Forum posts

Posted 1 week ago2024-12-14 21:36:40 UTC
in Good testing maps? Post #349403
If you're making your own weapons, just make your own map to test the special mechanics you coded ???
Posted 1 week ago2024-12-08 21:42:25 UTC
in Odd green und red lines Post #349395
Posted 2 weeks ago2024-12-05 23:34:38 UTC
in Weird issue with decals Post #349387
You could still try cutting the brush in half to form a triangle so that the texture touches a little bit more the floor. Though for the decal issue, I've got no idea on how to fix it (except if you're willing to code a fix yourself), because decal "corruption" is a common thing for mods (at least it happens really regularly for me).
Posted 2 weeks ago2024-12-04 16:16:51 UTC
in Weird issue with decals Post #349381
That's the problem with decals : they tend to "corrupt" for strange reasons over time, and they're not really flexible anyway. I think using 1 unit thick additive (or whatever) func_illusionary is a better alternative than decals, also the cool thing with them is that you can deform them like Source overlays, so they're really useful.
Posted 1 month ago2024-10-25 23:21:33 UTC
in Porting Half-Life map to Half-Life: Source Post #349282
Then I don't think there's another way than to replace every missing texture by using the "Replace" tool in the face property editor, sadly.
Posted 1 month ago2024-10-25 15:34:51 UTC
in Porting Half-Life map to Half-Life: Source Post #349277
I think J.A.C.K has support for porting HL:S maps to the HL map format, though last time I used it, some textures were of the incorrect size for some reason.