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Working on an improved Skybox editor for XBLAH's Modding Tool v2.0. 

Although in goldsrc creating skybox is trivial, figuring out which side is which face can be time consuming, specially if you are converting the skybox from a non-goldsrc repository.

It will also provide useful lighting data for creating maps, as well as setting fog for branches that support it.
Working on an improved Skybox editor for XBLAH's Modding Tool v2.0. 

Although in goldsrc creating skybox is trivial, figuring out which side is which face can be time consuming, specially if you are converting the skybox from a non-goldsrc repository.

It will also provide useful lighting data for creating maps, as well as setting fog for branches that support it.

Working on an improved Skybox editor for XBLAH's Modding Tool v2.0. Although in goldsrc creating skybox is trivial, figuring out which side is which face can be time consuming, specially if you are converting the skybox from a non-goldsrc repository. It will also provide useful lighting data for creating maps, as well as setting fog for branches that support it.

How do non-static entities determine their light level in Goldscr? I understand that a lightmap texture is created during map compilation and applied to the surfaces of the world geometry. But how do things that are not necessarily standing on surfaces determine their light level? How does the player character in the video "know" that it's not in shadow while jumping?

gordonhappy1
Nothing scary lurking here, trust me...

Nothing scary lurking here, trust me...

(Edited by Moderator)
kovacsmile7

Adjusted the auto aim to account for where the camera is looking when focusing, also here's the aim indicator in motion.

barnpog5