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Posts written by Lorenzo:



User
whoa. 3 years?!
User
Hi, it's been a long time since I was last came on this forum.
I want to ask you guys about aiscripted_sequence, can someone tell me detailed how to use this entity?
Thank you.
User
Can I choose which skin on cycler_sprite's properties???
Thank you.
User
Outcast said:
SuperJer said:
In game or in Hammer? And what game?


In hammer they look normal but when i run the map they're invisible,talkin about cs.I did thin brushes instead :/

Also another question - how do i put sounds and shit?I tried tha ambient generic thing but shit doesn't work even if i choose the sound i want

and what does env_sound do?i see it only has 2 options


Invisible? did you change the brush into entity? try to check the FX Amount. it is 0 or 255. 0= invisible - 255= visible.

For ambient or sound, use ambient_generic and env_sound.
It didn't work if you fill the sound path wrongly.
Fill the sound with the name of the sound in the "sound" folder, example: "ambient.wav" or if the sound in the other folder in "sound" folder, fill the path. example: "radio/radio1.wav"

Hope it helps.
Correct me if I wrong Mr. Admin.
User
light? for the entire map???
User
How to make fade in effect screen on player spawn? (Black, then fade out and see normally)
Not the light effect.

Thank you.
User
can we make a raising water?
like the water level goes up and/or down.

it is possible?
User
how to make sky for our own. like rat_ map.
there is converter or we can make it ourself with photoshop or any program?
thanks.
User
how to make costum textures saved at the bsp file.
so if we share the bsp, it doesnt need the *.wad file.
User
superjer said:
You can trigger things when the elevator reaches certain points. It's called "Fire on pass"

oh. thanks. so whats the entity that I need?
User
SRAW said:
I think you can use the fire on pass property of the track entity (sorry I forgot the name). You make it target the door.


i dont understand it. sorry. what do you mean?
User
SRAW said:
You just make a normal brush that looks like a button and tie it to the func_train, and when you reach a floor you have an invisible button that you can press to trigger the elevator...

oh. I see. :) that was I thinking before.
Thanks.

btw, trigger_multiple?
User
melloyellow582 said:
Bravo.

yay bravo...
User
can we make the button inside the elevator???
thanks.
User
Mate de Vita said:

haha. lol. I forget to put the origin. :P
User
vick said:
im pretty sure you can using a multimanager. i used a door that moved and had breakable glass

then how?
tell me how to use multi_manager.
User
when I prees "e" button and start moved it (W) it move so quick downward. and disappear. someone know how can i fix this.?
User
can we make a vehicles that have glass also can be breakable?
i have F-15 (a Jet) prefab. it has a glass on it, i want to make the glass breakable but the plane also can be controlled.
can i?
User
heres the rmf.

http://www.mediafire.com/?wcd4aimdh4mk9rj

did I make some mistakes?

thanks for the answers.
User
sprinkles said:
I believe func_door has the attr 'health,' set that to a good amount.


"health(shoot open)" ?

heres a look. just a simple rack.
its func_door_rotating and func_door. (no attributes setting)



hlcsg: Error: Entity 2 has no visible brushes

hlcsg: Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory


did I make ​​a mistake?

or maybe on the attributes? I did not change the attributes...
User
hi, I have some a questions,
1st, can we make the func_door/_rotating breakable?

2nd, I'd make a bunch of cupboard with its door.
my question is, can we create the individual doors could be breakable in each cupboard?

multi_manager?

thanks for the answers.
User
superjer said:
That doesn't sound right. I've made plenty of pushables, even recently.


or maybe it is because my chair made of small units. (a bit detailed)?
User
sin said:
Try removing it, or tieing it to world

Works. Thanks.
So, it mean I cant make my chair(s) pushable?
User
sin said:
Was the the chair a pushable?

Yes.
sin said:
And your pc might be too slow.

I don't know. Its W7 32-bit OS and 2Gb RAM.

