![]() I need to find some advice on how to make Friendly monsters run/walk a path and how to get them to run an animation. If you like my idea let me know and also i wouldn't mind opinions on maps and strategy's for coop play. ![]() I have a ton of ideas for maps and coop play i just need to get the damm editor working and learn more about it lol but alas the snipers also have there peril as weaker enemy's will teleport in or repel down the walls and attack the snipers from behind. but the ground team can not survive without sniper cover as the snipers take off most of the enemy's HP so the ground team can finish them off. There will be 4 areas to defend and if Barney dies in any of the arenas it's game over, one area is called sniper cove, team 1 must provide sniper cover to the ground team (team 2) the spawning is random so you don't know which team your on until you pick up the weapons. you must position your team in 2 separate areas of the map 1 high (sniper/rocket) and 1 low (machine guns, grenades, trip wires, shotguns and boxes to make cover) Oh and the Sven coop map i am thinking of is a defense map. If anyone has a work around this wad and rad compile problem please let me know! :) I was thinking of using the stand alone game to compile and test my maps then transfer the maps across to the steam apps folder so i can run it through steam. I have also installed the original half-life game from CD and compiling the maps gives me no problems at all, i can compile and run and test but when i try using the Steam half-life game it completely screws up :( Can not find the WAD files ( i was told to put the wad files on the same drive as the Editor, i have done this but still get the error.) The masked areas of these models will be transparent in the editor.I am currently trying to create a Sven coop map for the game Half-life, however i can't seem to get the setup right when i try to compile the map through Steam HL.exe.ġ. The new masked-texture model format is supported.Just something to be aware of, if you run into the problem. As explained by Matt, the textures aren't being re-generated for opengl (glGenTextures), so the models think they have a texture loaded and call glBindTexture, but get nothing, as the textures arent in there. There is an issue that occurs when you load a second map in Hammer.To easily disable the default 15°, hold down Shift while you rotate an object. Note, though, that you can rotate models in the 2D views in the same way that you would rotate a brush model. The angle compasses in the entity properties still don't work.You must also make sure the Mod and Game Directory settings in your Game Configuration settings (accessible throught Tools -> Options) are set correctly.ĭay of Defeat FGD: DOD FGD Download Notes: To make model preview work, you must install the new and updated Half-Life FGD file and replace it with the old Half-Life fgd. How to add model rendering in the 3D view ![]() adjustable viewdistance for models in 3d options.separate pitch, yaw, and roll angle compasses added to entity properties.improved the texture application tool and advanced compile mode dialog UI.It should be copied over your old Hammer executable. The Hammer beta contains a copy of hammer.exe. Valve Hammer Editor for the GoldSrc engine is not being updated anymore. This is the last release for Valve Hammer Editor for the GoldSrc Engine. ![]()
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