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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Few Questions here!
Johnyp
General Member
Since: Sep 11, 2004
Posts: 43
Last: Jul 31, 2006
[view latest posts]
Level 2
Category: HL2 Mapping
Posted: Thursday, Nov. 25, 2004 02:18 pm
I use to map for CoD before, I decided to move my mod team over to HL2. And When I run Hammer (Btw I set everything up hehe took a day to figure that out)

Well since this is way different from Q3, Is the skybox method the same? like make a big box and hallow it out ect. Or do I have to do somthing different? I read the Tutorials in the SDK docs and I dint get it.. trust me mabey my blonde is coming in or what lol. Can someone explain to me please.


-Thankyou Johny [pimp]
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phb5000
General Member
Since: Aug 15, 2004
Posts: 80
Last: Mar 21, 2005
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Level 3
Category: HL2 Mapping
Posted: Thursday, Nov. 25, 2004 09:39 pm
Making a skybox is really simple:

1) Make a cube
2) Hollow it
3) Apply the "Skybox" texture

Now you have to apply a sky that will be used in the game. For some reason, even if you arent including a sky in your level (like an indoor level) you still have to set the sky texture. The default sky texture is one that, for some reason, doesnt work when I try to compile a level.

To set a different sky texture do like this:
1) click "Map" menu
2) click "Map Properties"
3) select the "SkyBox Texture Name" key
4) change the value to a different sky texture like "sky_dust"

Tip: if you cant find tutorials for CS:S, just try looking for hammer tutorials for like CS. There is a lot of stuff that is the same.


[wink]
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Eddie_N
General Member
Since: Sep 5, 2004
Posts: 22
Last: May 4, 2006
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Level 1
Category: HL2 Mapping
Posted: Thursday, Nov. 25, 2004 09:44 pm
Another tip, if you are making a big level with alot of detail, you are going to need a big skybox to contain your level from the void. By hollowing out the skybox you make the engine compile an unnecessary amount of points and area, and so if you are to make a large map with detail, you should make a skybox out of 6 different brushes. Put these together, and your level should run smoother =)

Tip: Try not to make any brushes intersect where the player can visually see this. If brushes intersect in the view of a player the textures will be messed up.
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[J5]EMPEROR
General Member
Since: Mar 27, 2004
Posts: 198
Last: Jun 11, 2005
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Level 4
MODSCON
Category: HL2 Mapping
Posted: Thursday, Nov. 25, 2004 10:24 pm
In my CS experience, using a skybox like CoD doesn't do that well for FPS. Try to design the level where you only need certain areas topped with a sky texture. A large box, although will compile ok and run, will not stop needless drawing for distant things. You hev to find a happy medium. Try to avoid huge skyboxes if at all possible.
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Johnyp
General Member
Since: Sep 11, 2004
Posts: 43
Last: Jul 31, 2006
[view latest posts]
Level 2
Category: HL2 Mapping
Posted: Friday, Nov. 26, 2004 03:38 pm
Ty alot [biggrin] Ill be startong with my first map today =) and Ill check some more tutorials for more info.That really helped eventhough I learn faster from picture heh.

Thankyou again dudes.
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