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Everything posted by grasn

  1. since favela is fixed, i wanna also give it a try.
  2. good job man, looks really nice.
  3. cool, could u make a moving police tape with the cb_policetape texture? I tried once to get it work with rope but failed.
  4. the entity "nmrih_extract_preview" is meant for use with extraction. to trigger the cam for every player you must use "wave_controller > OnCustomWinBegin > Start". It is not meant to be used as a cam you can trigger all the time and thats why it is not working correct. (i might be wrong)
  5. It's a huge difference from the first. The first is still a great game while they just trying to make money from payday2 call of duty style.
  6. The Geforce 4 MX440 AGP 8x only supports Direct3D 7.0. Only the TI model of Geforce 4 supports Direct3D 8.0. To play even counter-strike:source a DirectX 8.1 level Graphics Card is required.
  7. the first thing, you don't have to specify a $envmap texture. "$envmap" "env_cubemap" Better read this article: https://developer.valvesoftware.com/wiki/$envmap https://developer.valvesoftware.com/wiki/VertexLitGeneric Don't use VertexLitGeneric on BRUSH TEXTURES, only models. Instead use: https://developer.valvesoftware.com/wiki/LightmappedGeneric
  8. Please post nms_campblood Bugs & Feedback here. Thank you. known issues: - misspelling on loading screen - infinite player spawn after extraction cam death
  9. you are welcome and it was a pleasure to help you out.
  10. thank god it's trashed.
  11. Hey, we "Added fa_jae700" sniper rifle like you can read in the changelog.
  12. LOL I definitely will check this out when r3 releases!
  13. How many prop_static you got in there?
  14. damn source
  15. yeah that might be the problem. https://developer.valvesoftware.com/wiki/Prop_Types_Overview prop_detail How many displacements with detail_props are u using? Try switching to a displacement/blend texture without detail sprites/grass.
  16. Yeah man. That is not a 3d skybox, that is just a skybox brush.
  17. that looks sweet man
  18. I checked out your map and you are not using any 3d skybox at all. You might look up the valve to understand what a 3d skybox is: https://developer.valvesoftware.com/wiki/3D_Skybox To fix the lightning you must change your "Pitch Yaw Roll" and also the "Pitch" of you light_environment, which are both set to "0". I don't know how you tried to change the skybox, but the way you change a skybox is: You open your map in Hammer, then you click on the toolbar "Map > Properties" and you edit the "Skybox Texture Name". To check the available skyboxes, goto "Steam\SteamApps\common\nmrih\nmrih" folder and open "nmrih_dir.vpk" with GCFScape. Browse to the dir "materials\skyboxes" and choose a skybox. Like if you want to use the skybox "sdk_sky_example_hdrbk.vmt" you have to change the Skybox Texture Name in hammer to: sdk_sky_example_hdr
  19. Yo, i decompiled the gascan001a.mdl for you. this is the QC, should help you out ($keyvalues part)
  20. nice man, your welcome.
  21. to double check if u used the right particle name and you already extracted the particles to the steam build, add "-tools" to nmrih launch options and launch the game. this will bring up the editor, and u can click Tools > Particle editor. Now u can click File > Open, and check the particle files for names. also make sure you put the particle folder into "Steam\SteamApps\common\nmrih\nmrih" and not into "Steam\SteamApps\common\nmrih".
  22. http://www.interlopers.net/errors/show=55,153
  23. oh man those 2 map screenshots looking awesome.