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#161 |
Join Date: Feb 2005
Location: lost please find me
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Yes i no the player size and width blah blah blah. When ever i make a map or a room i always place a info_playerstart in it so i can make the player to brush proportions just right. Now i think i got it just right. When you start a "New" map leave the grid size as it is and make a brush two grid boxs tall and maybe 3 for width. These are the proportions im using. They seem to fit just right. Not to tall and not to long.
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#162 |
Join Date: Mar 2005
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"When ever i make a map or a room i always place a info_playerstart in it so i can make the player to brush proportions just right."
what was wrong with this? |
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#163 |
Join Date: Feb 2005
Location: lost please find me
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...i never said anything was wrong with that. I just said that, thats what i used for my player to brush proportion scale. I still use it cause it helps a lot.
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#164 | |
Join Date: Jan 2005
Location: Work
Posts Rated Helpful 0 Times
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Quote:
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#165 |
Join Date: Mar 2005
Location: In your pants.
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You need to use the texture application tool on the left side of the screen right below the "Apply Texture" button I believe. Open up the tool and select the individual side of whatever you want to apply the texture to in the 3d view then apply whatever texture you want
PS: a side is called a face in map editing PPS: A cube is a single brush, and therefore cannot be ungrouped ![]() |
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#166 |
Join Date: Jan 2005
Location: Belgium
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1) you can not rely on gridsize, since you can change the interleave of the grid (ranging from 1 to 128units or something) ...
tbh i think you really need to check some basic tutorials about using hammer 2) for texturing whatever you face you want, use the texture tool by opening it, selecting the face(s) you want textured and apply a texture, its that simple really check for some tutorials ! btw: for non visable faces, put a nodraw texture on it, for the polygons sake |
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#167 | |
Join Date: Jan 2005
Location: California
Posts Rated Helpful 0 Times
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Quote:
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#168 |
Join Date: Jan 2005
Location: Australia
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yer and it worked in tfc without downloading
whats ur point |
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#169 |
Join Date: Dec 2004
Location: Melbourne
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It worked cos tfc uses the hl1 pak (and now gcf) files which bounce was in. Who knows if the dev team is gonna 'link' ff to the hl2(dm) gcfs so it can use all the textures/sounds/models/maps etc. without having to copy or move them, but it would be a good idea (so you can have bounce for hl2dm and load it in ff)
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#170 |
Join Date: Jan 2005
Location: Australia
Posts Rated Helpful 0 Times
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^^
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#171 |
Join Date: Dec 2004
Location: Melbourne
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my domains gone for good so none of the pics will work
i'll do a whole heap of work and upload em to my new host to replace em |
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#172 |
Join Date: Jan 2005
Location: Australia
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u go girl
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#173 |
Join Date: Jan 2005
Location: Australia
Posts Rated Helpful 0 Times
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#174 |
Join Date: Jan 2005
Location: Australia
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#175 |
Join Date: Apr 2005
Location: Windsor, ON, CAN
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Osaka
Hi all,
I'm new to the mapping scene - but, i hope my work will stand out. Since no one has called it, i will call the attack/defend map: Osaka |
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#176 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
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has anyone considered making darkness or mortality?
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#177 |
Join Date: Dec 2004
Location: Melbourne
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Darkness? I hope not
![]() mort rules though |
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#178 |
Join Date: Feb 2005
Location: Iceland
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Yeah, someone HAS to remake mortality_l!
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#179 |
Join Date: Jan 2005
Location: Boston
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mod or koochy edit the post and add
badlands by stino images http://sgware.team-fos.com/indexsimple.php?p=badlands orignaly posted http://forums.fortress-forever.com/v...ghlight=#25416 |
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#180 |
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
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