Tutorials Created 16 years ago2007-06-06 15:00:37 UTC by Spazmodan Spazmodan

Created 16 years ago2007-06-06 15:00:37 UTC by Spazmodan Spazmodan

Posted 16 years ago2007-06-06 15:00:37 UTC Post #224621
Is this site all about the original Half-Life or HL2? I'm trying to find some tutorials on problems with nodraw tiles, breakable objects (doors, windows), lighting help, etc. for HL2 and I can't seem to find any.
Posted 16 years ago2007-06-06 15:08:17 UTC Post #224622
Both, try actually looking at the tutorials linked directly to your left.
Posted 16 years ago2007-06-06 15:09:01 UTC Post #224624
TWHL covers both games.

Have a look at the entity guide here: http://developer.valvesoftware.com/wiki/Main_Page
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-06-06 15:33:01 UTC Post #224625
Well, I tried to load up some of the example maps in there and it says that it isn't the proper .BSP file and I can't seem to load it.
Posted 16 years ago2007-06-06 15:34:21 UTC Post #224626
Ah, nevermind. I figured out the problem.
Posted 16 years ago2007-06-06 16:09:24 UTC Post #224630
Well, since I still have a quick question. When I place a breakable object with a nodraw tile, I load up the game and it always crashes when i'm trying to run the map because of it. I switched the texture to a brick wall and it doesn't even show up on the map. Another question is the lighting. The monsters in my room are in pitch black areas but are still totally visible. I need to know a way on how to make so they aren't visible in the dark.
Posted 16 years ago2007-06-06 19:48:38 UTC Post #224635
User posted image
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-06-06 22:31:03 UTC Post #224646
1. Dont put a breakable object textured with nodraw. If you want an invisible breaking object, make the object ANY texture you want, open the properties, switch the texture mode field to 'texture', and then make the render amount '0'.

2. Make sure ALL of the sides of that func_breakable are textured with the brick wall texture.

3. Wierd? Change the lights around those black areas into light_dynamics and see if it does it right.
TheGrimReafer TheGrimReaferADMININATOR
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