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  • A method using Stock GSC script which can be also applied to Models, Check out the '''raw/fx/destructibles/''' folder for available stock FXs. ...
    6 KB (960 words) - 16:02, 9 September 2009
  • ...ike in BO. We should take colour map and combine it with specular (on some models there is 2 specular maps, which are pretty simple, but one more darken (for ...
    5 KB (904 words) - 19:18, 26 July 2011
  • *When you start putting in models the plant tool (green arrow down and adjacent one toggles planting at an an ...roup any world geometry (but not entities - so brushes and patches but not models or prefabs) together into one selectable object called a func_group. Selec ...
    14 KB (2,618 words) - 13:36, 16 July 2010
  • ...olor|TIP #1:|blue}} When making a map i suggest placing extra Destructable models in the map (hidden from view) and test with a few mods regularely during ma ...
    6 KB (1,076 words) - 13:30, 10 June 2011
  • Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (a ...
    12 KB (2,224 words) - 19:13, 24 November 2008
  • ...ered a “Direct” light. What this means is that Specular and Normal Maps on models and world materials are effected by this light. In other words, this is a r ...
    8 KB (1,306 words) - 19:00, 10 April 2015
  • Toggle if models are selectable : With this selected you cannot select a model.<br> ...
    9 KB (1,485 words) - 20:09, 10 January 2011
  • ...Precache (load) the com_bottle1, com_bottle2, com_bottle3 and com_bottle4 models ...Precache (load) the com_bottle1, com_bottle2, com_bottle3 and com_bottle4 models ...
    16 KB (2,277 words) - 13:55, 23 February 2012
  • ...seems to small that's alright u can edit it to the right size you can edit models in the file just like any other file. ...
    14 KB (2,517 words) - 15:43, 15 October 2012
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