Download the CST SDK - www.zhlt.tk and see what you
can do. I would offer to add something for you, but
I'm too busy with nightfall and hl2ctf
Adam
--- Jay Stelly <[EMAIL PROTECTED]> wrote:
> func_detail is not a brush entity. It just uses
> some convenient entity
> features of hammer to set pr
one method i used was to make the panels like 10 pixles skinier than
full screen and to place the tool box right on the right edge, then
you can just click there and as long as you aren't putting 10 pixle
wide contorles on the right edge you should be able to work in that
mode
On 8/26/05, Ian Warw
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I did some very basic work in that area, I believe you want to basically
make the shadows react to where a given light is?
Basically drill down with these console commands, r_shadowangles This
console command basically sets the overall shadow ang
I am working on a HL2 car racing mod and want to have
a custom shader on the cars to do vertex lighting and
dynamic environment mapping reflections. I have been
working with the HL2 shader pipeline for about 2
months now, and have several postprocessing shaders
and some very simple material shader
func_detail is not a brush entity. It just uses some convenient entity
features of hammer to set properties on a group of brushes. The
func_detail "entities" are stripped out in vbsp - where they become part
of the world geometry.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:
I am working on a fantasy mod (ala Morrowind) and I was wondering if you
knew how to set up third person models? I suppose you are doing a MP mod
because I am doing only SP and third person is... a drag to work with.
The camera works fine, but the model needs animations and whatnot. My
model does
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There is a little bit of code for func_detail(I just did a quick search over
the files) it's in the everything_SDK.vcproj file.
Hopefully this will give you a little insight into what you need.
On 8/26/05, Spk Spk <[EMAIL PROTECTED]> wrote:
>
>
Only work around it to bring up the console and then select the vgui
builder panel, then when you come out of the console the panel should
be focused again.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spk Spk
Sent: 26 August 2005 13:38
To: hlcoders@
I am currently working on a mod that features a topdown RTS view (similar to
what you can find in starcraft/natural selection), and I've implemented a
special brush entity for my team's mappers that allow them to remove some
parts of the world geometry, such as roofs, when the player enters the RT
I'm having a real hard time using the built-in VGUI editor to edit my ingame
interface. The problem I'm currently facing is that when hitting
CTRL+SHIFT+ALT+B to edit a _fullscreen_ panel/frame, the VGUI editor window
is moved behind the fullscreen panel as soon as I click on a control I want
to m
Thanks! Joshua
Just one more question:
If i chose to do the horse with the vechicle code and say i want 6
horses in a multiplayer game.. wont the game lag much compaired to the
model based version?
2005/8/25, Joshua A. Jacobo <[EMAIL PROTECTED]>:
> Morten,
> Well you could really achieve it with
Morten,
Well you could really achieve it with the stripped down vechicle code
but you could always simply attach the horse model and destroy the NPC
and recreate it on dismount, although the player is still just a player
with a particular state and set of controls, like how most MMOs do it.
But I
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