Now my map fails to compile VRAD due to an inability to process certain bytes. Here is the compile log.
materialPath: c:\steam\steamapps\kajgue\half-life 2\hl2\materials
Loading C:\DepthsOfBlackMesa\mapsrc\dbmc1a2backup.vmf
material "fifties_dsk1" not found
Material not found...
Here is the link
http://www.filefront.com/14431859/Water%20Reservoir.rar
I manage to fix the problem with the doors not opening, but they are still pitch black. Also, several other errors have occured around the map; it will crash in some places and say something about 'exceeds max vertex...
For some reason my doors don't work at all.
Anything other than a func_detail appears pitch black, and func_detail doesn't have that property unfortunately.
I have just recently ported over a half life map into half life source and have encountered various problems with it. All of my doors are pitch black and do not move, even when i have set their origins to the hinge, is there a new entity I am meant to use for this?
Secondly is there a way to...
I'm insulted? Sorry, what I meant was I find this conversation/you irritating and really lack the patience to continue with it. I am not the one trying to compose magnificent dialogue at somebodies' choice to map on whatever game/engine, niether am I the one who blew things completely out of...
If I want to map for half life source then I really don't see what there is to cry about. Please stop whining just because I choose that over your favourite game/platform/engine/whatever.
Do you honestly believe that your condescending crying was in any shape or form a friendly nudge...
The textures in half life source seem to look alot better than they did in the origional Half-Life, if they're not high res textures then maybe they have some other maps reinforcing them to make them look more realistic such as detail maps.
If I were to make a Half-Life 2 singleplayer mod...
Can't I use the high definition textures/materials from Half-life source? How do I tell the editor where to find them? (in truth, i don't really know where they are myself)
Sorry if I have somehow inadvertently offended you by deciding to map on an engine with much better visuals. Next time...
If I just port the level over like that, won't the editor get confused as which textures to replace with what materials? Additionally, how do I tell the editor where to look for them?
Do I really even need to answer that question?
Heya,
I own a copy of half life source and would like to map for it, however; when using the Source SDK, there is no option to map for half life source.
I haven't been able to find anything on the internet about mapping for half life source, so I thought I'd check here.
Is it also...