The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.
*URGENT MESSAGE* (Voice Actors Wanted and extra Coder) This is a mod that uses the old Half-Life Engine developed by valve. Special Thanks to Valve.
HUD is now white.
Lol, my prefab used :) (yep, THE SAME Venko)
Good mod coding, modelling and stuff, but you better search for a co-mapper, since it's the most important and time eating part of a mod.
Love your Perfabs, very useful.
Do you know, that the "second wave" is already released?
You might want to consider using models for such complicated props. You will save a ton of time when compiling your maps and you will avoid nasty carving in the floors and such (Like the harsh black line next to the forklift)
Sorry, but I'm not agree with you. Proof :
Img46.imageshack.us
Five of mine ultra detailed brush prefabs, placed next to each other and :
1. Thanks to the "hlfix.exe -na", I can use a very detailed brushes (+ can make the tanks shoot and so...), instead of wasting far more time for making a static models.
2. The compiling only took me a few minutes on my lame laptop.
3. No nasty carving as you can see, thanks to the use of "func_wall + zoner's block light". Nor bad shadows too.
4. Good "r_speed" on my lame laptop videocard.
And so...
I think, that someone with a good knowledge of "how to map and compile", will avoid easily the problems you mentioned.
That's all well and good venko, but who's to say GutShot70137 is even using ZHLT? I can understand where you're coming from, and I am in no mean slating your work as 'bad' because it certainly isn't. :P
Mind you, what happens in-game if you were to rotate one of those thanks say 10ยบ and then compile?
Well, help GutShot70137, tell him that ZHLT exist and other things too, he needs a hand with the mapping.
About the rotating, HL1 engine have a lots of limitations, but I can't see what is the problem with it, since I have already rotated stuff by all the three axis on the cupola of the tanks and they are still perfect after compiling. Even rotating the whole tank by all the three axis isn't a problem, 'cos using the "hlfix" with the parameter "-na" lets the vertexes stay anywhere, instead of snaping them to the grid.
I'm not stupid, not everything in HL1 can be done by brushes only. I see the things this way :
Models cons :
-a single model uses only 1 of the 512 models limit, when the brush if it's compilcated needs more
-models can be way more detailed than the brushes
-models true save compiling time
-modles can be animated
-models can't cause troubles, when they are used by newbies, but a complicated brushes can, on many of the stages
Brushes cons :
-easy and faster to be made and edited than the models
-brushes can be made to shoot, move, destructible and more
-have lighting/shadows
-brushes have better hit/touch detection than the models hitboxes and overlayed "clip" textured brushes
-brushes usually are more simple and require less video memory and produce better r_speed
Sorry if I missed something. My point is, that You must know what you are doing, and find the golden middle of using both, and how to avoid the problems you mentioned. But concretely for him I recommend the using of brushes, since his maps already needs a details, searching or making the right one models will take him too much time for an alone modder.
Very fair points. :)
Though those lists are 'pros,' not 'cons.' I recall that English is not your first language. :D
I was very sleepy when I posted this (I know what pros&cons are), but You are right for my "Me are talk a Inglesh" :D Sorry, but I can't edit the post. Now, seriously, help GutShot70137.