Guys. I have a massive problem. I want to upload a map with screenshots, but it doesn't load them. When I click Create Vault Item, it takes some time to load, and then shows "Error 500|Server error". Then I turn back to the main page, and my item is there, but without loading my screenshots. What is it? You can see my gg_canyon_beta map, and you'll see no pictures loading at all. Help!
No guys. I don't mean func_tanklaser. I mean func_tank with targeting laser. I don't really care if it is going to bee part of the func_tank or a sprite. As long as it is a non-solid stuff, just to see where the player is pointing the gun/func_tank. It could even work like the RPG with that laser sprite from Half-Life. I don't care. I only want a pointer.
I am using J.A.C.K and helps me to the max. With it I can see everything rendered, like glass's transparency and solidness of grates and bars textures (the ones with the little blue). But...hmmm...I've never really tried the UV lock thing. 😕🙏
I really love SP maps, but I think that this "warp" thing is better for a MP map. Also I haven't done much MP maps for a while ago. That's why I kinda want to make one right now. BTW I am working on it, but can't post pictures now.
I have question. Does sharper shadows count in when judging time comes? I am asking because I am working on something, but there are some details I want to add. Some textures can't be scaled down, otherwise they are too little. So, does shadows count in?
I am working on a new CS map. It's all about a couple of streets and enterable buildings. But I am not sure about the gamemode. What you people want it to be? A destruction or hostage, or even a V.I.P one. Comment your ideas. I will choose the gamemode after 4 days. Tell me what you want. 🔫💻🔪
Oh, thanks. That actually worked out. I made the crate a func_button and set Don't move flag with no sound, so it doesn't look stupid on activation. Then I set it's target to the game_player_equip and it worked. But on start of the map it doesn't give me my knife and pistol. But I'll work it out. Thanks for the help tschumann. I really appreciate it. 👍
Well, it seems I can't manipulate the lightmaps without touching the texs. Because, you know, halflife.wad is really big on, and there are so many texs. For CS is diffrent. There are more texs that are 128 but should be great at 64 brush. Also for CS I am using condition zero wads. In them most of the textures are for scaling to 50% of the normal size. Thanks though.
Hellooo. Is there any way of making shadows (lightmaps) better looking, without scaling textures. Maybe something like this: one scales the textures, so he can get the better lightmaps, and then somehow makes so the compiler will scale the texs, but no the lightmaps.
I know all the compiler commands, but can't get it to make some great realistic looking shadows, without the need of scaling texs. Is there any way to scale lightmaps without the texs. I don't know. HELP ME PLEASE.