you using such a computer? Can't you use your home desktop pc?
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-11 00:22:30 UTC
in Post your screenshots! WIP thread Post #321709
Keep in mind that the origin is the only lighting point of the model while in game, so keep it near a brush for the light to bounce and never place the model origin inside or in the same plane of a brush. Otherwhise it'll be unlit in game, and if it's inside a brush, it'll not show at all (unless the brush is a solid entity.)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-10 13:54:48 UTC
in Post your screenshots! WIP thread Post #321702
Me like, TJB!

Well done for now. :3

I also agree with Tet. If you want you can use kHED and configure the grid as the Hammer one in the options, so you'll be able to fit the model in the exact position according to the Hammer's grid coordinates.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-02 23:21:38 UTC
in Post your screenshots! WIP thread Post #321602
Impressive, Lajron!

Looks really good imho. :3
Alberto309 Alberto309weapon_spaghetti