Forum posts

Posted 4 years ago2019-10-20 21:36:35 UTC
in HLRAD weird lightmaps Post #343236
Bruce, I use Vluzacn's ZHLT compilers with just "-extra" setting. And I never had any lightmap artefacts with them like this.
And a weird moment that there is a darken square on a wall that supposed to be white. One brush with simple texture.
Posted 4 years ago2019-10-19 23:01:35 UTC
in HLRAD weird lightmaps Post #343227
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I have to get rid of this weird lightmaps. Can someone suggest any solution?
Posted 6 years ago2018-03-11 03:45:19 UTC
in First person camera position Post #338994
Thanks!
Posted 6 years ago2018-03-10 05:25:16 UTC
in First person camera position Post #338988
I'm curious if there a way to change players eye-camera position to make it slightly higher. Is it hard coded or there is simply a console command?
Posted 6 years ago2018-03-10 03:34:58 UTC
in I need help with shadows for models Post #338985
Yeah, you can make a brush with null-texture around your model and put small {blue func_illusionary somewhere near to copy light from it.
Posted 6 years ago2018-03-09 19:30:14 UTC
in I need help with shadows for models Post #338982
Thanks, folks! I just realised how zhlt_copylight works and that is what I needed.
I also tried changing origin, that worked too, but in comparison just waste of time.
Again, thanks to everyone who tried to support!
Posted 6 years ago2018-03-09 02:17:21 UTC
in I need help with shadows for models Post #338976
Also, can't find any fgd-file with zhlt_usemodel entity to try it out.
Posted 6 years ago2018-03-09 01:10:27 UTC
in I need help with shadows for models Post #338975
Hi there.
Here is the model on a map:
User posted image
Here is how it looks when I'm rying to make its collider with NULL-texture:
User posted image
I like what shadow it casts, but I don't want it to affect the brightness of model. I've tried different ways and entities, but seems don't get how to make a proper shadow for the model.