Errors of invalid proportions
Quote from Lpfreaky90 on March 31, 2012, 4:57 amyou can also browse the interwebs for textures made for other source games; I think I've found lava textures for other source games before. Make sure that your lava texture also emits a glow; that looks a lot better.
you can also browse the interwebs for textures made for other source games; I think I've found lava textures for other source games before. Make sure that your lava texture also emits a glow; that looks a lot better.
Quote from CamBen on March 31, 2012, 11:27 amlpfreaky90 wrote:you can also browse the interwebs for textures made for other source games; I think I've found lava textures for other source games before. Make sure that your lava texture also emits a glow; that looks a lot better.also, with lava, it would probably be good to have some tiles that disentegrate into te lava when you enter the room, or maybe bubbles (with propulsion gel), or lava seeping into the floor.
also, with lava, it would probably be good to have some tiles that disentegrate into te lava when you enter the room, or maybe bubbles (with propulsion gel), or lava seeping into the floor.
Aperture Science: We do our science asbestos we can!
Quote from Fracture on March 31, 2012, 3:41 pmi used grinders instead. I will use lava next time. However, speaking of outside files, i heard someone mention you can compile the extra files directly into the .bsp how do i do that?
i used grinders instead. I will use lava next time. However, speaking of outside files, i heard someone mention you can compile the extra files directly into the .bsp how do i do that?
Quote from Lpfreaky90 on March 31, 2012, 7:16 pmFracture wrote:i used grinders instead. I will use lava next time. However, speaking of outside files, i heard someone mention you can compile the extra files directly into the .bsp how do i do that?pakrat :3
pakrat :3
Quote from Fracture on April 4, 2012, 2:00 amOkay, I downloaded pakrat, scanned the bsp file and it told me there was nothing extra. I wasn't sure if that was right. All i had was this one thing. I had to edit one of the ball droppers as it kept syncing with the box dropper and mixing up the items. I made a second box dropper and replaced the box inside with a ball.
so yeah... tell me if this little file works right for you
Okay, I downloaded pakrat, scanned the bsp file and it told me there was nothing extra. I wasn't sure if that was right. All i had was this one thing. I had to edit one of the ball droppers as it kept syncing with the box dropper and mixing up the items. I made a second box dropper and replaced the box inside with a ball.
so yeah... tell me if this little file works right for you
Quote from Lpfreaky90 on April 4, 2012, 9:21 amIt works!
two things:
1) you attached a .bsp; zipping a bsp will usually reduce the file size by about 60% so it's absolutely worth zipping it
2) The stretched textures didn't look good (although they gave me some sort of toy-story like feeling.
It works!
two things:
1) you attached a .bsp; zipping a bsp will usually reduce the file size by about 60% so it's absolutely worth zipping it ![]()
2) The stretched textures didn't look good (although they gave me some sort of toy-story like feeling.
Quote from Fracture on April 4, 2012, 2:43 pmyeah i kinda slapped that together just to make sure i didnt have to pakrat the actual map im working on
although, now that i think of it, i should take a look at those textures for any blurring
yeah i kinda slapped that together just to make sure i didnt have to pakrat the actual map im working on
although, now that i think of it, i should take a look at those textures for any blurring
Quote from Lpfreaky90 on April 4, 2012, 2:46 pmThe default texture size in the portal 2 sdk is 0.25; this is often the best: it doesn't make the texture too stretched to be pixelated; and not too compressed so detail is lost. So I suggest keeping the texture size on 0.25 as much as you can.
The default texture size in the portal 2 sdk is 0.25; this is often the best: it doesn't make the texture too stretched to be pixelated; and not too compressed so detail is lost. So I suggest keeping the texture size on 0.25 as much as you can.
Quote from Fracture on April 4, 2012, 8:23 pmi worked around as best i could, but now i am getting this error called unbound volume. apparently that is supposed to mean i have a brush off the grid that i need to remove or something. weird thing is i cannot find any brush that managed to get anywhere near the edge of the grid
i worked around as best i could, but now i am getting this error called unbound volume. apparently that is supposed to mean i have a brush off the grid that i need to remove or something. weird thing is i cannot find any brush that managed to get anywhere near the edge of the grid

