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Author Topic: Lighting Bugs - Halp  (Read 339 times)
Maggot
*

Posts: 12
Well I'm new to Hammer, and have no idea how to correct any of these lighting bugs because I'm a noob, so to all other mappers who know what they're doing...

Spoiler (click to show/hide)

... What do?

(2nd image is the edge of a displacement joining up with flat ground)

Also, another question, can i make a displacement out of a wall that rockets don't explode on?

Many thanks in advance, much love to you all.
   
Offline  X_DIAS
Rocketman
***

Posts: 643
The world is a cube
s1ck screens man

also, i don't think you can have a displacement as entity, no
   
Maggot
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Posts: 12
also, i don't think you can have a displacement as entity, no

Damn... So are my only options to make teleport triggers or player clip walls away from my displacements, so that they cant be jumped off? Or is there something else that I could do, that would feel smoother than putting invisible walls everywhere?
   
Soldier
***

Posts: 105
use the block entity "func_nogrenade" put it like one unit away from the wall.
this will just kill the rocket even stickies if i remember correctly.

invisible walls should not be the way to solve problems a lot of people just hate it if they cant see why they cant get there, glass texture is one solution.
http://forums.tf2jump.com/index.php/topic,1813.0.html
this should help you
good luck
   
Maggot
*

Posts: 12
use the block entity "func_nogrenade" put it like one unit away from the wall.
this will just kill the rocket even stickies if i remember correctly.


Okay, big thanks, seems basic enough.

invisible walls should not be the way to solve problems a lot of people just hate it if they cant see why they cant get there, glass texture is one solution.
http://forums.tf2jump.com/index.php/topic,1813.0.html
this should help you
good luck


I'm trying to keep my map to a theme of snowy mountains, and huge glass blocks along the walls would ruin the feel of the map, so I don't think i'll be using them, but thanks anyway.
   
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