HT.SFM (Steam)
L1: Registered
- Aug 29, 2015
- 15
- 0
It worked fine for me.Does Thundermountain cause anyone elses hammer to crash while loading? I can't open the file, just wondering if it's on my end or not.
Did Hammer tell you to resave the vmf with invalid solids removed? Because not only does that delete the invalid solids, it breaks all props and has a high chance of bricking a vmf.Does Thundermountain cause anyone elses hammer to crash while loading? I can't open the file, just wondering if it's on my end or not.
Does Thundermountain cause anyone elses hammer to crash while loading? I can't open the file, just wondering if it's on my end or not.
Sadly, even a number of the original SDK maps produce that message nowadays. I'd love to know why.
Thread is dead again
[warning] BspFile: Negative game lump length -13,435,148 in prpd, assuming 0
[warning] LzmaBuffer: Difference in LZMA data length: found 39,387 bytes, expected 39,386
Some maps of Valve are made that way I wouldn't (or would only) say they are engine developers, they don't pity it at all.Thank you. Now I can see how the Masters make skyboxes.
That depends on what you put in your skybox. As there is still an important key feature most seem to ignore: A skybox should be efficient since they are constantly rendered. For this reason its a good thing when you can use the most cheap way possible. cp_well still has an excelent skybox for that reason. Its dull, but it does its job very well. That its just flat brushes doesnt mean its a bad one. If it fits the theme its a good one. More efficient you cant get other than having no 3d skybox at all.Also, there is nothing much hard in making skyboxes.
In most of cases, it's just building 3d skybox corner (or all of it) around the actual map, sew, then making it 16 times smaller, with a sky_camera in 0, 0, 0, then building the rest of the skybox in its final size, isn't it?And the only hard part of skyboxes is connecting it to the map to make the transition smooth. This is a thing many cant do and often just avoid. Or they use the trick to make the skybox start on the safe side. Learning it is worth it, and once you know it then it indeed isnt that hard. But to get one that connects displacement walls smoothly into the skybox can still take some effort.