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Post by firenight13 on Mar 9, 2009 11:46:07 GMT -5
I am gonna start mapping(hopefully soon so I can make maps for WM's and such) and I was wondering if anyone knows any really good tutorials, video's, etc. . I already have found some, but I was wondering if anyone has anything good to suggest. thanks in advance!
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Post by Terminator on Mar 9, 2009 14:55:00 GMT -5
Check out the youtube vids by 3kilksphilip, they'll explain pretty much everything. And if you need moar help check out the Valve wiki on Source SDK.
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Post by firenight13 on Mar 10, 2009 11:33:30 GMT -5
thanks, the valve developer wiki was down yesterday, its back up today, but I have been making progress, as I have made a switch and trigger for lights and a door, thanks to the halfwit-2.com tutorials, hopefully I can learn something from the wiki now.
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Post by firenight13 on Mar 11, 2009 15:55:19 GMT -5
another quick question how do you give the player weapons and a flashlight? he doesn't start with anything at all, not even a flashlight.
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Post by firenight13 on Mar 14, 2009 13:57:52 GMT -5
ok, nvm last question, but I made a water map, and for some reason it won't show the water! it just does that thing where it copies the background where the water should be, but I can still swim in the water and it works normal until I get out. I am not using cubemaps, because I read that they only work with lights entities. Can someone help me?
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Post by Terminator on Mar 14, 2009 21:17:45 GMT -5
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Post by firenight13 on Mar 15, 2009 0:03:29 GMT -5
thanks, I will check them out tomorrow, g'night!
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Post by firenight13 on Mar 15, 2009 23:03:27 GMT -5
ok I tried the point map, and it was pointing at a block on the water, so I deleted it, and it was still pointing, then I tried deleting the water, but it was still pointing at the same spot! I'v checked for leaks in the walls but I can't find any.
also, does the water require a skybox to work?
EDIT:
urk..."Note: In order for water surfaces to render correctly, it is necessary for your map to have a skybox. VDC" wish I had seen that.
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