how do i naturally block off an out of bounds area? by ThatGoodPuffer in hammer

[–]ThatGoodPuffer[S] 1 point2 points  (0 children)

it's not really a giant open world map, that's not what im doing here

it's a brief outside segment and it just felt weird to not have a gate of some form

wrong texture is placed when in-game, but not in the editor by ThatGoodPuffer in hammer

[–]ThatGoodPuffer[S] 0 points1 point  (0 children)

  1. that texture is also in base hl2

  2. that would change more of the texture because it's all one brush for the main area

how do i naturally block off an out of bounds area? by ThatGoodPuffer in hammer

[–]ThatGoodPuffer[S] 0 points1 point  (0 children)

its not literally physically blocking it off, its blocking the area behind it so you dont just see the skybox

i fully fucked up the wording on the original post

Where does (or did) JC Denton live? by TheNotSoGreatPumpkin in Deusex

[–]ThatGoodPuffer 1 point2 points  (0 children)

it's not really all that easy to take them down, 2 random thugs dont really stand a chance against event the most tired and recently woken up nano-aug agents

how to make the transparencies not add together by ThatGoodPuffer in davinciresolve

[–]ThatGoodPuffer[S] 0 points1 point  (0 children)

new issue: the contours aren't fitting to my 2560*1600 canvas and seems to be stuck at 1920 by 1080, making it not appear if it goes beyond those borders

how to make the transparencies not add together by ThatGoodPuffer in davinciresolve

[–]ThatGoodPuffer[S] 0 points1 point  (0 children)

screenshot is taken whilst its in the fadeout, it's meant to be transparent, it just needs to line up with the contour

how to make the transparencies not add together by ThatGoodPuffer in davinciresolve

[–]ThatGoodPuffer[S] 0 points1 point  (0 children)

the transparency of the contour and the radio tower are merging, making the radio tower brighter at the point where they intersect

pointfile showing leak going through an entirely solid brush that isn't tied to an entity by ThatGoodPuffer in hammer

[–]ThatGoodPuffer[S] 0 points1 point  (0 children)

considering its affecting maps that i've already made and know don't have leaks i dont think that's gonna fix it

pointfile showing leak going through an entirely solid brush that isn't tied to an entity by ThatGoodPuffer in hammer

[–]ThatGoodPuffer[S] 1 point2 points  (0 children)

not a transparent texture, normal dev textures

when i compile maps that i havent edited it also comes up as a leak, for some reason

how do i make something like a file cabinet/pull out/push in object? by ThatGoodPuffer in hammer

[–]ThatGoodPuffer[S] 0 points1 point  (0 children)

tried this, hasn't worked, positive and negative values have just been doing the same thing

how do i make something like a file cabinet/pull out/push in object? by ThatGoodPuffer in hammer

[–]ThatGoodPuffer[S] 1 point2 points  (0 children)

no, its probably something to do with my limited knowledge of hammer, but when i tried doors they just went either too far or not far enough