Is it because I changed it into pushable?
User
What causes LeafThread spend a very long time?
Its just a simple room. How to reduce its time?

nb.
or it is because I made a chair with block tool and duplicate it?
User
SRAW said:
Smoke you just use a cycler_sprite and use the smoke puff spr file.

how make it for whole map? like fog.
and what its different with env_sprite???

SRAW said:
For fog there is env_fog

yea I know. thanks.
User
sprinkles said:
environment

i.e. env_explosion would be a explosion that's relative to the environment


how to place smoke/fog all around the map?
User
What is env_*** entities and for what it is?
how to use it?

there is a website that explain all of entities that exist on VHE?
User
sprinkles said:
explain more please

the bots walk and facing the wall, then he jumping and wont stop.

SRAW said:
Delete the <map name>.nav file in the maps directory

doesn't work.
User
its happen for several maps.
I want to know why. or can I fix it???
thank you.
User
buq25 said:
Rotate the YAW (Z) until sactisfactory results apear.

thanks.

what happen if I change roll/pitch for info_player_start/deathmatch?

So this way mapper put guns neatly in a rack.
User
Rockbomb said:
Why would you ask a question and then say you're just kidding?

I mean the "detailed" word.
Rockbomb said:
Anyway, pitch yaw and roll are terms used for the rotation of an object on a certain axis. This picture will show you which term goes with each axis:


Thanks!

oh btw,
so it work on info_player_start/deathmatch?
how to set it to face north, west, etc?
User
What is the function of this attribute??? (Detail, justkidding. )
Thank you...
User
Mate de Vita said:
There's -chart and -estimate that you can use with all the tools, then there's -fast that you can use with hlrad (and maybe with hlvis - not totally sure)....



thanks.
User
it is only >>

Quote:
@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\Program Files\Steam\SteamApps\[your account]\counter-strike\cstrike\maps"
cd "C:\Program Files\Steam\SteamApps\[your account]\counter-strike"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map mapname

or what?


there is more parameter code that we can use???

Thank you...
User
SRAW said:
cover the whole map with trigger_multiple targeted to game_player_equip

thank you very much...

SRAW said:
indo babi

Hey. Please stop mocking me.
I'm an Indo does not mean you can always mock me.
Why???
User
can we make grenade given automatically on whole map?
armoury_entity or game_player_equip???
thanks.
User
How to fix "bad surface ####x####" ?
and what bad surface is?
thanks.
Truck
User
I think that his mean was a map with trap similar to Deathrun ...
User
Mate de Vita said:
http://twhl.info/tutorial.php?id=8
If you don't want the wind, ignore the trigger_push part.


thanks!
User
lol
u post it in here too?
let me finish it first...
User
User
help. :)
============================================================
** Executing...
** Command: Change Directory
** Parameters: "D:\Games\Counter-Strike 1.6"

** Executing...
** Command: E:\Rizal\Project CS 2\MAPPER\hlcsg.exe
** Parameters: "e:\rizal\project cs 2\mapper\tes"

Unknown option "2\MAPPER\hlcsg.exe"
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)

-= hlcsg Options =-

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message

-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile

** Executing...
** Command: E:\Rizal\Project CS 2\MAPPER\hlbsp.exe
** Parameters: "e:\rizal\project cs 2\mapper\tes"

Unknown option "2\MAPPER\hlbsp.exe"
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: E:\Rizal\Project CS 2\MAPPER\hlvis.exe
** Parameters: "e:\rizal\project cs 2\mapper\tes"

Unknown option "2\MAPPER\hlvis.exe"
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)

-= hlvis Options =-

-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: E:\Rizal\Project CS 2\MAPPER\hlrad.exe
** Parameters: "e:\rizal\project cs 2\mapper\tes"

Unknown option "2\MAPPER\hlrad.exe"
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)

