User talk:Mattshu: Difference between revisions
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::Thanks--[[User:Kwp17pitts|Kwp17pitts]] 10:07, 20 January 2012 (PST) | ::Thanks--[[User:Kwp17pitts|Kwp17pitts]] 10:07, 20 January 2012 (PST) | ||
:::Ok, what I'm thinking is this could be set for spacfic stationary models/surfaces to keep the reflections from changing. So everything within a area don't change suddenly when the player gets to the next cubemap. Bear in mind this is a guess due to the fact that the decompilers are not perfect.--[[User:Kwp17pitts|Kwp17pitts]] 11:06, 31 January 2012 (PST) | :::Ok, what I'm thinking is this could be set for spacfic stationary models/surfaces to keep the reflections from changing. So everything within a area don't change suddenly when the player gets to the next cubemap. Bear in mind this is a guess due to the fact that the decompilers are not perfect.--[[User:Kwp17pitts|Kwp17pitts]] 11:06, 31 January 2012 (PST) | ||
:::: I believe this was done as a trick to avoid cubemap seams in the antlion tunnels by creating a single generic cubemap that could be used for the whole level. --[[User:JeffLane|JeffLane]] 15:53, 31 January 2012 (PST) |
Revision as of 16:53, 31 January 2012
L4D2 Hammer Editor error on 64-bit after upgrading from 32-bit
I fixed the problem I had regarding not being able to start the Hammer Editor in L4D2 and later, check the Game Directory page and see how I fixed it. --Breakin' Benny 09:32, 11 January 2012 (PST)
- Nice. I'm glad your issue was resolved. —Mattshu 09:58, 11 January 2012 (PST)
LightBoxes
Hey, Mattshu, can you list me the maps that utilize the lightboxes? I would like to see if I could figure it out. Thanks--Kwp17pitts 09:17, 20 January 2012 (PST)
- The map I extracted that from is on ep2_outland_04.bsp. Many maps have them, you can't miss it. Just look for a random box outside of the map with an env_cubemap and light entity. —Mattshu 09:25, 20 January 2012 (PST)
- Thanks--Kwp17pitts 10:07, 20 January 2012 (PST)
- Ok, what I'm thinking is this could be set for spacfic stationary models/surfaces to keep the reflections from changing. So everything within a area don't change suddenly when the player gets to the next cubemap. Bear in mind this is a guess due to the fact that the decompilers are not perfect.--Kwp17pitts 11:06, 31 January 2012 (PST)
- I believe this was done as a trick to avoid cubemap seams in the antlion tunnels by creating a single generic cubemap that could be used for the whole level. --JeffLane 15:53, 31 January 2012 (PST)
- Ok, what I'm thinking is this could be set for spacfic stationary models/surfaces to keep the reflections from changing. So everything within a area don't change suddenly when the player gets to the next cubemap. Bear in mind this is a guess due to the fact that the decompilers are not perfect.--Kwp17pitts 11:06, 31 January 2012 (PST)
- Thanks--Kwp17pitts 10:07, 20 January 2012 (PST)