The picture is not showing up for me, what is it you might be onto?
Custom FGD, but I'm stuck between a rock and a hard spot with it now.
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Messages - Busterdash
No fgd? Lame. If you're advertising this as SDK, you should give us an FGD. You've just vmexed a few maps and call yourself a hero.
Actually I might be on to something...
Oh,any any news on your Postal 2 map for Garry's Mod?
Its going pretty good, I have most of the arcade and the bar done, and I have all of the laundromat done. All in all its about 30 to 40 percent done.
I was able to come up with an unofficial SDK using a custom configuration in Source SDK 2009, and the decompiling of maps to add npcs and other entities.
I will later give details on how to do this unless the official SDK is released before I do.
Edit: 1:04AM - 7/7/12
I'm working on a tutorial page on my website on how to set this up, it should be up sometime next week.
Edit 1:52AM - 7/8/12
Nevermind, instead of a week here it is now: http://diodesoftware.webs.com/postalsdk.html
Edit 1:35AM - 7/31/12
Konstantin Efimov emailed me the original FGDs. Go here for the revised tutorial page and download them there.
Yeah it's manual, in the texture browser's file menu you click new, then choose cube map in the material class, then you'd go into it's properties and set the faces of the cubemap, then go back up to the file and new and create a TexEnvMap and set its material to the cubemap texture, and last you would create a shader to combine the texture and the cubemap.
Although you could just make a shader and use one of RWS's cubemaps in Zo_Smeg package.
« on: April 08, 2012, 02:28:41 PM »
This mod makes windows in Postal 2 look a bit more realistic. I masked the opacity of the windows so blinds and curtains aren't translucent anymore, made the outside of the window slightly translucent so you can kinda see inside, added cubemaps so the windows shine a little, and threw in some extra textures for mapping.