Hl2 Hammer Out Today!

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Comments

  • antifreezeantifreeze The guy with the goods! Join Date: 2003-05-12 Member: 16232Members, Constellation
    I wonder how long it will be till there are some good custom maps out. I managed to make a room with things that could explode in it so i'm happy. I have gone from never using hammer before to making a room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    I want that map with the boats though MuffinMan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    edited November 2004
    Well I made a plinko machine

    fixed >.< darn I confuse myself to often
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    <!--QuoteBegin-Hibame+Nov 7 2004, 04:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hibame @ Nov 7 2004, 04:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well I made a klinko machine <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    eh? a what?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    edited November 2004
    klinko or plinko?

    plinko i do believe is the wall with all the pins and stuff that falls down like in te E3 2003 video.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    /me nods and smiles politly

    On another note i'll watch and understand in the morning
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin-antifreeze+Nov 6 2004, 10:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antifreeze @ Nov 6 2004, 10:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wonder how long it will be till there are some good custom maps out. I managed to make a room with things that could explode in it so i'm happy. I have gone from never using hammer before to making a room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    I want that map with the boats though MuffinMan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have nowhere to upload the map, so i will tell you how i made it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    1. Make a large simple box map. Make sure it is high and long.
    2. Use the arch tool to create a quarter of a circle and add as many sides to it as you think your computer can cope with.
    3. Place it in the box room and add any extra slopes that you want, remember that they need to be quite steep. You may also want to destroy the first few blocks of the ramp so it does not start with a vertical drop.
    4. Add a large func_breakable to the top of the ramp, so players and boats can sit on it. Set it to 1 health. If you intend to play the map with more than a couple people, you should probably just change it to a normal ramp, so asshats cant ruin the game.
    5. This is the important part, placing the boats. Make a prop_physics_override and set its model to be the boat, found in the props/parinesi file. Set its health to 0 so it cannot be destroyed. You will need to position the boat so i will tip onto the ramp when it falls, and not the other way.
    What this does is forces the boat to act like a physical object, by simulating a rigid body.
    6. Add a handfull of counterterrorist and terrorist spawns.
    7. If you want, add lighting. But if you dont the game will just run it in mat_fullbright.
    8. Compile, Play. I suggest using godmode if you have a very steep slope, as you are likely to get hurt by the boat.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    Weeeeeeeeeeee........
    Race the sofa
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    Any idea why i cant see my APC though. It's there as a hitbox atleast because it sparks and i cant walk into it.
  • IsamilIsamil Join Date: 2003-11-25 Member: 23552Members, Constellation
    Holy crap.
    The new displacement tool is AWESOME.
  • REDDmonkeyREDDmonkey Join Date: 2004-03-10 Member: 27256Members
    Meh, i was taking a look at the new editor, as you do, without any previous knowlege of mapping and it looks pretty fun. I was trying what muffin man said but can't play the map for some reason, it says this at the end of the compile process bit:

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Can't load skybox file sky_wasteland02 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (3644 bytes)
    Building Physics collision data...
    done (0) (3644 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Writing c:\program files\steam\steamapps\hlreddmonkey@hotmail.com\sourcesdk\cstrike_sample_content\maps\test.bsp
    0 seconds elapsed
    Memory leak: mempool blocks left in memory: 49<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    i've probably made the map wrong or something which wouldnt suprise me, but any ideas?
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    I have an um instresting problem

    <a href='http://hibame.nsarmslab.com/css/test0006.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0006.jpg</a>
    <a href='http://hibame.nsarmslab.com/css/test0007.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0007.jpg</a>
    <a href='http://hibame.nsarmslab.com/css/test0008.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0008.jpg</a>
    <a href='http://hibame.nsarmslab.com/css/test0009.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0009.jpg</a>
    <a href='http://hibame.nsarmslab.com/css/test0010.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0010.jpg</a>
    I cant get the door to swing open using phys stuff

    But on another note

    <a href='http://hibame.nsarmslab.com/css/test0011.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0011.jpg</a>
    <a href='http://hibame.nsarmslab.com/css/test0012.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0012.jpg</a>
    <a href='http://hibame.nsarmslab.com/css/test0013.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0013.jpg</a>
    <a href='http://hibame.nsarmslab.com/css/test0014.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0014.jpg</a>
    <a href='http://hibame.nsarmslab.com/css/test0015.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0015.jpg</a>

