CSS/Animated Clouds: Difference between revisions
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* <code>models/props/de_tides/clouds.mdl</code> | * <code>models/props/de_tides/clouds.mdl</code> | ||
* <code>models/props/de_port/clouds.mdl</code> | * <code>models/props/de_port/clouds.mdl</code> | ||
=== Copying these models to another Source game === | |||
See [[Mod Content Usage]] | |||
#Start [[GCFScape]] and open <code>Counter Strike Source Shared.gcf</code>. | |||
#Navigate to <code>models/props/cs_office</code> and extract all clouds files you find. | #Navigate to <code>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. | #Navigate to <code>materials/models/props/cs_office</code> and extract all clouds files you find. |
Revision as of 23:24, 14 February 2006
Finding The Model
Moving Clouds are a simple prop_dynamic away
Some models available in CS:S are:
models/props/cs_office/clouds.mdl
models/props/de_tides/clouds.mdl
models/props/de_port/clouds.mdl
Copying these models to another Source game
- Start GCFScape and open
Counter Strike Source Shared.gcf
. - Navigate to
models/props/cs_office
and extract all clouds files you find. - Navigate to
materials/models/props/cs_office
and extract all clouds files you find. - Place the models in
models/props/cs_office
inHalf-Life 2/hl2
folder and place the materials inmaterials/models/props/cs_office
- Restart Hammer and you will find the model in the list
Placing The Model
- Make a 3D skybox
- Place the model in the map as a prop_dynamic
- Put the prop_dynamic by the center of your sky_camera in the skybox.
Environment articles: | |
---|---|
Skies and environment maps | ![]() |
Terrain and displacement mapping | Displacements • Creating Holes in Displacements • Digital Elevation Models • Creating custom terrain with Worldmachine |