-= hlrad Options =-

-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely

-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

mapfile : The mapfile to compile

** Executing...
** Command: Copy File
** Parameters: "e:\rizal\project cs 2\mapper\tes.bsp" "D:\Games\Counter-Strike 1.6\cstrike\maps\tes.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: Copy File
** Parameters: "e:\rizal\project cs 2\mapper\tes.pts" "D:\Games\Counter-Strike 1.6\cstrike\maps\tes.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: D:\Games\Counter-Strike 1.6\hl.exe
** Parameters: +map "tes" -game cstrike -dev -console +deathmatch 1
============================================================

well, its not mine at all.
its belongs to my friend.
I dont know compiler problem.
because I never had a problem when compiling.
User
nice.
User
How to make rocks? If can, the realistic one.
thank you.

And I have question.
- How to make "round" shape on VHE?

Note:
Is there are someone who has created a "unique" shape with VHE that others maybe not able to make?

I just want to know ... Maybe I can use as prefab.
Thank you ...
User
jeez,, thanks all..
this helps me.
if someone have any tips again, post it.
i need more tips...
Thank you.
User
Killer-Duck said:
What game are you mapping for? CS:1.6? CS:Source?


CS 1.6 and/or CZ...

superjer said:
In Source you can use a Displacement. (Google it)

In 1.6 you have to make lots of little brushes.

Here's a video: http://www.youtube.com/watch?v=ohZTKXVt5v8

Can't say how well that will compile, though.


thanks.
User
hey...
reply... how to make this...
there is no one want to help me?
User
the_cloud_system said:
but aneyway that is not cs at all
actualey that game is point blank


yes, u right. It same as Project Blackout (USA).
i have project to make this map.
User
Hi, i want to make some cliffs here.
I am confused how to shape the block to be like, this:

http://s309.photobucket.com/albums/kk397/xXslvjs4koXx/Project/

btw, thanks.
User
SRAW said:
Hey indo babi is back.


yeah, i want to mapping again.
but i forget how to do it,, haha,,

i started to say malay in UpinIpin show,, haha,,
User
SRAW said:
and nobody even plays the specialists anymore...


r u sure??? sh*t,,, why this must happened,,
i think TS is the best FPS stunt game...
User
i need cstrike czero tspecialists fgd s... how?
thanks..
Truck
User
ty
yes i am srry for that but i didnt know where to post.
Truck
User
heyy
i have problem while compiling heres what it says:

hlcsg: Error: Entity 0, Brush 0: outside world(+/-4096): (-2064,-4112,-36)-(1040,1552,100)

hlcsg: Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


hlcsg: Error: Entity 0, Brush 0: outside world(+/-4096): (-2080,-4128,-32)-(1056,1568,96)

hlcsg: Error: Entity 0, Brush 0: outside world(+/-4096): (-2064,-4112,-18)-(1040,1552,82)

hlcsg: Error: Entity 0, Brush 31: outside world(+/-4096): (944,-4112,-36)-(1040,1552,1700)

hlcsg: Error: Entity 0, Brush 31: outside world(+/-4096): (928,-4128,-32)-(1056,1568,1696)

hlcsg: Error: Entity 0, Brush 31: outside world(+/-4096): (944,-4112,-18)-(1040,1552,1682)

hlcsg: Error: Entity 0, Brush 32: outside world(+/-4096): (-2064,-4112,-36)-(1040,-4016,1700)

hlcsg: Error: Entity 0, Brush 32: outside world(+/-4096): (-2080,-4128,-32)-(1056,-4000,1696)

hlcsg: Error: Entity 0, Brush 32: outside world(+/-4096): (-2064,-4112,-18)-(1040,-4016,1682)

hlcsg: Error: Entity 0, Brush 33: outside world(+/-4096): (-2064,-4112,-36)-(-1968,1552,1700)

hlcsg: Error: Entity 0, Brush 33: outside world(+/-4096): (-2080,-4128,-32)-(-1952,1568,1696)

