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how can you fix this texture bug?
"UnlitGeneric"
{
"$baseTexture" "nature/snowy_treeline001"
"$translucent" 1
"%compilepassbullets" 1
"$nodecal" 1
}
this is the vmt file of the texture of the trees behind the model.
We are all more or less familiar with the weird test map included with Team Fortress 2 since the SteamPipe update of May 2013. That map of course is CP_Cloak, a map criticized by player for it's poor design, undetailed geometry & brushes, bad lighting, the crappy skybox with those weird boxes &...
I'm making a koth map and I'm asking if its possible to make team specific sounds that would only play for members of specific team. ex: (only for players in red team / only for players in blue team)
(If its only possible to achieve via point_clientcommands then sorry to bother as I don't want...
Something that's been bugging me for the longest time... how does generating HDR lighting take the same amount of compile time as LDR? I used to assume that VRAD ran two lighting passes, one for the minimum exposure level and one for the maximum, but then I realized that it would need to run a...
Hello Everyone!
Im currently working on a Half Life 2 Source mod wich heavily relies on the "point_clientcommand" entity. It uses this entity almost every second, maybe even more frequently (its depends on the math_counter and the game_ui)
Now, my problem is that whenever i load a map from my...
The recent thread about Black Mesa and its various community-made engine upgrades reminded me of something I've always been curious if Source could do, given enough coding skill and access to the source code: Seamless map transitions.
Yes, yes, I know, Source is like the only engine on the...
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