Loads of Questions... Created 19 years ago2005-06-06 14:36:17 UTC by Dr. Mapper Dr. Mapper

Created 19 years ago2005-06-06 14:36:17 UTC by Dr. Mapper Dr. Mapper

Posted 19 years ago2005-06-06 14:36:17 UTC Post #112948
Okay, here are a list of Question for Halflife2 mapping. I have looked on the tutorial page, (Well, did a quick scan of it) and found nothing to do with these questions. Here I go :

1) How do I make a sun beam like th ones you see in de_train and other maps?
2)How do I make the glow/beam, thing shown here :
User posted image

3)How was the huge bang at the end of Hl2 made?
4)How do I make a glow?
5)The only way I can make prop_phsics is to copy a excisting one, then change it's model and propertys. Then I copy it again and so on. How do I start from scatch?

Thx for all th help so far TWHL.
Dr. Mapper :badass:
Posted 19 years ago2005-06-06 14:37:03 UTC Post #112949
(PS When I say glow/beam thing I meant the light glow on the right of ELI's head)
Posted 19 years ago2005-06-06 15:26:15 UTC Post #112958
1) Prop_static - model in effects folder called lightray or something, in properties tick no shadows and not solid.

2)point_spotlight

3)Lots of scripts, the explosion models and time_relays etc
decompile the map and see for yourself :P

4)env_sprite, choose a glow sprite...in properties....

5)Just go to the entity tool, choose prop_physics and click on the floor :)
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-06-06 15:40:16 UTC Post #112962
Thx Habboi. Oh yeah before I forget, How do I use Cubemaps and what are they for? How many do I need in a map? What properties do I need to change?
Dr. Mapper :badass:
Posted 19 years ago2005-06-06 16:50:39 UTC Post #112984
Place them player height e.g. head so use a info_player_start to help you.
Place one in each room with lighting and thats it bascially.
Play map, and type buildcubemaps in console and let it do its crazy shit and thats it.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-06-06 17:18:50 UTC Post #112991
What does cupemaps do? Sorry for asking again, but what's the exact point?
Posted 19 years ago2005-06-06 18:20:28 UTC Post #113005
cubemaps are uesd to do refections and lighting.

As for the end game explosion, they made a specle model to do it. It's in the effects folder under root.
Posted 19 years ago2005-06-09 15:16:49 UTC Post #113454
Rember to use ambient sound for exsplosions to add a bit of extra mayhem.
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