Im working on my 1st custom animation for my mod (specifically some sort of 3rd slumb pose for the zombies) and i don't know how to import it when it's ready since there isn't a tutorial on importing custom animations to source. Any help?
For some reason when i run a map the wires appear in the centre of the map. Any problem happen to someone else as well?
Im trying to import a custom model for the 1st time for my mod but for some reason crowbar deletes it and tells this Any help? (censored some stuff for privacy)
I feel like I'm going insane. Isn't there a text file that defines what commands need "sv_cheats" to work? I feel like I've heard it before, but I cannot for the life of me find it anywhere.
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)
Even tho I placed few node graphs in combat areas it still says that node graph is out of date. help
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.
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…
how do i disable the culling in half-life 2? im trying to use portal prelude rtx to make half life 2 look better, but the textures keep dissapearing, and i saw on a 3kliksphillip video that source uses room loading to optimize gameplay
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.