(SOLVED)Compile process vrad.exe not finishing.

Any aspects of level design for the Source engine.

Re: (SOLVED)Compile process vrad.exe not finishing.

Postby smashballs on Tue Jun 17, 2014 2:04 pm

beach wrote:About your map, it's very flat and unnatural. it's strange that your trees don't make shadow.

I note your feed back, I will try to enable shadows through updates and its supposed to be flat, its like a build map with trees in it, building on a hill or even small bumps would be hard to do. The idea was different before I made it though, I was trying to make it to where you could chop down the trees but I looked deeply into it and not even a prop_physics_override or a prop_dynamic_override would force the trees to be breakable. It was also gonna have a warehouse where you could spawn buildings but if I can enable the trees to be at-least delete-able without compile problems from being too much on hammer I will do much more to the map
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Re: (SOLVED)Compile process vrad.exe not finishing.

Postby Riomaki on Wed Jun 18, 2014 7:45 pm

The trees do have shadows, but the angle of the sun doesn't make them very pronounced.

As far as knocking down trees, you could accomplish this by making the trees into prop_dynamics and parenting them to func_physbox, but there's no way you could propagate that across a map that large (and it would probably look bad anyway since the trees are totally static objects).
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Re: (SOLVED)Compile process vrad.exe not finishing.

Postby smashballs on Wed Jun 18, 2014 10:53 pm

Riomaki wrote:The trees do have shadows, but the angle of the sun doesn't make them very pronounced.

As far as knocking down trees, you could accomplish this by making the trees into prop_dynamics and parenting them to func_physbox, but there's no way you could propagate that across a map that large (and it would probably look bad anyway since the trees are totally static objects).

Yeah I know, I actually converted the trees into prop dynamics to see the out come... lets just say the Source engine wasn't able to handle it, but thanks for the advice anyways!
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