Models have to be compiled with the $staticprop parameter to be used as prop_statics, so if the model hasn't been compiled with that parameter it won't work. They usually still work with prop_dynamics however.
looks nice so far, flasche is happy now ... i like that idea for the train. keep us updated, pleeeeease :D
I have only done so to show the screenshot. If I make the bridge accessible I'll have to set up playerclips all around the map and it'll make the map feel shallow. To flasche: Work is coming along slowly, I'm starting senior year tomorrow so I won't have much time to work on this stuff. I absolutely have to do amazing or else shit will go downhill and I'll end up like communism (no offense sis ). From this point, what I've created is the Brenodi Supply Crash site (part of the building broken off by the crates that dropped from the BE ship.) As well as the Brenodi Airship Crash Site itself. All the minor flags have been completed. Middle has had some very slight modifications in order to give more space when I'll be ready to complete it. Oh yeah, obligatory trickster response: lose some weight. EDIT: I'll take HQ screens a bit later, when it's a bit more complete.
Oh yeah, I'm not too experienced. Is there any way to download a custom skybox, if yes, where could I find one. I need a good night time (preferably very early sunrise, very late sunset) in stormy weather. Basically, dark clouds.
There are various skyboxes in Half Life 2 and Counter Strike, Including sunrises and stormy weather, Just look it up on the valve's developer community - skybox
sky_day01_09 and the hdr counterpart might be what you're looking for, I'm using them in my dark snow map when I finish with money.
Allright, I'll make my point a bit clearer. Imagine night. Crazy rain, thunder sounds, lightning occasionally. This is the setting that I want to create. I want the player to go inside buildings to "get way from the rain" I want to encourage players to get to buildings.
oh night, for some reason i thought stormy sunset ... well night doesnt seem to work out so well, ask silk, he tried his luck with a dark night map.
I actually made a map around that exact concept, it worked very nicely I thought. I was planning on making another for empires. It's a marvellously atmospheric idea. Make sure you use soundscapes, king uses them and whenever you go indoors or into one of the bunkers the ambient wind noise gets quieter.
I haven't been playing Empires and I had to reformat. Anyway now I know all the mistakes I made and will start from the scratch but it'll be better .
Making an empires sized urban map is a whole lot of effort. Something like streetsoffire is a massive undertaking, and streets isn't really amazingly detailed as it is.