Here is a thread for any minor questions or suggestions that don’t warrant their own thread. I’ll start off:
If I wanted to replace the model for the metrocop in HL2, where would I extract to?
Here is a thread for any minor questions or suggestions that don’t warrant their own thread. I’ll start off:
If I wanted to replace the model for the metrocop in HL2, where would I extract to?
your-game-folder/hl2/models/characters or something , and search over there … try on https://www.fpsbanana.com or on hl2files for a model with full instructions for the metrocop, i’m telling you this because someone with steam and an unmodified version of hl2 can’t tell you that because the folder doesn’t exist , that model is within the source models . gfc , i recently had the ripped version and i looked around there , if you wanna know every model’s place in order to replace it search for the gfc extractor or download a ripped version of hl2 …
i’ve heard something about the source engine handling lag in a “special way” , how is that?
BTW, does anyone know any good character modeling tutorials out there?
i’ve heard a guy on the internets knows alot , his name is Google Jonathan , really nice guy , look it throuth
Why is it that the Source engine doesn’t support 2 equal bodies of water next to each other? I’ve heard a lot of people mention this.
Its probably due to techinical limitations, after all the base code from the current source engine version comes from the 2004 version.
Hey I recently downloaded a replacement for the combine elite that crashes the game whenever it appears. What is the best way to alleviate this problem? If it means removing it from the game files, how exactly do I do that?
The model:
https://www.fpsbanana.com/skins/7769
Never mind, I fixed the damn thing.
So how does one go around this?
I’m Interested too…you did it. Valve did it.
Im gonna answer 90% of all future questions in this thread with one post.
https://developer.valvesoftware.com/wiki/Main_Page
TA DAAA
So… wherever there were 2 levels of water on each side of a dam or whatever… if you SEE both sides at once, you make the engine go BOOM? :retard:
I had expensive water placed at an angle, it had serious rendering problems, like parts of the water disappearing, and the reflections not working. You can replace expensive water with something simpler, while still having pretty good looking water.
I used a heavily modified movable water texture, and a refract shader using the water’s normal map to simulate the expensive water, and cubemaps for reflections. It’s not perfect, but it looks better than regular “cheap” water.
I’m trying to figure this out, but I’ve never made a map before, so I don’t think I understand half the stuff that’s going on in here.
A B E D
|[COLOR='Cyan']~~~~~| |~~~~~|
| a | [COLOR='Red']c | e |
| | | |
| |~~~~~| | |[COLOR='Cyan']~~~~~|
| | | | | |
| | | | | |
| | | | | |
| | b | | [COLOR='Red']f | d |
If we have the above 2 water levels in the same PotentiallyVisibleSet, and assuming the engine decides to see the upper one first, then A is seen reflected at a, but B is not seen reflected (in the 2nd water level) at b as you might think, but rather at c instead.
There is a similar issue if the engine decides to see the lower one first that messes up the upper one’s reflections - E appears reflected at f rather than at e.
nevermind
Not really.
OOOH… nevermind, I thought you were trying to show the reflection plane, but it’s actually the reflection itself :facepalm:
So is the trick then to design the map so players will never see the two different water level’s simultaneously?
I got one: why the hell is the model viewer so buggy?
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.