Create a .cfg file in your HL2 cfg folder with the commands in it and bind it to a key, because you need to reload the values each map. (e.g. name the file ammo.cfg and ingame type 'bind x "exec ammo.cfg"')
First of all the edges of the displacment brushes must meet at the same place (that means the SAME length) OR one has to end at the exact midpoint of another (that means one edge has to be exactly half the length of the other edge). So go into the 2D views and make sure the edges line up. If you...
The problem with them having to be all models is that none of the stats or whatever (just started mapping sorry) for items like explosive barrels stay. So you have to type in the explosive radius and damage every time (which wouldnt be so bad if we knew what the original stats were).
You gys could make your own script pretty easy. Just put
alias "zoomin" "fov 50; bind c zoomout"
alias "zoomout" "fov 75; bind c zoomin"
zoomout
into a cfg file like zoom.cfg, then in game type exec zoom.cfg. That should work - all you have to do after that is press c and you will zoom...
The fov command makes the field of view bigger or smaller, so what i did was make it go from the default of 75 out to 90 gradually each frame to make it seem like you can see more while slowed down. For the fog i changed my start numbers to -1000 and my end numbers to 6500, and it looks much...
repost from general:
fog_color #R #G #B - color of the fog in RGB, i.e. 'fog_color 255 0 0' for red
fog_start # - where the fog starts in relation to the player.
fog_end # - where the fog ends in relation to the player (where it becomes solid)
The start/end values determin exactly the...
fog_color #R #G #B - color of the fog in RGB, i.e. 'fog_color 255 0 0' for red
fog_start # - where the fog starts in relation to the player.
fog_end # - where the fog ends in relation to the player (where it becomes solid)
The start/end values determin exactly the distance the fog exists...