GCF FOLDERS, FILE TYPES AND MODS STRUCTURE
how to create a mod.
Extract game content from the Game Cache files (GCF).
These files are big zip files that have “phantom” folders pointing you to game/mod.
This is why you can't see any game content in your folders.
Use GCFScape to unzip the files and folders create by Nems Tools found here
See the Material and Model diagrams to learn more about their file types
Video tutorial:
*to come*
Sean
ORANGE MAPS
and Source units
Observe the templates that work with the power of 2... 32, 64, 128, 256, 512, 1024, +
ELEVACTORS AND PATHS
script your way to the top and across
Create automatic, two button call, four button call elevator
Then switch paths on a moving platform by shooting targets
Finaly rig an full elevator with prop_dynamic and animations
VIS taking a while? Need a faster frame rate? Use func_detail to bypass leafs
Leafs will still cut func_detail, the largest leaf can be 1024 cubed
func_detail for VIS is like look through mesh, use nodraw and hints to create level hull
In most cases this will save you polygons and leafs
Notes for test map:
The building is not a BSP blocker and it stills render what’s behinds it
Create a nodraw cube to the top of the skybox to stop it
This will affect the VIS above the rooftop but the player will never be up there
Unless its portal