SAGE/SAGE 2.0/GoldSRC/Source engine based games coder/designer/Particle effects Artist. Just call me Mark. Glory to Arstotzka!
For fans of indie games and hardcore indie gamers, no matter whether these indies are commercial or freeware/opensource. This hub used for many indie...
They are places where "Z axis" does not exist, only YX reign, the word is unknown 3D, games are simple but should be played, many of them will make us...
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hello. Do u still got TOD mod? can u send all files to me? if u dont can u tell me how did u do? coz i think u reached model files but i cant i planning to remake this game my gmail is ghosttanki31gmail.com thank you
Nope, sorry, long gone :c
Thank you so much for making GenEvo mod
Hello Mr. gunship, do you plan to make a campaign in GENEVO to continue the story after ZH?
I do not know how, but the notorious mat_fullbright bug got into MMod.
Can you make a Linux version for Half-Life 2 MMod?
It's planned for v2.
For Half Life 2 MMod; how did you add the tau cannon to D3_c17_01? Did you use a decompiler or a different method? because I would like to make changes to maps as you did. But it's nearly impossible due to the amount of damage a decompiler does to a map.
I'm using very simple MapAdd system, check MapAdd folders in HL2MMod_ folders. It uses almost the same syntax as hammer does, so porting things from hammer is relatively easy, you just can't do any geometrical/texture adjustments.
(ok I made an account) Wait, so.. is there any information on how to setup MapAdd's for my own use?
Nope, apart from already existing examples already present in HL2MMod. I decompiled a map I needed to fix/change, put my changes in, saved, opened up .vmf in text editor and copied them into mapadd with some formatting changes. That's pretty much it.
(Sorry for the late reply)
Correct me if I'm wrong, but the MapAdd folder only works because of the changes you made to the engine right? and because of that, wouldn't this feature 𝙣𝙤𝙩 be transferable to any other mod?