Media Summary: Dunno what I'll do with this but it's damn awesome. For anyone wondering how I did it: 1. A logic_timer will trigger the Version two. This time I've incorporated two soundscapes that adjust the volume of the i am working on making an event map that includes my own OC, mike, allowing him to "roam" and interact with people. right now, ...

Source Sdk Dynamic Storms Test - Detailed Analysis & Overview

Dunno what I'll do with this but it's damn awesome. For anyone wondering how I did it: 1. A logic_timer will trigger the Version two. This time I've incorporated two soundscapes that adjust the volume of the i am working on making an event map that includes my own OC, mike, allowing him to "roam" and interact with people. right now, ... Snow and rain can make your levels look far more uninviting and depressing. So here's how to add it in! You could probably type ... One of my examples mentioned in my blog. This prototype is from a old project I was working on. Be sure to read the whole post at ... Too lazy to fix the details lol, its just for

Noteable func_precipitation property: Aplha: min 0 max 72 ConVars: r_rainalpha 0.1 r_rainalphapow 0.4 r_rainlength 0.04 ... If you feel like an advanced mapper, and want to be part of mapping projects This is a level I threw together to attempt to learn more about designing single player combat sequences in

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Source SDK: Dynamic Storm Test
Source SDK: Dynamic Storms Test, Version 2
Source SDK: Thunder Storm Test
Source - Dynamic Precipitation Test
[Source SDK] Event Map Test | Mike can move!
Source sdk Waterfall & Dynamic Water Test
Source SDK test - Destructible environment
Source SDK Weather Rain Snow Precipitation
Basic rain and thunder in Source Engine
Source SDK - Dynamic Reflections Test
[60 FPS] Hammer SDK - func_breakable test
Source SDK env_projectedtexture test
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Source SDK: Dynamic Storm Test

Source SDK: Dynamic Storm Test

Dunno what I'll do with this but it's damn awesome. For anyone wondering how I did it: 1. A logic_timer will trigger the

Source SDK: Dynamic Storms Test, Version 2

Source SDK: Dynamic Storms Test, Version 2

Version two. This time I've incorporated two soundscapes that adjust the volume of the

Sponsored
Source SDK: Thunder Storm Test

Source SDK: Thunder Storm Test

A vatration of

Source - Dynamic Precipitation Test

Source - Dynamic Precipitation Test

Source #Gmod #

[Source SDK] Event Map Test | Mike can move!

[Source SDK] Event Map Test | Mike can move!

i am working on making an event map that includes my own OC, mike, allowing him to "roam" and interact with people. right now, ...

Sponsored
Source sdk Waterfall & Dynamic Water Test

Source sdk Waterfall & Dynamic Water Test

Just a

Source SDK test - Destructible environment

Source SDK test - Destructible environment

Testing

Source SDK Weather Rain Snow Precipitation

Source SDK Weather Rain Snow Precipitation

Snow and rain can make your levels look far more uninviting and depressing. So here's how to add it in! You could probably type ...

Basic rain and thunder in Source Engine

Basic rain and thunder in Source Engine

One of my examples mentioned in my blog. This prototype is from a old project I was working on. Be sure to read the whole post at ...

Source SDK - Dynamic Reflections Test

Source SDK - Dynamic Reflections Test

A small room using

[60 FPS] Hammer SDK - func_breakable test

[60 FPS] Hammer SDK - func_breakable test

Too lazy to fix the details lol, its just for

Source SDK env_projectedtexture test

Source SDK env_projectedtexture test

Source SDK env_projectedtexture test

Storm Test 2

Storm Test 2

Noteable func_precipitation property: Aplha: min 0 max 72 ConVars: r_rainalpha 0.1 r_rainalphapow 0.4 r_rainlength 0.04 ...

Source SDK - How to make Weather applications like Snow, Rain

Source SDK - How to make Weather applications like Snow, Rain

If you feel like an advanced mapper, and want to be part of mapping projects

Hammer Editor - Weather Test Map

Hammer Editor - Weather Test Map

Just

Source SDK Combat Test

Source SDK Combat Test

This is a level I threw together to attempt to learn more about designing single player combat sequences in

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