hlcsg: Error: Entity 0, Brush 33: outside world(+/-4096): (-2064,-4112,-18)-(-1968,1552,1682)

hlcsg: Error: Entity 0, Brush 34: outside world(+/-4096): (-2064,-4112,1564)-(1040,1552,1700)

hlcsg: Error: Entity 0, Brush 34: outside world(+/-4096): (-2080,-4128,1568)-(1056,1568,1696)

hlcsg: Error: Entity 0, Brush 34: outside world(+/-4096): (-2064,-4112,1582)-(1040,1552,1682)

can someone help me with that :(
cya
User
owh thanks.
and, what can we make for DR map???
i mean like Hammer, Laser, Death Water, Breakable way, Moving Wall, etc.
and maybe u have some. can u all give me a tutor for make all of that? cz i cant make it.
User
the sound?
ambient_generic
and set it.
User
User
User
Mate de Vita said:
Lorenzo said:
i want to make a DR map, and i want to ask;
-How to make func_door sliding one by one if the brush is a stairs with one button? can we?

...what?


make a sliding stairs, but it move one by one.
User
the_cloud_system said:
go to the brush properties and flags tab and presser


yeah thx. it works. but, how about the other one???
User
i want to make a DR map, and i want to ask;
-How to make func_door sliding one by one if the brush is a stairs with one button? can we?
-What is the function of multi_manager and trigger_multiple?
-How i can make a laser? and a moving laser?
-how to make a func_breakable will break itself when a player move on the brush??
-mines?

i need an advices from u all.
thanks.

sorry about my poor English..
User
Map: Simple
http://img525.imageshack.us/img525/6893/48526866yl3.jpg

The models always move to right, left, up and down.
And how to make the model can i climb or walking on it?
Like a truck model, i want walk on the top of this model.
Truck
User
How i can make invis wall, but i can't move to front, but still can shoot.
http://img383.imageshack.us/img383/2504/inviswallts9.jpg
User
Killer-Duck said:
cycler_sprite should say: models/pine_tree.mdl


Oh, u right, I'm forget it, I'm forget if the models should say models/blah.mdl, not cstrike/blah/blah.mdl

And, are RENDER MODE are important for models?
If important, which must I'm use? Solid - no light, or etc?
User
Why my map doesn't work? My map using some models, but this words is going out.

Quote:
Mod_NumForName: cstrike/models/pi_treeb.mdl not found


Why?

[My English wrong? Sorry...]
User
eDan Co. said:
Yes, you are must write "cl_".

i must? Ow, thanks, but, if i write the sky name without "cl_" whats going happen?
User
Killer-Duck said:

Are i must write the "cl_"???
User
I'm forget the name of the sky!
So i want to know the name, and screenshots, if you have the screenshots of course.
Or give me the link to look the sky name.

THANKS
User
Hey !!! Long time no see huh? I'm offline before 'cause i bored to make CS map again, now i want to make it again.
I make this post cause im just say hi for you all cause im always offline...

Hahaha lol.

This post is NOT IMPORTANT!!!!
User
Because i look some map has been edited, like de_dust2 to de_dustybleek, to de_dust4ever, etc.
User
SRAW said:
and lorenzo y is ur signature malaysia?
im only 12 btw but i wanna join a clan:(


What mean 12??? But, I don't know, INDOGAMERS and E-CLUB MALAYSIA is work together or no. Because when I want to play CS (if downloading a map) the Content hosting is, "Content Hosting Provided By : E-CLUB INDONESIA; www.E-ClubMalaysia.com"

Are my English right? Tidak bisa

(Click for image)
User
I mean, i write the words manually, like "Map by ****" Like that.
User
How to using Wally application??? I don't understand.
Because i want to make my own WAD files. NEW TEXTURES!!!
User
molkman said:
How can you have your sig centered?

