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CalebMichal

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About CalebMichal

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  • Birthday 01/14/2013

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  1. It's 1 of 2/3 "random" things that can happen: A helicopter (the one in your ss) can randomly crash through the roof (you'll hear it coming). A bombing run is done on the city causing the building to shake and the lights to flicker if they're on (you haven't lost C or you lost C and found the room to enter a code to turn on the backup generator). Or a prompt appears telling you to activate a beacon for early extraction except the heli doesn't quite make it (it crashes through the roof). Last I played my map, the server was modded or configured in a certain way and it fucked it up. Sorry for the late response.
  2. I got scared by your signatures and avatar.. phew...

  3. There's an communtiy made alternative called Microbrush 3 for brush work. Google it.
  4. I read today that the Mint distro site was hacked and that the OS security was compromised. Apparently someone hacked in hijacked the dl link and directed people to a version of the OS with backdoors implemented into it. I don't know if this applies to you or not but if you recently downloaded the OS you'll want to look into it. You can read about all the details here: http://blog.linuxmint.com/?p=2994
  5. Here's a whole bunch of tutorials courtesy of Tophatwaffle: http://www.tophattwaffle.com/tutorials/ Doors tutorial: http://www.tophattwaffle.com/hammer-tutorial-v2-series-11-adding-doors-to-your-level/
  6. NoDraw texture. NoDraw doesn't render a texture in game, only in Hammer.
  7. You can't. Select the brush, press Shift+A to change the texture. If you want an invisble brush there's a few textures that are invisible. The nodraw, invisible, playerclip/clip/npcclip textures (and a few more) are completely invisbile or transparent. These are tool textures so they change the characteristics, functions and properties, of the volume they are apllied to. For example, a brush with the NpcClip texture applied to it creates an invisible wall that only blocks NPCs; players can move through or past the volume, while the npcs cannot.
  8. Decompile the bsp using BSPSource: http://www.tophattwaffle.com/downloads/bspsource/
  9. Yea. It's noted in gameinfo.txt. The engine looks for vpks in the custom folder first then it looks for subfolders.
  10. Here's the rain.vmt for refractive rain drops like in the video I posted for anyone who wants a more realistic rain effect in their works: http://www.mediafire.com/download/7dkusi3r3jox2ch/Refractive+Rain+Drops.7z Just copy the particle folder and drop it into nmrih/materials (the main directory). Then pack it into your map(s) and it'll have refractive rain drops.
  11. I had a problem with rain going through walls when making a map. But that was a while ago. Did you guys or Valve fix it recently? I know it only outside in Insurgency which is on CS:GOs version of the SOurce engine.
  12. I agree. Dynamic atmosphere would be a great addition to the maps. It's very simple to do too. It'd take some time to add rain because it's a brush based entity so you'd need to place them by hand in every outdoor area.
  13. Yea you can do that. I messed around with making a thunderstorm a while ago. Here's a video of it in action: https://youtu.be/QLlUotGdTLo The rain starts light and increases in density.
  14. You could have a detail texture that fades in over the player texture to mock sweat spots on clothing. I worked something out like this in Insugency where clothing gets dirtier over time. Only thing is it isn't dynamic and doesn't reset on player death. It's just a simple clamped linear ramp. If you wanted those sweat spots to be reflective youd just need to edit the primary player textures bumpmap alpha mask and ramp up the envmaptint within the same process. I messed around with creating sweaty skin in Insurgency with material proxies where Phong intensity increased gradually. I had an alpha mask that focused on pores and wrinkles to give the impression of wet skin. It would fade in over a certain period of time regardless of player movement so it isn't dynamic or anything. You can get a basic sweating effect using material proxies with adjusted bumpmap alpha masks. It'd be the quickest and simplest way of doing it.
  15. Use a brush with the Block Light texture. Make it/them as thin as possible in the door way.