I've recently just started back at half-life mapping after a 2/3 year break and I am full of some questions hopefully there not to irrotating, anyway here goes.......
sorry DJ can never seem to catch you on aim atm!
I am trying to create a palm tree using the func_illusionary method, at the moment I have a tree sprite, using a blue background at 0, 0, 255 values. The func_illusionary settings I used were,, rendermode solid and renderfx 255.
The problem I get here is that the blue doesn't appear transparent ingame I checked the colour with the eye dropper in photoshop pure 0, 0, 255 and also I entered the texture {PALM_TOP in the wad.
I don't really get it :S
Next thing is, I haven't yet experimented with the hull during compiling so I have to test that. Whats the best solution for that?
Also when I create a large environment there seems to be a limit of 4096 grid units. Do I get around this by compiling with the hull file, or do I have to abide by this limit.
sorry DJ can never seem to catch you on aim atm!
I am trying to create a palm tree using the func_illusionary method, at the moment I have a tree sprite, using a blue background at 0, 0, 255 values. The func_illusionary settings I used were,, rendermode solid and renderfx 255.
The problem I get here is that the blue doesn't appear transparent ingame I checked the colour with the eye dropper in photoshop pure 0, 0, 255 and also I entered the texture {PALM_TOP in the wad.
I don't really get it :S
Next thing is, I haven't yet experimented with the hull during compiling so I have to test that. Whats the best solution for that?
Also when I create a large environment there seems to be a limit of 4096 grid units. Do I get around this by compiling with the hull file, or do I have to abide by this limit.
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