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how to add a texture over texture?

A Question for Counter-Strike 1.6

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Hello friends... I'm working on a big project, but studying other maps I have seen that you can add a detail over on other surfaces. As in this example: ONE Or: TWO (map: cs_mansion2016 and cs_waterside1)
In both examples you can see a texture superimposed on the wall. A skin in the first image. 

Actually I have also 2 or 3 more questions, but I don't want to bother, and maybe they are very complicated questions. (But I'm happy if someone explains to me how to add the textures, so I give more life to my project) (Also, I don't speak english. In case you see any spelling mistakes).

-How to make a model move like on the cs_waterside map? THREE
-The texture "SOLIDHINT", What is the function of this texture...? (I ask because I have a lot brushes with many faces -terrain-, and I'm worried about the performance).
-What does the texture "BEVEL"? (I have read its function somewhere but it is not clear to me yet).



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  • DaTimmY avatar
    DaTimmY Joined 3mo ago
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    one is a block with texture with some transparent settings.

    look this at this "transparent" guide :D

    two: is a block with a texture more nothing.

    the horrible avatar
    the horrible
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  • Nakachan avatar
    Nakachan Joined 9mo ago
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    Como dijo DaTimmy abajo, las primeras dos imagenes son solo un bloque con fondo de un color especifico que se "toma" como transparente en el mapa (generalmente azul 0 0 255)

    Lo del agua moviéndose podes encontrarlo en los tutoriales básicos de modelado y animación que hay en la sección de tutoriales. 

    Pero, si buscas hacer un retexturizado de ese modelo, solo descompilalo con Milkshape 3d, reemplazas los .bmp con lo que querés usar y volvélo a compilar.

    Usualmente al retexturizar modelos la textura se "corre" unos cuantos píxeles de su lugar. Si es lo que buscas pregúntame por más detalles al priv.

    SOLIDHINT es una textura usada para superficies complejas creadas en Terrain Generator o a la hora de cortar u manipular caras de sólidos en coordinadas raras, esa textura previene que rompa todo el mapa, el compilador te tire error 99% del tiempo y mandes a cagar todo .  Así como la textura BEVEL es usada para prevenir errores con hulls y clipping, se que hay ejemplos en internet de como se usa

    Hace rato que no hago mapas asi que no creo recordar mucho más
    Welcome to my rice fields
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  • ak13mk avatar
    ak13mk Joined 8y ago
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    access_time 10d
    To add a texture over texture you can use the Apply decals tool in VHE. Select the Apply decals tool, then select your texture and then select the Selection tool and just click anywhere on the walls.
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    Alfa1337 Joined 13y ago
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    Why don't you decompile the waterside map? I know, it's not perfect, it's a 50/50, however, at least you will know what entity it is using for that water plant.
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Alexis92 Joined 1y ago
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