    Oh and my water looks a lot like mud o.O
    <a href='http://hibame.nsarmslab.com/css/test0024.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0024.jpg</a>
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    <!--QuoteBegin-REDDmonkey+Nov 7 2004, 03:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (REDDmonkey @ Nov 7 2004, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Meh, i was taking a look at the new editor, as you do, without any previous knowlege of mapping and it looks pretty fun. I was trying what muffin man said but can't play the map for some reason, it says this at the end of the compile process bit:

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Can't load skybox file sky_wasteland02 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (3644 bytes)
    Building Physics collision data...
    done (0) (3644 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Writing c:\program files\steam\steamapps\hlreddmonkey@hotmail.com\sourcesdk\cstrike_sample_content\maps\test.bsp
    0 seconds elapsed
    Memory leak: mempool blocks left in memory: 49<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    i've probably made the map wrong or something which wouldnt suprise me, but any ideas? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    My compile...
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Valve Software - vbsp.exe (Nov  4 2004)
    1 threads
    materialPath: G:\Program Files\Steam\SteamApps\[SNIP-DontLikeSpam]\sourcesdk\cstrike_sample_content\materials
    Loading G:\Program Files\Steam\SteamApps\[SNIP-DontLikeSpam]\sourcesdk\cstrike_sample_content\maps\BarrelAndBoatGame.vmf
    "materials/models/de_dust/objects/hanging_rugsB.vtf": cached version doesn't exist
    Detected multiplayer map, building linux dedicated server data
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing G:\Program Files\Steam\SteamApps\[SNIP-DontLikeSpam]\sourcesdk\cstrike_sample_content\maps\BarrelAndBoatGame.prt...done (0)
    Can't load skybox file sky_wasteland02 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (12495 bytes)
    Building Physics collision data...
    done (0) (12495 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Writing G:\Program Files\Steam\SteamApps\[SNIP-DontLikeSpam]\sourcesdk\cstrike_sample_content\maps\BarrelAndBoatGame.bsp
    2 seconds elapsed
    Memory leak: mempool blocks left in memory: 49<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    It works too.

    Did you go through the guide on setting up Hammer?
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin-illuminex+Nov 7 2004, 12:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (illuminex @ Nov 7 2004, 12:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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.

    <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It would be great if they fix all the HLMV crashes. That's my idea of meaningful updates.
  • REDDmonkeyREDDmonkey Join Date: 2004-03-10 Member: 27256Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It works too.

    Did you go through the guide on setting up Hammer? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    No, because it looked as if it was already set up but i guess i was wrong. I'll go through the guide and see what happens then, thanks.
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin-antifreeze+Nov 7 2004, 09:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antifreeze @ Nov 7 2004, 09:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any idea why i cant see my APC though. It's there as a hitbox atleast because it sparks and i cant walk into it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Are you sure you have it set as a prop_physics_override? It will display an error if it is a prop_detail and not show at all as a prop_physics.

    I just put an apc in as a prop_physics_override and it acted fine, even slid down the ramp.
  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    <!--QuoteBegin-ANeM+Nov 6 2004, 03:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Nov 6 2004, 03:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just for anyone wondering...
    The new Source hammer grid size is 32768³
    Where is the original HL1 hammers grid size was 8192³ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think we can all agree... Those will be THE SWEETEST exponent increase of all time.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    <!--QuoteBegin-TheMuffinMan+Nov 7 2004, 04:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheMuffinMan @ Nov 7 2004, 04:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-antifreeze+Nov 7 2004, 09:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antifreeze @ Nov 7 2004, 09:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any idea why i cant see my APC though. It's there as a hitbox atleast because it sparks and i cant walk into it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Are you sure you have it set as a prop_physics_override? It will display an error if it is a prop_detail and not show at all as a prop_physics.

    I just put an apc in as a prop_physics_override and it acted fine, even slid down the ramp. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sorted <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
    I just re did it and it works. I'm done for today though i have loads of uni work to get done, Damn <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Well, I've done a few things like 3d skys and fog, but I'm not getting water so great.

    I used gfcscape and grabbed a few water textures from the different folders, I made my map with the water texture water_pretty1.vmt.

