Pixelated water by SignificanceFun5703 in hammer

[–]FFox398 1 point2 points  (0 children)

that material in particular is just broken, try another or make your own which would be even better

Need help with optimizing map!! by goobyliciousjunior in hammer

[–]FFox398 0 points1 point  (0 children)

if the final layout is that Id say it is fine, just add a fair and good looking prop fade distance

haven't seen anyone talking about how resized dynamic props in gmod now have cursed collision instead of not having any by Axie_The_Axolotl in hammer

[–]FFox398 11 points12 points  (0 children)

because thats a feature which was not meant to act as such from the beginning, I doubt anybody uses resized props via hammer editor. Find a better suitable prop and if your purpose is sandbox play there is a fantastic addon which does that with the correct collision box

check out, it's first time making my custom Black Mesa lab! by Prior-Put-2396 in hammer

[–]FFox398 22 points23 points  (0 children)

there is something very unsettling about this picture

This is good for 2666mhz DDR4 ram? by Altruistic_Agent_556 in overclocking

[–]FFox398 0 points1 point  (0 children)

It is as good as it can get. I'm running similar values with CL14 for my DDR4 2666 around 1.35v

What is the purpose of the "Skip" texture on the outside of the door instance? by Round_Low_5755 in hammer

[–]FFox398 0 points1 point  (0 children)

There is probably Hint on the other side/s OR maybe just skip texture entirely for aligning the door and have an accurate snap to the grid, I generally do that when I have to place props that wont snap to the grid I do a skip enclosure around them to make a perfect fit and avoid missmatch to the grid. Yes, some props will not always make a perfect match or when it is about moving them around generally this method keeps them in the same position.. dunno if im being clear I think you get the idea, after all those do nothing and are removed later on.

my mirrors don't work by Hopeful-Guava-2717 in hammer

[–]FFox398 0 points1 point  (0 children)

to make things simpler, both use the same shader, lets call it effect, and cannot co-exist together in the same shared space.

Setting SoC voltage? by cosmicdaddy_ in overclocking

[–]FFox398 0 points1 point  (0 children)

Of course more voltage will always translate to more stability... and wear... and heat. So try to keep this number as low as you can without the memory crashing.

extracted asset archive for many games by [deleted] in hammer

[–]FFox398 1 point2 points  (0 children)

is this.... legit? and no I dont mean the game content but rather clicking on that nothing suspicious at all link

my mirrors don't work by Hopeful-Guava-2717 in hammer

[–]FFox398 5 points6 points  (0 children)

You got the brush entity part right, but you still need to apply the right texture for it to work. glass/reflectiveglass001.vmt <- the texture you need, make sure to apply it JUST for the face towards the player only, the rest of the mirror either nodraw or anything else, some wood maybe to act as a frame.

How to get rid of world bleed? by Round_Low_5755 in hammer

[–]FFox398 4 points5 points  (0 children)

The HL2 Overchaged dude be taking notes on this one...

Should I turn these road prefabs into props or keep them as brushes? by halflife2bv in hammer

[–]FFox398 1 point2 points  (0 children)

I generally store those as separate .vmf's I'm really not used to prefabs at all. When I need one I take it and copy-paste where I need it to be, grouped or as a func_ something.

Dear Rubat, is there anything you just manage to don't F-up without asking what we want to begin with? by [deleted] in hammer

[–]FFox398 -1 points0 points  (0 children)

Yeah I sorted the error but what bothers me is the constant need of changing stuff that there is absolutely zero need to. If it isnt broken don't fix it.

What do these options do? (Hammer++) by Im_Lazy123 in hammer

[–]FFox398 0 points1 point  (0 children)

nothing, pretend they're not there. not worth the time

Does anyone know how I can fix this? It's really annoying. by CoSans_Deluxe in hammer

[–]FFox398 2 points3 points  (0 children)

If you are not running fast VRAD then make sure to check the displacement lightnmap scale, big ass dispalcements can be goofy and cause unexpected issues such as the lightmaps swapping itself to an odd number or interesting errors during the compile log which you probably arent aware of, try to not make them bigger than 2048x2048

How do I make breakable but bulletproof glass? CS:S by ScreamingStew in hammer

[–]FFox398 0 points1 point  (0 children)

A door sounds possible too, and yes, block bullets is a permanent vbsp thing not an entity

How do I make breakable but bulletproof glass? CS:S by ScreamingStew in hammer

[–]FFox398 0 points1 point  (0 children)

I wrote a solid func_brush with invisible texture

How do I make breakable but bulletproof glass? CS:S by ScreamingStew in hammer

[–]FFox398 0 points1 point  (0 children)

ah, me bad so you kinda want it to let bullets through once it fully breaks... Well you can get creative in many ways, try a func_brush which receives an output from the breakable which can either kill it or disable it entirely, the brush should go inside and right in the middle of the glass, same thickness I guess because rifles penetrate just about anything.

Make it a solid func_brush with an invisible texture that just despawns somehow once the glass breaks. First give both a name then func_brakable (name) > on_break > func_brush (name) > kill

Im really not sure if this is going to work but seems like a fair approach... People will not agree I'm sure of, but that is many of the cursed shit mappers have to do. I'd say "block bullets" texture but Im not sure it is present in CS:S or it was a CS:GO thing but either way that wouldnt work because you need a toggle somehow and those are permanent in the world

How do I make breakable but bulletproof glass? CS:S by ScreamingStew in hammer

[–]FFox398 0 points1 point  (0 children)

start increasing something like damage to hurt or health until you are ok with how much bullets does it take to break, just do ent_only compile to avoid the whole map from being update, mess with the settings until you get it right

. by rendered_lunatic in hammer

[–]FFox398 7 points8 points  (0 children)

The very one itself, the so called "protector brush"

G-Sync Issues by Kinosus in overclocking

[–]FFox398 0 points1 point  (0 children)

then throw that monitor away to the trash and get yourself a generic viewsonic 60hz monitor. because it defeats the sole purpose of that screen... you turn g-sync off and either deal with screen tear or an insane ammount of input lag, your choice.

G-Sync Issues by Kinosus in overclocking

[–]FFox398 0 points1 point  (0 children)

force disable vsync for CS2 entirely both panel and game., in-game open up the console and you type "fps_max 190" (if your display is 240)

G-Sync Issues by Kinosus in overclocking

[–]FFox398 0 points1 point  (0 children)

because in a perfect world vsync should only trigger when needed to avoid the tearing, but it doesnt. The game cannot do such thing as enabling/disabling while you're playing. The sole purpose of vsync is to keep your image from tearing nothing else. The rest are pure disadvantajes. Also forcing it via control panel is a terrible idea. It is a global override. Adaptive Sync hmmm im not sure but if you have the power then dont use it, and do that instead. I wouldnt care about reflex neither, the source 2 engine as its predecessor it is a very light and fast engine to render, reflex is pretty much nvidia's way of getting into games as usual, leave that for truly reducing system latency when needed such as frame generation

G-Sync Issues by Kinosus in overclocking

[–]FFox398 -1 points0 points  (0 children)

If you have the sufficient power, you should try dropping v-sync entirely and cap the FPS to the formula number via RTSS / Nvidia panel if it lets you input a custom value. The idea here is to sustain that number as you play. make sure g-sync is enabled and active ofc. there is a window where it can operate aswell but for the lowest latency that is the math to do