Just write ¢er; &/center; before and after word

P.S.
"&" and ";" ,mean "[" and "]"
User
Maybe you to much using a .WAD files, i don't remember what the answer 3 week ago, sorry
User
What mean, Score : 0 pts ???
User
Lorenzo said:
So what the angle to move right or left?


So how to do that, no REPLY for this question????
User
Hey you all, How to Make a Sign in my map? And 1 question again, how to make the door moving to right or left? What the angle?
Thanks everyone!!!
User
SRAW said:
indonesia tak boleh!!!!!Malaysia boleh!!!!!!!! ini bodo lorenzo


So what the angle to move right or left?

Malaysia boleh? No you can't, kamu bodo, Malay tak boleh?
User
How to make a door move right, left, up, down, like in de_dustybleek
===???===
User
SRAW said:
u r probably using a ps2 prefab

So where i can find/ download it?
User
eDan Co. said:
Where did you get the 3rd WAD?


In "C:\Program Files\Valve\cstrike\torntextures.wad"
So???
User
eDan Co. said:
did you edit the WAD containing the textures?


no, i think?
User
No, the map doesnt work, because when i make compiling the map, after that, out the file .err, that is my problem
User
I'm error again while compiling the map. What is this mean???

Using Wadfile: \program files\valve\cstrike\cstrike.wad
- Contains 5 used textures, 14.29 percent of map (123 textures in wad)
Using Wadfile: \program files\valve\valve\halflife.wad
- Contains 26 used textures, 74.29 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 1 used texture, 2.86 percent of map (162 textures in wad)

added 8 additional animating textures.
Warning: ::FindTexture() texture SONY not found!
Warning: ::FindTexture() texture PS2 not found!
Warning: ::FindTexture() texture PS not found!
Warning: ::LoadLump() texture PS not found!
Warning: ::LoadLump() texture PS2 not found!
Warning: ::LoadLump() texture SONY not found!
Texture usage is at 0.54 mb (of 4.00 mb MAX)
2.56 seconds elapsed
User
Killer-Duck said:
path should say models/bigtree.mdl

If me, "C:\Program Files\Valve\cstrike\models\bigtree.mdl"
Or just write models/bigtree.mdl manually?
User
Hey, thnx Killer-Duck!!!

But, what a .wad files i must use????
User
Hey, i think i have some problems here,
Here's the problems,

1. When i open a .map file in Hammer, the hammer can't open it, the words is
"For your information, 198614326 solids were not loaded, due to errors in the file" Why???

2. When i make the map in "C:\zhlt\" folder, when the command making the map, out the warnings like, Open this
http://www.ziddu.com/download/2094789/ERROR.txt.html

I hope you all can help me...

Oo, and i have a question again, when i make a sky, i must write the sky name like this "cl_skyname" or what?
User
seCHar said:
trees are models.add a cycler_sprite entity then go and choose the model(look it up in cstrike\models.


I don't understand what you did say above. After add a cycler_sprite entity, where i must choose the model? Alt+Enter? Or what?
User
eDan Co. said:
He's Malay.


He's Malay? Uhm, sorry. But hey, he's can talk Indonesian, are ya?
And i have some question again, how to make sky like this?

http://www.twhl.co.za/mapvault/4402.jpg

By the way, where are your place?
User
SRAW said:
1. Indonesian tak boleh.


Lho? Are you Indonesian people? Can you write your answer in Indonesian?

Hey, but thanks!!!
User
This is my first post. My critic for SuperJer is so HELPFULLY!!!

I'm an Indonesian people. Sorry if my English so bad.

I has finish my first map with SuperJer Tutorial. And I have some question,
1. How i can make the background for that map?

2. After i download the msvbvm60.dll and automap.rar, what should i do? Where that file must placed? Especially for file msvbvm60.dll.

3. And how making a bots or models for myself?

4. How to make SKY, must make with Block tool, or Entity tool?

5. How i can make a water, tree, and word or picture on walls?

6. And maybe u can explain for me all of the entity? (If that is to long, just give me the site)

Thanks for all