Four questions about Blended Sequences while rewriting the QC file for porting a GoldScr model in Gmod and SFM. I. Is that possible to keep all Blended sequences and NOT commenting them out/deleting them in the QC in a Goldscr model to Source/SFM/Gmod , can the blended sequences a little bit modified but kept them be still compiling in the QC? II. If still NOT , is that possible to rewrite the blended sequences(in the QC ,ofc) into $animation ones , if I want to keep the blended sequences from a Goldscr model intact in Source/SFM/Gmod? +BONUS! III. If I have different skins for a retextured GoldScr model , adding the the skins with $texturegroup for the skins in the QC. ■ While compiling it won't give any errors, if i add different skins with $texturegroup in the QC ? IV. How do the $animation work for a Goldscr model ported into Gmod and SFM ?
Can anybody help me with this glitch? the water texture at some point abruptly stops and shows the void
Any source 1 wizards know what's causing this mesh issue on my model when I compile it? This happens on smd and dmx exports.
I know how to make maps, I dont know how to play and test them, whenever i convert them with F9 it gives me problems and wont open. I am using plus plus if that makes a difference.
I am new to hl2 modding and I set up a standalone source mod with this: github.com/Source-SDK-Resources/…, and the 2013 sdk base, and the menus are doing this, it changes between what you are looking at in-game and shows comply black or white(with the console open) in the main menu, dose anyone know how to fix this. I don't know if this is the right area to ask.
How to add css and dod:source content into a hl2 mod? I tried finding tutorials but its only about gmod
Does anyone know what the problem is? I created this map yesterday to use as a background for the menu in the first chapter, but it doesn't work correctly because the textures don't load correctly, even though they are game textures (The wall textures are from half life 2, I correctly named the map that would load as background and the textures are correct in Hammer editor)
does anybody know what bug this is and how to fix it?
Hi everyone, I'm having this weird lighting bug where flat brush faces are being lit differently under the same light_environment. By playing around with Hammer++'s texture UV settings I've found out that faces are lit evenly if their UV coordinates are all kept the same. However, I'm not interested in having the same UVs for every face, as I want to have rotated textures. Additionally, if I set mat_bumpmap in Garry's Mod's console to 0, the issue is resolved, but then my map looks bleached. A…
Anyone got some tips for S1FM? Wanna do a simple animation (no spoilers here), but I need some tips for animating