Entity 1.5 Preview
- trepdimeflou
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- StalkingGrunt911
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- foxfanatic23I7
- Posts: 1343
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Well, you can kind of do that right now, all you have to do is go to sbsp, blue plus sign, the bsp collision and then viewer. Then it shows the collsion of the sbsp.Digital Marine wrote:Just watching TV and an idea hit me. How about something where you can view the invisible walls with some red transparent shade to it or something. That way we could view where the invisible walls are, and possible edit them.
Anyway, release soon


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You can move sounds in Entity 1.4, which you can find in the H2 download section.foxfanatic23I7 wrote:Well, you can kind of do that right now, all you have to do is go to sbsp, blue plus sign, the bsp collision and then viewer. Then it shows the collsion of the sbsp.Digital Marine wrote:Just watching TV and an idea hit me. How about something where you can view the invisible walls with some red transparent shade to it or something. That way we could view where the invisible walls are, and possible edit them.
Anyway, release soon. I wanna move sounds around in sbsp viewer
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Formerly known as Limpmybizket.
- foxfanatic23I7
- Posts: 1343
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It doesn't like meMonkey Terd wrote:You can move sounds in Entity 1.4, which you can find in the H2 download section.foxfanatic23I7 wrote:Well, you can kind of do that right now, all you have to do is go to sbsp, blue plus sign, the bsp collision and then viewer. Then it shows the collsion of the sbsp.Digital Marine wrote:Just watching TV and an idea hit me. How about something where you can view the invisible walls with some red transparent shade to it or something. That way we could view where the invisible walls are, and possible edit them.
Anyway, release soon. I wanna move sounds around in sbsp viewer
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- DemonicSandwich
- Posts: 1198
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How about giving the BSP viewer the ability to rotate Objective spawns like Hill vertexes or teleporter entrances/exits.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
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Oh here's a feature that may or may not be hard to implement.
How about selectable areas for shaders...
Like, there are usually a few parts to the sbsp that has the same shader applied...What I'm saying is that you can select individual areas of a shader and have the abilitiy to change them...
Otherwise its just blind luck what your trying to do...
This is more of a skinning feature so I don't expect it to be implemented
How about selectable areas for shaders...
Like, there are usually a few parts to the sbsp that has the same shader applied...What I'm saying is that you can select individual areas of a shader and have the abilitiy to change them...
Otherwise its just blind luck what your trying to do...
This is more of a skinning feature so I don't expect it to be implemented
