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Sent: Tuesday, November 26, 2002 3:12 AM
Subject: Re: [hlcoders] FGD's and coding
Well, a couple things. If you've removed every halflife entity, and are
going to code all your own from scratch, then NOT starting with a stock
Halflife one is a good idea. ;)
Otherwise, start
Well, a couple things. If you've removed every halflife entity, and are
going to code all your own from scratch, then NOT starting with a stock
Halflife one is a good idea. ;)
Otherwise, start there. Learn a bit about mapping (the use of entities),
and you'll start to connect the dots as far as
Howdy, I'm really interested in how FGD's work and such, I want to know the
real deal, is their some design documents, or
tutorials that are written on them, because I know everyone always says its
not hard just look at other peoples stuff,
but that just means cut and paste a stock halflife fgd if
Hello Paul,
Editing FGD file isn't coding. To create your own new entiity you must
edit source code. Recommend you to read How to make a
mod.doc from the SDK and to visit botman's site -
www.planethalflife.com/botman ...
--
Vyacheslav Hoaxer Djura
Level-designer
Deep-Shadows
Hallo,
Sunday, November 24, 2002, 10:45,
Paul Bean Jr. [EMAIL PROTECTED] wrote:
Howdy, I'm really interested in how FGD's work and such, I want to
know the real deal, is their some design documents, or tutorials
that are written on them [...]
Well, I wrote a tutorial about it, but
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Ah, I think he knows that, but wants to now add his new entities into maps
with an FGD...
At 12:40 24/11/2002 +0200, you wrote:
Hello Paul,
Editing FGD file isn't coding. To create your own new entiity you must
edit source code. Recommend you
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Subject: Re: [hlcoders] FGD's and coding
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Ah, I think he knows that, but wants to now add his new entities into maps
with an FGD...
At 12:40 24/11/2002 +0200, you wrote:
Hello Paul,
Editing FGD file isn't coding. To create your own
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