those simple questions thread...

Any aspects of level design for the Source engine.

Re: those simple questions thread...

Postby Major Banter on Wed May 02, 2012 3:47 pm

Piece of advice, Bleakside. Use the clip tool. If you set your clipping points and then click the tool again, you'll see the side of the BSP that's being clipped switch or set to 'split'.

It took me far too long to work that out.

Oh, and never use carve again. Seriously.
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Re: those simple questions thread...

Postby Tawnik on Wed May 02, 2012 11:33 pm

awesome! thanks a lot joe! i will check those out probably tomorrow when i have more time and trust me i am super glad someone on reddit guided me to this site and i will be asking many more questions to make sure i am on the right track!

i already found the dev community and pretty much love it but i dont always know what i need to be looking up in it lol.

is there a post about tutorials beginners should watch or things they should know when getting started like not to use the carve tool and things like that i couldnt find one when i tried searching for it?
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Re: those simple questions thread...

Postby Gambini on Thu May 03, 2012 4:25 am

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Re: those simple questions thread...

Postby Major Banter on Sun May 06, 2012 10:47 pm

So Hollow showed me the ASW SDK base available at http://www.youtube.com/watch?v=Lq3b-bSdd1k.

I was wondering if it's possible to get most of the HL2 code (weapons, NPCs etc) ported over to it - and if anybody's interested in doing it?
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Re: those simple questions thread...

Postby Armageddon on Sun May 06, 2012 11:02 pm

While I am not a coder I have talked to many coders about it, and they mostly tell me that weapons are not too hard for an experienced coder, but porting over the AI is a huge task. Unless you plan to go total conversion I'd suggest sticking with the HL2 engine.
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Re: those simple questions thread...

Postby Gary on Sun May 06, 2012 11:57 pm

Give it a little bit. Myself and a friend are porting hl2.
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Re: those simple questions thread...

Postby Major Banter on Mon May 07, 2012 12:42 am

Gary wrote:Give it a little bit. Myself and a friend are porting hl2.

That would be super-mega awesome if you gave it to the community.
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Re: those simple questions thread...

Postby jangalomph on Mon May 07, 2012 1:14 am

A guy named aluminum ken has already got most of it ported. I'm working with him.
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Has anyone really been far even as decided to use even go want to do look more like?
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Re: those simple questions thread...

Postby Gary on Mon May 07, 2012 1:38 am

We are going to merge.
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Re: those simple questions thread...

Postby jangalomph on Mon May 07, 2012 1:41 am

You oughta ^^.
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I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: those simple questions thread...

Postby Ark11 on Mon May 07, 2012 7:56 am

I recently tried porting the map i've been working on from css to csgo. But the cascade lights aren't working properly and the shadow just looks wierd.
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NOTE: I have a env_cascade_light in the map. Please help.
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Re: those simple questions thread...

Postby Gary on Mon May 07, 2012 5:05 pm

Last I checked you are not supposed to use env_cascade_light in your map. It's done automatically based on your light_env settings.
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Re: those simple questions thread...

Postby Hollow on Mon May 07, 2012 5:41 pm

CSGO really needs some documentation lol
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Re: those simple questions thread...

Postby nub on Mon May 07, 2012 9:21 pm

Anyone know how to get blend textures working again? I moved all my custom assets over to CSGO so I could use them in the SDK but my blend textures appear to be non-functional. I'm guessing they use a newer shader type for them or something.
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Re: those simple questions thread...

Postby Dives on Mon May 07, 2012 9:29 pm

This is one of the blend textures from the beta.
Code: Select all
WorldVertexTransition
{
$basetexture "ground/snow01"
$basetexture2 "concrete/blacktop_ext_01"

$envmapmask "ground\snow01_envmask"
$surfaceprop snow
$surfaceprop2 concrete
$blendmodulatetexture "ground/office_snow_blacktop_blendmod"
}


It looks ordinary.
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