This is for the old Half-Life. I know in the new Hammer they fixed the units so everything would have a 1:1 scale. But you can give it a shot:
FROM VERC -
Ground Obstacle Height
This is the maximum height, in units, an object can be while still allowing the player to walk over it...
The size of the vent texture should be a good reference. Just build a vent according to the texture, should be able to fit into it. The dimensions of things like this are somewhere on the net, I just have a hard time always remembering.
And this still works when your in an online game playing with others?
EDIT: Yes, Ryan you are correct.....yet in CSS it kills the server. It is the mappers choice to have the object have a bounding box or use normal VPhysics. But in most of the official CSS maps, all the the objects use...
A good mapping resource: www.snarkpit.com
Here's the link to the tutorial: http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=116
I forewarn you, it is tricky to line up the sun with the skybox so lets hope you have some patience. In the case of your door, just take the texture...
That would be the func_dustmotes entity. Make a brush and assign the nodraw texture to it. Tie the func_dustmotes to that brush and BOOM, you got your dust.
prop_physics isn't allowed in CSS, it doesn't use the same physics as HL2 and HL2DM uses. CSS uses bounding boxes around all physics objects, they do this to cut on on the lag. So there is no way of getting rid of the push back on physics objects, hopefully it will get fixed in the future.
Yea they mentioned they were redoing prodigy for the next big update due in December, but they said nothing about militia. I pray they do militia over. :eek:
That's a quote from http://www.valvesoftware.com/sourcelicense/. Basically it's saying it has the best artificial intelligence, facial animations, and it's the most midifiable engine yet.