I reduced the slack to 0 , I thought that was the problem.
But I spoke to grim on MSN and the problem is that I don't have any move_ropes or phys_lengthconstraint.
Source is actualy more difficult than I expected.
Created 15 years ago2008-12-31 02:27:26 UTC by Strider
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}The_(c)Striker, would you please remove yourself from the forums? Thank youYou're being an asshole and maybe I'm an asshole too for not noing source mapping , but I'm just asking for help here. You made a useless post. Thank you.
Orange box will be the engine, specifically Episode Two. If you don't have it, don't worry. Building it in Half-Life 2 or Episode One will be fine, the final version(s) can be compiled in Episode Two.
Strider is still tweaking and will submit sometime this summerHaha. ;D
no one uses lights for lighting in sourceWhat.
What.Don't mock me, you know I'm right.
Don't mock me, you know I'm right.I use point lights probably more than I use light_spots.
You guys don't have texture lights or anything to that extent?We do, but I find them useless.
Also is it possible to super-charge the Physcannon in the EP2 engine?Should be, use the info_player_citadel prefab to understand how it works.
Additionally how can I make a combine weapon stripper?Player_weaponstrip with a fancy effect around it. I think.
Damned if I can get my head around lighting in this bloody engine. If its not too dark its too bright.Try messing with the "Constant" line in the light's or light_spot's settings, instead of just the "Brightness" line. I took a look at cp_well the other day and the last control points for either team are lit almost entirely by a single pair of light_spots with Constant set to 2000, save for a few other small point lights and the skybox.
my computer explodedYeah, there's a lot of that going around lately...