abbadon said:Because of its size I need to remove three of the 6 fingers of the "hand" to reduce e-poly count once the sequence is finished, letting only 3 of the "fingers" play their role and attack the players.Then you should probably make the two sets of three fingers separate entities, with separate models for each finger set. Then you use a trigger_relay to kill the finger group that no longer needs to exist.
Striker said:Do you guys feel like they diverged from the overall theme style of the original Xen? I know it's a modern interpretation, but that's what I sense. I haven't played a in a long time but I remember more purplish surfaces.From their devlogs, as I have understood, it looks like they're completely reinventing Xen from the ground up rather than re-imagening Valve's Xen. Still, I can't wait for Xen to finally be released. Gonna have to play through the whole game from start to finish when that happens.
Stojke said:Why not try to make an structural and operationally correct black mesa laboratory section? With thought on foundation, structural support, installations, ventilation, drainage, climate/atmosphere equipment, special structural enhancements for special equipment, emergency devices/passes/etc, placement of things... Would be nice to see.Or even the complete opposite: make a work environment that is so obviously dangerous and unsafe it's a complete miracle that it still works.
Make it in space even.
Make it named the "TWHL Safety Inspection" compo.
-Edit
Would be nice to see Sector C test labs from an eyes of an safety inspector
logic_choreographed_scene
entity, which can be used to play .vcd
files previously created in Face Poser..vcds
to see if they’re right for you. The stock scene files are not included in Half-Life 2 since they’re compiled into a single scenes.image
file. However, they’re all included with Source SDK 2013, which you can find on Valve’s Github page.hfc said:wad files are in the same folder with bsp file. but i cant manage hlrad to see wads.That's what the -waddir command is for. I haven't used it myself, but I'm guessing you simply add "-waddir <path>" to your command line options when running hlrad.exe, with <path> being the directory path to the directory where your WADs are.
hfc said:Howto Fix: Make sure the file '<mapname>.wa_' exists. This is a file generated by hlcsg and you should not delete it. If you have to run hlrad without this file, use '-waddir' to specify folders where hlrad can find all the wad files.Maybe this part is of interest?
Urby said:I'm also getting increasingly frustrated with glass and water rendering in darkened rooms... Limitation of then engine I know, but it's quite distracting in places. Gonna have to figure out a way to make it look natural.VHLT has an "embed lightmap" feature that bakes the lightmap into the texture for transparent objects. It instead looks a bit wonky when the player shines the flashlight on it, but it's a calculated tradeoff you have to do.
Your entry (map files or mod name)By this I'm guessing we are allowed to submit our entries in mod format. If so, are we allowed to include custom main menu background images?
Tetsu0 said:I compiled and added water to check reflections.Keep in mind that water uses real-time reflections and might not reflect what cubemaps will look like.
cycler_sprite
entity for placing models in the map. Despite being intended to be used with sprites, it works just as well with models and have no collision box. You'll probably have to edit the fgd slightly so that the cycler_sprite
entity uses studiomodels instead of sprites in the editor, otherwise the editor may crash when selecting a model to use.Ah yes. Is there a way to set this as the default in a mod? I know the console commands but... I assume the only way to set that is using the config file, but including that in a mod release means you go straight to Hell when you die...valve.rc or autoexec.cfg maybe?
Windawz: So Quake doesn't have texlights... GreatBut then again, it doesn't have colored or bounced lights either.
Urby:Lit.
Urby: I didn't mean downscale it necessarily.Perhaps not, but it still looks better than having non-power-of-2 dimensions. Thank you for making me aware of this... limitation
Urby: If you want to prevent the blurring on those poster textures, you'll want to round up the dimensions of the textures.Huh, I did not know that. I'll look into it, thanks!
Odd multiples of 16 get blurred terribly in Steam Half-Life. 96x96 dimension textures look absolutely dreadful in game, so I round up to 128x128.
Technically the ceiling can be as high as you like, but the player must not be able to access anything outside of a 1024 unit cube.Well, I'm more asking, if the top of the highest brush is at the 1024 unit height mark, and the ceiling above is a skybox, is the player still allowed to walk on top of it?