This might be a really dumb question, but I can't find anything about it anywhere. Did HL2: DM suddenly start costing money? I had it before (it was under "my games" as part of the Silver HL2 Package) and now it says I have to purchase it. Did they decide that now you have to pay for HL2: DM...
Weird... that looks more like unlit than fullbright.
Is there any other light hitting it other than the abmient value of the light_environment? Putting another light in there would probably fix it, but it still seems really odd and that shouldn't be necessary...
Okay, if you really don't want displacements, you can technically do it with just the arch tool. The arch tool (especially one like that, which would be such a large chunk of the scene) should really be made a func_detail for performance reasons.
Reasons why I still think you should use...
Imageshack is back up, so hopefully we can finally get this resolved (pictures make everything easier!) Unfortunately, I didn't know how to take screenshots in Hammer, so these are all photoshopped grids and stuff...
Yeah, the arch tool can be a bit confusing when trying to get the dimensions...
Assuming this is a rather open city (can't really tell), converting your buildings into func_details is probably a bad idea, since they don't block vis. However, if this map has big open streets, there's a good chance that almost every leaf must be rendered at the same time because there isn't...
I don't mean to be rude, but just go look for one then. I doubt anyone has memorized the location of any given prop in the "props" folder (CSS content), all I can tell you is it isn't in HL2. Usually when I go looking for a certain prop I find other ones that might be useful anyway.
In his...
I think what's throwing people off is you keep talking about an arch tool when I can't think of anything in that screenshot that requires its use except for the stairs around the outside. You are asking for "3D rocks", but I can't think of any way the arch tool could be used for that. Because I...
Plus, you don't want sew to get rid of that 90 degree angle, you want subdivide. Subdivide, noise, then a bit of custom geometry painting from there. Make sure you have all the visible faces selected.
Like the other guy said, your sidewalks seem unrealistically high.
In the 4th shot (first post) the wall and floor do not touch - you can see grass through the gap. On that same shot, the tree is going through the wall - you can see leaves and branches inside.
In all the outside shots, you...
But given the performance effect of using those, it isn't really realistic to do so.
Plus, you won't be able to attach any sort of occlusion or vis blockers to fog.
Agreed. That game rocked.
As for a 2D inventory... that's coding. And coding is something I don't know about. I know it's POSSIBLE with the engine itself (cuz Vampire: Masquerade was an RPG, I'm assuming it had an inventory) but "possible on the engine" and "plausible as a mod" are very...
I was under the impression that mitering made no difference over the other method, that the only problem was when brushes overlapped (one has faces inside the other.)