<!--QuoteBegin-Mendasp+Nov 6 2004, 01:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Nov 6 2004, 01:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-antifreeze+Nov 6 2004, 07:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antifreeze @ Nov 6 2004, 07:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hammer seems quite beyond me. Never mapped before but i want to make a room full of things to blowup and push around. From my "Understanding" after readying bits of the documentation to insert barrels and things you insert them as prefabs. Although when i try to insert a prefab the list is empty.. why? how do i fix it? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> those are prop physics... which are point entities, not prefabs<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That depends on what you want the objects to do though.
For a simple barrel with the physics already sorted for it (i'm struggling for the right words here) a prop_pyhsics will do. If you try and place something like the boat, you need to put it in as a prop_detail, prop_static or a prop_phys_overide ( if you want it to be physically effected by the environment, like in that race map on the last page)
Does the new hammer had 3D locking? By that, I mean a way you can toggle on the function and it then prevents brushes from being dragged through each other? This would allow you to, say, drop a table prefab in the map and then drag it up against (but not through) the wall and floor. The hammer guy said they might add it, and I was wondering if they did. As a feature, it would make populating your map with objects like twenty times easier.
<!--QuoteBegin-Apos+Nov 6 2004, 02:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Nov 6 2004, 02:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does the new hammer had 3D locking? By that, I mean a way you can toggle on the function and it then prevents brushes from being dragged through each other? This would allow you to, say, drop a table prefab in the map and then drag it up against (but not through) the wall and floor. The hammer guy said they might add it, and I was wondering if they did. As a feature, it would make populating your map with objects like twenty times easier. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i have not noticed it yet, but it is alot easier in this hammer to line up objects than it was in the old one. No more bringing the grid into its smallest size to make sure it perfectly lines up.
What makes it easier? Do the sides "pop" together better automatically than they did before (where they popped to the gridlines but not necessarily to each other)?
I have been messing around with it a bit. I have exploding watermelons <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Also with a spring I now have bouncing watermelons of doom.
Can you make a canister that rockets around indefinitely, bouncing off every wall, not affected by gravity...?(I have yet to preorder <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->)
<!--QuoteBegin-Hibame+Nov 6 2004, 08:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hibame @ Nov 6 2004, 08:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I still cant get my water to look right =/
thats what it looks likeand this is what I want it to look like
<a href='http://hibame.nsarmslab.com/css/de_aztec0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/de_aztec0001.jpg</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You need to include a water_lod_control entity no matter what.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
I'd hardly consider that any sort of challenge for the renderer.
I didn't expect much out of the new Hammer, but I expected more than this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Day by day I get less excited about Source as an engine (but, of course, I still remain ridiculously excited about HL2).
<!--QuoteBegin-KungFuSquirrel+Nov 6 2004, 10:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Nov 6 2004, 10:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd hardly consider that any sort of challenge for the renderer.
I didn't expect much out of the new Hammer, but I expected more than this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Day by day I get less excited about Source as an engine (but, of course, I still remain ridiculously excited about HL2). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's a means to an end, my friend. As long as it puts HL2-level gameplay at my editing fingertips, then I'm sorted!
<!--QuoteBegin-KungFuSquirrel+Nov 6 2004, 04:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Nov 6 2004, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I didn't expect much out of the new Hammer, but I expected more than this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Day by day I get less excited about Source as an engine (but, of course, I still remain ridiculously excited about HL2). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What kind of options were you hoping for?
I have to admit I'm a bit ignorant about the other engines since HL is the only game I've done level design for.
*is currently compiling a map with the largest roomsize possible, to see the scope of just how big it actually is :o* *gives up trying to compile: map wont run even when it did actually compile D:* BAH.
<!--QuoteBegin-Apos+Nov 6 2004, 03:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Nov 6 2004, 03:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What makes it easier? Do the sides "pop" together better automatically than they did before (where they popped to the gridlines but not necessarily to each other)? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It is definitely not perfect, but they pop to the correct gridlines alot more often than they used to.
<!--QuoteBegin-KungFuSquirrel+Nov 6 2004, 03:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Nov 6 2004, 03:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd hardly consider that any sort of challenge for the renderer.
I didn't expect much out of the new Hammer, but I expected more than this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Day by day I get less excited about Source as an engine (but, of course, I still remain ridiculously excited about HL2). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes, I toyed with it at a friends house, I'm also sadly dissapointed. I found nothing to indecate that patch meshes are even supported (come on, quake 3 had this, and it's a 5 year old engine!).
