Moving Clouds: Difference between revisions
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#Navigate to <code>materials/models/props/cs_office</code> and extract all clouds files you find. | #Navigate to <code>materials/models/props/cs_office</code> and extract all clouds files you find. | ||
#Place the models in <code>models/props/cs_office</code> in <code>Half-Life 2/hl2</code> folder and place the materials in <code>materials/models/props/cs_office</code> | #Place the models in <code>models/props/cs_office</code> in <code>Half-Life 2/hl2</code> folder and place the materials in <code>materials/models/props/cs_office</code> | ||
#Restart Hammer | #Restart Hammer and you will find the model in the list | ||
== Placing The Model == | == Placing The Model == | ||
Revision as of 23:00, 22 January 2006
Finding The Model
Moving Clouds are a simple prop_dynamic away
The models available in CS:S are:
props/cs_office/cloudsprops/de_tides/cloudsprops/de_port/clouds
And some others
- So if you want these clouds in a Half-Life 2 map, download GCFScape.
- Start GCFScape and open
Counter Strike Source Shared.gcf. - Navigate to
models/props/cs_officeand extract all clouds files you find. - Navigate to
materials/models/props/cs_officeand extract all clouds files you find. - Place the models in
models/props/cs_officeinHalf-Life 2/hl2folder and place the materials inmaterials/models/props/cs_office - Restart Hammer and you will find the model in the list
Placing The Model
Now you got your model, so make a 3D skybox, and place the model in it as a prop_dynamic. Put the prop_dynamic by the center of your sky_camera in the skybox. Resize your 3D skybox if you have to, but its cooler to see all the cloud model. Compile and you're done!
| Environment articles: | |
|---|---|
| Skies and environment maps | |
| Terrain and displacement mapping | Displacements • Creating Holes in Displacements • Digital Elevation Models • Creating custom terrain with Worldmachine |