Texture the dumpster too. I could use it in my map.(brenodi texture please). Hell I could use all those models.
Ok uploaded 3 models: The shopsign The pop machine The lightpole Grizzly compiled a map with the lightpole model, but it only seemed to show the LOD model, even from upclose. He mentioned it might be fixed when doing a full VIS compile, but I went ahead and made a version without a LOD model, for everyone that encounters the same problem. The lod was sort of bull anyhow, the model is only 900 polies, it's not gonna make a difference unless you spam the lightpole all over the place. Edit: On second thought it might have just been my settings, either way, this zip includes a lightpole without lod model. DOWNLOAD LINK: http://myfile.ch/?d=F99E12B91 edit: updated the first post
heres another model with a failure of a texture: If anyone knows how to get rid of gray turning into green with textures, I'd like to know :x Don't forget to add "$alphatest" 1 to the texture, because I did forget to do that :p
Lol... Dizzy take a look at the "Jerrycan" I think that would go WELL for BE... I could again texture it for you... As for your earlier artilery... Fiest your eyes on this :p I used the color map as a gloss/Specular/bump map... If you want I can also make actual Bump/Specular/Gloss maps for this....
I think i'm going to use the artillery model in the league map, in the old Jekotian bunker. Is the turret rotatable? Could it be made as 2 seperate models, base and turret, and perhaps cannon?
yep, I made it as 2 seperate models just for this reason Also,, awesome work shinzon I'll compile the arty model tonight
Make that after the 21st, I'll be in the hospitals for the next 2 days for an operation to my jaw. I compiled it last night but the collision model was acting up and need to redo that when I have some time.
If there was an entity for it I'd make the arty cannon useable in a map, use momentary_rot_buttons to control the azimuth and elevation, then press a button to fire it. Maybe even rig it to serve as an AT gun, unfortunately there isn't an entity that shoots cannon shells.
Jj45 made a working artillery out of brushes before, I could rig this one up if someone wanted to do that, but I'd rather stick to doing small things for a few months first, then later on go on to rigging and animating models.
I could rig it up to do the aiming and firing animations with just a separate barrel, base, and gun carriage. It's the shells I'd have trouble with, I tried using func_tankrocket once but it sucked because you couldn't make the rocket travel fast enough. Func_tank works fine, as long as you remember to either use a fix for it, or copy an old one from sdk_d2_coast_12 and then modify it, but func_tank doesn't do damage to tanks as far as I know, and it would only fire little bullets too. I suppose you could try func_tankairboatgun because that damages things like helicopters, and has a better bullet, but it would still be a bit iffy.
VALVe forgot to add a keyvalue to the entity, which causes it to have no bullet type (or something like that).
Yeah, you can add it yourself by turning off smartedit, or you can use one from before that error occured.