<!--QuoteBegin-Beast+Nov 6 2004, 03:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beast @ Nov 6 2004, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *is currently compiling a map with the largest roomsize possible, to see the scope of just how big it actually is :o* *gives up trying to compile: map wont run even when it did actually compile D:* BAH. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Using the new hammers nifty "Units" feature, I have found out that the Source hammer grid can handle up to just over half a cubed mile. 0.516 miles³ or 0.83 Kilometers³. I can see just why it wouldn't run <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Caboose+Nov 6 2004, 11:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Caboose @ Nov 6 2004, 11:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KungFuSquirrel+Nov 6 2004, 03:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Nov 6 2004, 03:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd hardly consider that any sort of challenge for the renderer.
I didn't expect much out of the new Hammer, but I expected more than this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Day by day I get less excited about Source as an engine (but, of course, I still remain ridiculously excited about HL2). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes, I toyed with it at a friends house, I'm also sadly dissapointed. I found nothing to indecate that patch meshes are even supported (come on, quake 3 had this, and it's a 5 year old engine!).
Does HL2 even support them? huh... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> They're kind of superceded by static meshes and displacements. It would have of been nice to have them, but I can live without.
thats what it looks likeand this is what I want it to look like
<a href='http://hibame.nsarmslab.com/css/de_aztec0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/de_aztec0001.jpg</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You need to include a water_lod_control entity no matter what. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> of couse I included it, it was the first ent I added o.O
thats what it looks likeand this is what I want it to look like
<a href='http://hibame.nsarmslab.com/css/de_aztec0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/de_aztec0001.jpg</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You need to include a water_lod_control entity no matter what. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> of couse I included it, it was the first ent I added o.O <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Edit: Nevermind.. thats how to make water materials. I'm stumped as to how to use them =/
<!--QuoteBegin-ANeM+Nov 6 2004, 05:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Nov 6 2004, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Beast+Nov 6 2004, 03:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beast @ Nov 6 2004, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *is currently compiling a map with the largest roomsize possible, to see the scope of just how big it actually is :o* *gives up trying to compile: map wont run even when it did actually compile D:* BAH. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Using the new hammers nifty "Units" feature, I have found out that the Source hammer grid can handle up to just over half a cubed mile. 0.516 miles³ or 0.83 Kilometers³. I can see just why it wouldn't run <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> And then when you add a 3d skybox...
<!--QuoteBegin-TheMuffinMan+Nov 6 2004, 04:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheMuffinMan @ Nov 6 2004, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ANeM+Nov 6 2004, 05:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Nov 6 2004, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Beast+Nov 6 2004, 03:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beast @ Nov 6 2004, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *is currently compiling a map with the largest roomsize possible, to see the scope of just how big it actually is :o* *gives up trying to compile: map wont run even when it did actually compile D:* BAH. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Using the new hammers nifty "Units" feature, I have found out that the Source hammer grid can handle up to just over half a cubed mile. 0.516 miles³ or 0.83 Kilometers³. I can see just why it wouldn't run <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> And then when you add a 3d skybox... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you were to use up the entire half a cubed mile of the grid, there wouldn't be space to put a 3d skybox <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
screw hammer, i'm just messing around with the model viewer. the players in CS:S are about 3200 tris...more than I expected and the hostages are ranging from 4100 (!?!?) to OVER 5000...wth? It's fun to pose their faces though.
but even a small one is scaled up 16 times, so a compromise would be in order. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
It's also the very first SDK and the very first Hammer. I would imagine as later versions get released (to support DX10, or whatever it's to be called) the abilities and flexibility will rise dramatically. Then again, I am not a mapper, so I don't really care.
Comments
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0000.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0000.jpg</a>
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0001.jpg</a>
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0002.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0002.jpg</a>
thats what it looks likeand this is what I want it to look like
<a href='http://hibame.nsarmslab.com/css/de_aztec0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/de_aztec0001.jpg</a>
those are prop physics... which are point entities, not prefabs<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That depends on what you want the objects to do though.
For a simple barrel with the physics already sorted for it (i'm struggling for the right words here) a prop_pyhsics will do. If you try and place something like the boat, you need to put it in as a prop_detail, prop_static or a prop_phys_overide ( if you want it to be physically effected by the environment, like in that race map on the last page)
i have not noticed it yet, but it is alot easier in this hammer to line up objects than it was in the old one. No more bringing the grid into its smallest size to make sure it perfectly lines up.
