Check out Half-Life Re-imagined competition results!
Check out Skewing textures in Hammer, our newest tutorial!
Say hello to novandro150, our newest member!

logo

Site Stuff

Reference

Maps

Community

ShoutBOX

Poll

Feeling Blue

What's your favourite shade of blue?

Azure

16

Cobalt

32

Turquoise

10

Cyan

11

Royal

11

Teal

3

Onliners

8 mins

Jessie

45 mins

23-down

1 hours

Mr Gnang

2 hours

Tetsu0

2 hours

Snehk

3 hours

ZikShadow

3 hours

al_mam

Affiliates

A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

TWHL Pockets

1 2 3 4 5 [6] 7 8 9

Forums > Maps and Mods

14 Aug 17, 23:55
By UrbaNebula
avatar
Entirely brush based
@Windawz: Constant Glow worked like a charm. Thanks. glad - :glad:
16 Aug 17, 16:36
By Windawz
avatar
Member
17 Aug 17, 20:35
By SourceSkyBoxer
avatar
Member
Woah @Windawz! Nice map.. I am still working.....

// EDIT:
@Urby Please count me in! Thanks!

My map is 75 % is completed 25 % for adding scientists and computers or big computer wall....
18 Aug 17, 14:32
By UrbaNebula
avatar
Entirely brush based
Didn't even notice you weren't in the list SSB. You have been added smile - :)
18 Aug 17, 22:01
By SourceSkyBoxer
avatar
Member
Thanks my dear @Urby smile - :)

PS: Small problem who can make rotor with faked shadow? Like any maps I have seen faked shadow from rotor.

Like this If I create func_illusionary brush than I create func_rotating with zhlt_usemodel with func_illusionary brush

than It doesn't throw shadow. I don't know like NS Maps or CS maps.
19 Aug 17, 00:43
By Windawz
avatar
Member
@SSB

Well, first of all make a fake shadow of your rotor with thin brushes textured with BLACK. Then make it a separate non-solid func_rotating with "Render Mode" set to "Texture" and "FX Amount" set to a number you want.

You can download Stalkfire from the Map Vault, there's a fan/rotor on the map that casts a fake shadow. As far as I know it has a .rmf file included, so you can open it and see how it's done.
19 Aug 17, 09:39
By SourceSkyBoxer
avatar
Member
Thanks for explanation my dear @Windawz! That is made by Trempler! Typical TrEmPlEr! He is really a high advanced mapper.

And how does it work with zhlt_coplanarpriority? If I brush from func_rotating to floor ( down floor brush ) Is it possible? But Trempler's map looks weried because player goes to not-solid brush func_rotating and has unit 1 high and sometimes can caught if not-solid brush - faked shadow.
19 Aug 17, 10:12
By Windawz
avatar
Member
@SSB

Raise the fake shadow a bit and texture the side faces with NULL. This should look fine.
19 Aug 17, 21:19
By SourceSkyBoxer
avatar
Member
Yeah I already tried.

If I use floor as func_detail than I set up zhlt_coplanarpriority "-1" or "0"
than in-game looks like flicked texture. so sad.

// EDIT:

I am working with this:


Is it better or werid? But i think I need 2 double shadow if floor has grate and down of floor has same shadow If you see my picture - If you can not see than I will complete my map than Urby will check and see in-game shadow from down floor.

// Update:


I try scripted_sequence system without talk!

Just scientists work busy and goes to his college of science and another scientist will runs to evalator. Oh no evelator happens because another scientist doesn't know and falls to depth and dies. Than player found to button for exit door. I think it is easy for me - If you like that?
20 Aug 17, 13:06
By Jessie
avatar
Ladytype
I won't deny it, I haven't done anything of note yet. I... probably will?

I need to throw myself into the role, and soon.
20 Aug 17, 15:36
By UrbaNebula
avatar
Entirely brush based
How is everyone getting on? I've not been able to invest much time in this yet, so the deadline is very likely to get extended to include my week off in September. tongue - :P

I've seen a few screenshots, but only from a couple of the people who signed up? Any progress reports from anyone else? grin - :D
20 Aug 17, 16:29
By MistaX88
avatar
Member
I've made very little progress since the screenshots I've uploaded (and those were with a level so incomplete I had surrounded it in a big lazy skybox just to test a few things). That being said, I tend to get mapping inspiration in spurts so I could suddenly bang out a bunch of stuff in a few hours. I am definitely behind on where I've wanted to be at this point though.

I have just finished editing two sound files for use in the level though. I've also already finished creating the custom textures I needed for the map (most of the textures are stock HL textures).
20 Aug 17, 17:33
By 2muchvideogames
avatar
Member
I cobbled 2 other maps together... deja vu....

