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Old 03-29-2005, 11:01 PM   #161
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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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Old 03-30-2005, 03:55 AM   #162
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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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Old 03-30-2005, 03:11 PM   #163
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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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Old 03-30-2005, 04:30 PM   #164
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Quote:
Originally Posted by Nomak
My problem is that lets say you have a cube. And you want to apply one certain texture on one side but not all the other sides. How do i do this?
Select the cube, then select the Ungroup option from one of the pull down menus at that top of the screen. Then click on the part of the cube you want to change the texture of.
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Old 03-30-2005, 04:39 PM   #165
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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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Old 03-30-2005, 04:41 PM   #166
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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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Old 03-31-2005, 01:11 PM   #167
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Quote:
Originally Posted by valk
bounce http://shatteredminds.net/bounce/
was in tfc as a default map, this is for hl2dm/black mesa:source
but could easily be used in ff like it was in tfc
bounce was a hldm map...
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Old 03-31-2005, 10:30 PM   #168
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yer and it worked in tfc without downloading
whats ur point
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Old 04-01-2005, 12:01 AM   #169
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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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Old 04-01-2005, 12:22 AM   #170
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^^
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Old 04-02-2005, 08:46 AM   #171
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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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Old 04-02-2005, 11:44 AM   #172
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u go girl
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Old 04-07-2005, 01:38 AM   #173
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amped

http://forums.fortress-forever.com/viewtopic.php?t=1225
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Old 04-09-2005, 02:28 PM   #174
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badlands

http://forums.fortress-forever.com/v...?p=23318#23318
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Old 04-21-2005, 12:36 PM   #175
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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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Old 04-22-2005, 02:03 AM   #176
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has anyone considered making darkness or mortality?
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Old 04-22-2005, 03:29 PM   #177
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Darkness? I hope not
mort rules though
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Old 04-22-2005, 04:03 PM   #178
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Yeah, someone HAS to remake mortality_l!
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Old 04-22-2005, 09:17 PM   #179
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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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Old 04-24-2005, 07:31 AM   #180
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Warpath update
http://forums.fortress-forever.com/v...?p=25815#25815
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