....
Hammer time!
Wait did somebody already do that?
And holy crap, this means we can start making Arc HL maps! 32-bit arse-rainboes!!11one
innuendo~~
Can you make a canister that rockets around indefinitely, bouncing off every wall, not affected by gravity...?(I have yet to preorder <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->)
The new Source hammer grid size is 32768³
Where is the original HL1 hammers grid size was 8192³
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0000.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0000.jpg</a>
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0001.jpg</a>
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0002.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0002.jpg</a>
thats what it looks likeand this is what I want it to look like
<a href='http://hibame.nsarmslab.com/css/de_aztec0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/de_aztec0001.jpg</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You need to include a water_lod_control entity no matter what.
HL2 looks like it's gonna go far. 280 fps on a square mile or two of flatland? Holy damn...
I didn't expect much out of the new Hammer, but I expected more than this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Day by day I get less excited about Source as an engine (but, of course, I still remain ridiculously excited about HL2).
I didn't expect much out of the new Hammer, but I expected more than this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Day by day I get less excited about Source as an engine (but, of course, I still remain ridiculously excited about HL2). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's a means to an end, my friend. As long as it puts HL2-level gameplay at my editing fingertips, then I'm sorted!
What kind of options were you hoping for?
I have to admit I'm a bit ignorant about the other engines since HL is the only game I've done level design for.
*gives up trying to compile: map wont run even when it did actually compile D:*
BAH.
/me drools
It is definitely not perfect, but they pop to the correct gridlines alot more often than they used to.
I didn't expect much out of the new Hammer, but I expected more than this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Day by day I get less excited about Source as an engine (but, of course, I still remain ridiculously excited about HL2). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes, I toyed with it at a friends house, I'm also sadly dissapointed. I found nothing to indecate that patch meshes are even supported (come on, quake 3 had this, and it's a 5 year old engine!).
Does HL2 even support them? huh...
*gives up trying to compile: map wont run even when it did actually compile D:*
BAH. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Using the new hammers nifty "Units" feature, I have found out that the Source hammer grid can handle up to just over half a cubed mile. 0.516 miles³ or 0.83 Kilometers³.
I can see just why it wouldn't run <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I didn't expect much out of the new Hammer, but I expected more than this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Day by day I get less excited about Source as an engine (but, of course, I still remain ridiculously excited about HL2). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, I toyed with it at a friends house, I'm also sadly dissapointed. I found nothing to indecate that patch meshes are even supported (come on, quake 3 had this, and it's a 5 year old engine!).
Does HL2 even support them? huh... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
They're kind of superceded by static meshes and displacements. It would have of been nice to have them, but I can live without.
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0000.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0000.jpg</a>
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0001.jpg</a>
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0002.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0002.jpg</a>
thats what it looks likeand this is what I want it to look like
<a href='http://hibame.nsarmslab.com/css/de_aztec0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/de_aztec0001.jpg</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You need to include a water_lod_control entity no matter what. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
of couse I included it, it was the first ent I added o.O
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0000.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0000.jpg</a>
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0001.jpg</a>
<a href='http://hibame.nsarmslab.com/css/rr_jumpathon0002.jpg' target='_blank'>http://hibame.nsarmslab.com/css/rr_jumpathon0002.jpg</a>
thats what it looks likeand this is what I want it to look like
<a href='http://hibame.nsarmslab.com/css/de_aztec0001.jpg' target='_blank'>http://hibame.nsarmslab.com/css/de_aztec0001.jpg</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You need to include a water_lod_control entity no matter what. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
of couse I included it, it was the first ent I added o.O <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Edit: Nevermind.. thats how to make water materials.
I'm stumped as to how to use them =/
*gives up trying to compile: map wont run even when it did actually compile D:*
BAH. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Using the new hammers nifty "Units" feature, I have found out that the Source hammer grid can handle up to just over half a cubed mile. 0.516 miles³ or 0.83 Kilometers³.
I can see just why it wouldn't run <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
And then when you add a 3d skybox...
*gives up trying to compile: map wont run even when it did actually compile D:*
BAH. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Using the new hammers nifty "Units" feature, I have found out that the Source hammer grid can handle up to just over half a cubed mile. 0.516 miles³ or 0.83 Kilometers³.
I can see just why it wouldn't run <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And then when you add a 3d skybox... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you were to use up the entire half a cubed mile of the grid, there wouldn't be space to put a 3d skybox <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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