4th Gens Questions Created 19 years ago2005-11-30 14:26:06 UTC by fourthgen fourthgen

Created 19 years ago2005-11-30 14:26:06 UTC by fourthgen fourthgen

Posted 19 years ago2005-11-30 14:26:06 UTC Post #149920
Here is my first question......

I have made a huge hill but now I want to make a path on it. I have made the path flat but how would I apply the paths texture to that particular place? The hill is terrainous so I can't just use another brush (not easily anyway)

btw. I havent actually done the above I just want to know so when I start I don't get myself.
Posted 19 years ago2005-11-30 14:37:09 UTC Post #149923
It would be easier if we had an idea what the hill is going to look like, and for the path as well--straight over, looped around, what?

Off the cuff I would say clip the hill in to pieces where the path should be, and then fill it in. Trapt would prolly have a better answer for this, considering the vm that will mostl likely be invloved...

Check out his Glass! compo map, which should help you draw some inspiration for this.

edit: Whoops, didn't read previous thread, not realize this was for source... so my advice most likely doesn't apply to your problem. Sorry!
Posted 19 years ago2005-11-30 14:57:16 UTC Post #149928
k, Thanks anyway
  • My hill won't be too steep. (duh) It needs to be walkable.
  • I would like the path to be windy
How do I clip?
Posted 19 years ago2005-11-30 15:08:04 UTC Post #149929
You clip with the clip tool, you should look for more tutorials to learn more about that.

Sites like www.snarkpit.net and www.interlopers.net are great sites to start.

Btw : What exactly is "windy" ?
Posted 19 years ago2005-11-30 18:19:31 UTC Post #149967
winds = twsity, turns a lot. Sorry I should have used a better word.
Posted 19 years ago2005-11-30 19:04:40 UTC Post #149970
Can anyone explain to me the advantages of light_environment over the other lights........?

My map is very very very very large and all one hill, so I am not sure how to light it up.
Posted 19 years ago2005-11-30 20:04:49 UTC Post #149979
Sounds like you need to read up on tutorials some more, there surely are tutorials that cover this up. The Valve Developer Wiki - Level Design department is a good place to visit, and then Halfwit-2 and Akilling.org are some interesting sites. Of course, there's much more tutorials out there, but this should do for now, don't you think?

Oh, and just a hint: some sites have search options... ;)
Posted 19 years ago2005-11-30 20:17:38 UTC Post #149981
light_environment casts a light using toolsskybox textures as light sources. Standard lights are just omnidirectional light sources. I prefer light_spot for my lamps and such, you get more control over their aim and focus.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-12-01 13:35:17 UTC Post #150061
Cool, Thanks everyone :D
Posted 19 years ago2005-12-04 14:02:15 UTC Post #150401
for your path:
1. use overlays
http://forum.interlopers.net/viewtopic.php?t=1775

2. make the hill a displacement and paint alpha fo the path
http://www.akilling.org/akg/tutorials/wiseDisplacement01.asp
advanced:
http://forum.interlopers.net/viewtopic.php?t=2119

2 new features from 4.0 onwards :D
Penguinboy PenguinboyHaha, I died again!
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