Look at the Combine mounted guns, like in this tutorial:
http://www.interlopers.net/tutorials/25687
VDC notes that sdk_d2_coast_12.vmf should have one which you can reverse-engineer, too.
Joking aside though, I like the way you think Striker. A truly invaluable person to get on board would be Rabid Monkey because he has all the experience of working on Black Mesa and can tell us how to avoid the pitfalls they've met which have prevented them from releasing for like 7 years.While I dont have much mod-time available anymore you guys are always free to pick my brain about Source modding and leveldesign related things!
I could see clean hammer perspective view shots like that making for some pretty sweet large abstract prints. Hm..Haha, this is pretty cool...
Anyone have any hints on custom overlays?Mine were a little off-centre even though I used the exact offset values (I thought I screwed them up the first time so I printscreened them the next and still no good.) I think the camera's position relative to the radar/overlay map is just abit skewed.
adding info_nodes to try and get my hosties to move, but still no go.You have to use the nav graphs in CSS (what the bots use) for hostages too.
I would really suggest some different textures, perhaps it's just me but I can't stand most of the Source textures. At least the retail ones anyways.Have to agree on this, the HL2 ported textures look absolute shit in GS (way too fuzzy) - even some of the HL textures look better because they were designed for lower resolution. Might just need to sharpen the Source ones after down-rezing them to avoid the extreme fuzziness, but still...
surface is too big to have a lightmapYour displacement is too big. your only option is to shrink the displacement or split it up into smaller ones.
Humorous/Reference-filled store signs included.Props for the starcraft reference...
I thought you could do sub-unit mapping if you turn grid snapping off?Doesn't matter because if there are off-grid verts they'll get snapped automatically during compile (or perhaps when reloading the map, hammer likes to fuck with vertices that are off-grid)
Not many other people would.Because you would know
Is there a way to print the compile log to a text file?It should already, look for yourmap.log in the same folder where your .bsp file is created.
Are you reading this and have you all figured out that this could very well happen and if it did then we would ALL be left in the void without any idea of how to reconnect with anyone.There are other platforms of communication other than a forum y'know
themaptrap.com?it's a trap!
And what's a dudv map?Texture map used for refractions. Think of HL2 and the frosted glass doors or the strider's viewpunch effect.
I don't see what so-called special feature ssbump offers, as it does practically the same thing. Only it is smoother, looks better(less cartoony like the "normal" bumpmap), and as Valve says, it's faster to render.Your example doesn't demonstrate it as well as, say, a brick surface or a bumpy rock wall lit from one specific direction with a bright light. The more diffuse your lighting is the less apparent the selfshadow will be. Also depends on the bump you are using and how strong it is.
Did you know that you can place entities in your 3D or Camera view in Hammer?You can also manipulate things in 3D view by pressing 'x' and using the selection handles that appear in 3D view. (Turning on the 3D grid helps for this.) Copying and pasting things in the 3D view is a much easier way to work with props...