    The reflection works, the only problem is streches out the reflection.

    If anyone can help me with this, I'd really appreciate it.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Hi!+Nov 7 2004, 04:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, I've done a few things like 3d skys and fog, but I'm not getting water so great.

    I used gfcscape and grabbed a few water textures from the different folders, I made my map with the water texture water_pretty1.vmt.

    The reflection works, the only problem is streches out the reflection.

    If anyone can help me with this, I'd really appreciate it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Why did you use gcfscape? Hammer can read the .gcfs just fine!
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin-Hi!+Nov 7 2004, 10:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 10:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, I've done a few things like 3d skys and fog, but I'm not getting water so great.

    I used gfcscape and grabbed a few water textures from the different folders, I made my map with the water texture water_pretty1.vmt.

    The reflection works, the only problem is streches out the reflection.

    If anyone can help me with this, I'd really appreciate it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You are way above me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    How did you do the 3d Skys and get the water to reflect? Everytime i have tried it just reflected a purple checker pattern.

    Have you tried reducing the texture scale to get rid of the stretches?
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    Well I belive your suposto use env_cubemap but it does work in game when you say the command to build the reflections. On other forums people are saying you need the leak o.O
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    edited November 2004
    Is anyone having any luck with character rigs/bipeds?
    I need a rig for <a href='http://homepage.ntlworld.com/pete.taylor2/images/xsi-05.jpg' target='_blank'>my model</a>.

    Oh and, there's some greating mapping information here
    for the "n00bz" and pro's alike. Is anyone storing into a
    nice web-page or similar to keep it all together?
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    edited November 2004
    someone has to put a bunch of hostages in a pit and find odd physics based ways for them to die.

    We'll call it CS:S Lemmings!!
  • IsamilIsamil Join Date: 2003-11-25 Member: 23552Members, Constellation
    How do you get player spawns to work...
    I have one info_player_terrorist and one info_player_countterrorist..it always says the teams are full.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    <!--QuoteBegin-Isamil+Nov 7 2004, 07:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Isamil @ Nov 7 2004, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How do you get player spawns to work...
    I have one info_player_terrorist and one info_player_countterrorist..it always says the teams are full. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    have you placed a info_player_start?
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin-Isamil+Nov 7 2004, 01:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Isamil @ Nov 7 2004, 01:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How do you get player spawns to work...
    I have one info_player_terrorist and one info_player_countterrorist..it always says the teams are full. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Same thing was happening to me.

    I recompiled the map as de_mapname and it worked fine.
  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    My guide to 3d skys.

    1. Create a room with a sky, spawnpoints, and a light_environment.
    <img src='http://img116.exs.cx/img116/5708/1112.jpg' border='0' alt='user posted image' />
    2. Create another room for the 3d sky, size doesn't really matter, but don't make it really small. (make buildings, or mountains, or whatever in this room.)
    <img src='http://img116.exs.cx/img116/2894/1113.jpg' border='0' alt='user posted image' />
    3. Inside this second room make sure you have a light_environment (copy and paste from the first room), a sky_camera.
    4. With this sky_camera you can choose the size of the sky, and fog. This camera is 0,0,0 (the exact center of your map) when you compile.
    5. Compile and test.

    Here is my final shot:<img src='http://img116.exs.cx/img116/4120/1114.jpg' border='0' alt='user posted image' />

    Here is the .vmf if you want to see it.
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    Yet another wall in the way to proper water. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    I need to build a cube map with "buildcubemaps" but when i try, it tells me that i cant write to my bsp. The problem is that when i try uncheck the "read only" option for the maps folder, it does not work <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    Also, with my skymap i can see the environment in it, but the sky screws up and it looks like i am looking into a leak. It tells me in the console that it could not load the sky texture. Did this happen to you?
  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited November 2004
    I found that the default sky texture (waste something) just shows up black, so i just use other ones, like that one there was office.

    EDIT: here's the water map that I had above.
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin-Hi!+Nov 7 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I found that the default sky texture (waste something) just shows up black, so i just use other ones, like that one there was office.

    EDIT: here's the water map that I had above. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Aye, that is what i have been doing but it still turns up glitched. You change the sky in map>map properties, right?
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