This tutorial probably wouldn't be easy to follow with someone with little knowledge of Hammer. They probably wouldn't know what you meant by "create a prop_dynamic", and they definitely wouldn't know what "and for this tutorial models/suchandsuch/fizzler.mdl." means. But they probably wouldn't want to make something specific until they've got general stuff downpat. --Anotheruser67 00:23, 4 March 2012 (PST)
I've been following the tutorial to create emancipation grids but somehow couldn't get the fizzler texture right. I just noticed that the right setting for the texture scale is 0.125 instead of 0.13 even though the 0.125 will be 'changed' to 0.13 in the face edit sheet. I think this should be amended because the edges of the fizzler will not display correctly scaled to 0.13.—Unsigned comment added by Innocentive (talk • contribs). Please use four tildes (
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- Hello, and welcome to the VDC. What exactly do you mean changed in the Face Edit Sheet? Also, please remember to sign your comments with four tildes (~~~~). —Mattshu 23:30, 18 January 2013 (PST)
Portal 2's version of Hammer limits material sizing to 2 decimal places. Why they would do this is beyond me, when a half-size texture is 0.125. Perhaps this is why Valve's maps in Portal 2 have so much utterly atrocious texture sizing and alignment... SpAMCAN 17:40, 26 January 2013 (PST)
The limit to 2 decimal places is merely displayed in the Face Edit Sheet. Yet you can scale to 0.125 or even to 0.0625. The Face Edit Sheet will round the number to two decimal places but the original number will be applied to the selected texture. --Innocentive 10:35, 27 January 2013 (PST)