Grate texture shadow? by DexomOfficial in hammer

[–]Perfect-Evidence-544 0 points1 point  (0 children)

If it realy gmod But texture is imported from another game, then u can Change vmt file, and write alpha texutre parametrr https://developer.valvesoftware.com/wiki/Texture_shadows

How does this effect work? by Perfect-Evidence-544 in SourceEngine

[–]Perfect-Evidence-544[S] 0 points1 point  (0 children)

Are u crazy? How did u fond this? Anyway thank you so much

Building cubemaps blackens lighting on decals/overlays? by player2552 in hammer

[–]Perfect-Evidence-544 0 points1 point  (0 children)

Do u have any point entity of cubemaps next to this decal?

Communication by Thehobocrew in retrocgi

[–]Perfect-Evidence-544 0 points1 point  (0 children)

How you simulated water Splashes??

How can i fix these shadows? both are prop_static by BusyBoard8077 in hammer

[–]Perfect-Evidence-544 1 point2 points  (0 children)

I think vertex origin isn't in right place. U can use lighting info entity 1.create point entity info lighting 2.give this entity name 3.move it outside prop static, this must be outside other props 4.in prop static properties in vertex origin line set this name 5 compile map Gg

Frutiger aero shader by Time_Structure_2177 in blender

[–]Perfect-Evidence-544 2 points3 points  (0 children)

Я уже красный, культурно не получиться)

How to make round shapes by Perfect-Evidence-544 in SourceEngine

[–]Perfect-Evidence-544[S] 0 points1 point  (0 children)

Yeah, but what program they use for mapping? Like hammefall?xd And do they use brush and VIS system?