Model Leaks
Quote from Grudge on October 15, 2007, 2:57 amCameras are surprisingly easy to make your cameras move and look at you. A simple flag.
Cameras are surprisingly easy to make your cameras move and look at you. A simple flag.
Quote from Robinson on October 15, 2007, 7:22 amAlso tested it for a bit. I dunno what the term 'leaking props' means so I just summed up a few things i noticed here:
- Map looks the most 'portallish' of any custom map I've played so far
- Had a weird window glitch. Screenshot to explain: http://www.xs4all.nl/~dianajo/challenge10000.jpg
- Button won't open the door:
http://www.xs4all.nl/~dianajo/challenge10001.jpg
But I think that was already mentioned.
Also tested it for a bit. I dunno what the term 'leaking props' means so I just summed up a few things i noticed here:
- Map looks the most 'portallish' of any custom map I've played so far
- Had a weird window glitch. Screenshot to explain: http://www.xs4all.nl/~dianajo/challenge10000.jpg
- Button won't open the door:
http://www.xs4all.nl/~dianajo/challenge10001.jpg
But I think that was already mentioned.
-Thinking with portals
-Killing with Pyro's
-Defending with Engineers
-Healing with Medics
Quote from y-aji on October 15, 2007, 8:05 amRobinson wrote:Also tested it for a bit. I dunno what the term 'leaking props' means so I just summed up a few things i noticed here:- Map looks the most 'portallish' of any custom map I've played so far
- Had a weird window glitch. Screenshot to explain: http://www.xs4all.nl/~dianajo/challenge10000.jpg
- Button won't open the door:
http://www.xs4all.nl/~dianajo/challenge10001.jpg
But I think that was already mentioned.Yeah, i CANNOT figure out how to get that glass to process properly, i origionally thought that it was because of the cubemaps being missing, but any time i add cubemaps everything turns purple and looks really bad, so i'm not sure, in the next day or so, when i totally finish the map (now that doors actually work , I'll probably be asking people if they can figure out from how it looks, to fix the cubemaps
- Map looks the most 'portallish' of any custom map I've played so far
- Had a weird window glitch. Screenshot to explain: http://www.xs4all.nl/~dianajo/challenge10000.jpg
- Button won't open the door:
http://www.xs4all.nl/~dianajo/challenge10001.jpg
But I think that was already mentioned.
Yeah, i CANNOT figure out how to get that glass to process properly, i origionally thought that it was because of the cubemaps being missing, but any time i add cubemaps everything turns purple and looks really bad, so i'm not sure, in the next day or so, when i totally finish the map (now that doors actually work , I'll probably be asking people if they can figure out from how it looks, to fix the cubemaps
Quote from Grudge on October 15, 2007, 9:36 amIt is cubemaps. Cubemaps aren't simply placed and that's it, you must go to console and type 'buildcubemaps' then you'll see faces and angles of the cubemaps building the lighting.
It is cubemaps. Cubemaps aren't simply placed and that's it, you must go to console and type 'buildcubemaps' then you'll see faces and angles of the cubemaps building the lighting.
Quote from y-aji on October 15, 2007, 2:45 pmGrudge wrote:It is cubemaps. Cubemaps aren't simply placed and that's it, you must go to console and type 'buildcubemaps' then you'll see faces and angles of the cubemaps building the lighting.When i run buildcubemaps, it crashes my game. this is the following response to buildcubemaps:
] buildcubemaps
Can't load vtex_dll.dllAfter this, I can no longer move and have to recompile the map.
Any suggestions?
When i run buildcubemaps, it crashes my game. this is the following response to buildcubemaps:
] buildcubemaps
Can't load vtex_dll.dll
After this, I can no longer move and have to recompile the map.
Any suggestions?
Quote from msleeper on October 15, 2007, 3:17 pmYou have to compile it in hl2dm/css/whatever you are currently using in Hammer to make the maps in. TF2 mapping has the same problem, and it will be resolved when the SDK is updated.
You have to compile it in hl2dm/css/whatever you are currently using in Hammer to make the maps in. TF2 mapping has the same problem, and it will be resolved when the SDK is updated.
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