Is this mod gonna be ld or hd? It was really jarring seeing phillip playing the tower in HD, then see ld models and it looked weird. Knowing this would also help me decide what custom models to use
20 Aug 17, 17:55
By Kachito
avatar
Member
Tried Jackhammer after all the positive comments here and gave it up after 2-3 days, the texture skewing/lock tool was nice though. Went back to Wallworm, so most of my map is going to be models.
Otherwise, not much going on my side since my 6 y/o IPS monitor decided to stop booting up. Been looking through it in the hope i'd find the culprit, capacitors and everything seem all ok.
Bought 2 iiyama amva panels from Amazon before i do anything else; been waiting 2 weeks on them now. Supposedly they arrive this thursday, but that's what they said last week as well...
20 Aug 17, 18:18
By MistaX88
avatar
Member




Opening the exit airlock is the easy part...
20 Aug 17, 19:40
By UrbaNebula
avatar
Entirely brush based
Quote:
Is this mod gonna be ld or hd


I'm going LD, but it's essentially up to the mapper for custom models and then ultimately the player for everything else.
20 Aug 17, 20:08
By MistaX88
avatar
Member
Doesn't really affect on me since I can't model. Ha!

Had to make some volume adjustments on my sounds (volume # in ambient generic barely seems to have an effect on a sound, so only helps if the sound in question is already close to where you want it). Hopefully they are better now (background sound much quieter and less overpowering and one little voice bit is now a bit easier to hear).

I've started getting some more brush work and texturing done but it's still rather slow going.

That being said, the final "confines" of the playable area are almost done. There's just a bunch more things to do within those confines!
24 Aug 17, 14:04
By Windawz
avatar
Member
I need to clarify something:



The upper level goes beyond the limit, but it's not accessible in any way, even though it looks like it is. Is it alright?
24 Aug 17, 17:56
By UrbaNebula
avatar
Entirely brush based
The map itself can be as big as you like. If the player can't get up there, you get a pass. grin - :D
25 Aug 17, 04:38
By MistaX88
avatar
Member
Got some more stuff done today. Plus I hashed out some more ideas on how I want to set certain things up within the map that I was stuck on before.

I definitely took advantage of the allowance to walk on the topmost brush of the "cube".


Once I finish the rest of the major geometry I need to rapidly learn some Half-Life entities that I could never use in Counter-Strike.
25 Aug 17, 05:49
By NineTnine
avatar
Member
Yep havnt yet started (cos all my free time is spent doing a musical and other stuff recently) but will make some time on it over next few days and see what I can come up with...
25 Aug 17, 13:35
By UrbaNebula
avatar
Entirely brush based
I'm pushing the initial deadline back. Good news for any of you who have not yet started or even if you're just struggling... such as me. I'm cheating, ok?

Updated the initial post.
25 Aug 17, 22:35
By SourceSkyBoxer
avatar
Member
So I create full models for big room of laboratory.
I will create more If I have got not problems.



It is only 76 polys with 512x512 bmp -> I will paint nice texture like in life. I haven't problem because I optimize SketchUp as groups of meshes. If I 1 mesh and make group than it is 2 triangles and other grouped mesh same. Than result is 4 triangles = 4 faces than I export to obj with correct meters than I import obj into KHed than I make fresh uv mapping. Than It looks like this


I hope I can it. Because I don't feel okay because laboratory room should have whole prop-models and merge to zhlt_usemodel and laboratory room should whole null/clip brushwork. I need fix.... smile - :)
26 Aug 17, 08:33
By Windawz
avatar
Member
Only now I realised there's no way for the player to get to the final floor. Dammit.



26 Aug 17, 17:04
By 2muchvideogames
avatar
Member
random ladder of course
26 Aug 17, 17:04
By 2muchvideogames
avatar
Member
or random rope
26 Aug 17, 17:57
By DiscoStu
avatar
Member
Teleport, duh.
27 Aug 17, 16:53
By SourceSkyBoxer
avatar
Member
And I try custom props with zhlt_usemodel from hidden room ( only cycler , no use cycler_sprite )

Because I am using func_illusionary with origin textures.

And I draw textures with gimp 2.8.22
27 Aug 17, 21:53
By MistaX88
avatar
Member
Made some good progress.

27 Aug 17, 23:05
By WorstMapper
avatar
Member
OMG look at these maps... Looking so pro!
27 Aug 17, 23:33
By Victor-933
avatar
Member
I might try my hand at this. Don't get your hopes up though.
27 Aug 17, 23:49
By SourceSkyBoxer
avatar
Member
Yeah victor and all. I hope I can be done sometimes more prop models than i will release show screenshots sorry for hanging because I am trying faked sbadow like rotors throw shadow. I think better i use models and I make animation of model as faked shadows from rotor. ( just mask and chrome from mdl ). But i paint easy gray flat metals from gimp.
28 Aug 17, 00:48
By MistaX88
avatar
Member
Some screens from after my most recent compile. I think this'll be the last of the screens I show for now, then people can see it when the whole mod gets tested.










28 Aug 17, 01:49
By SourceSkyBoxer
avatar
Member
@MistaX88 it looks completed. If your map is finish than you want give Urby now. S*** my map is not ready. I make easy because I haven't idea I should create room of laboratory that is why I make easy only normal room ( just not big )
28 Aug 17, 01:53
By MistaX88
avatar
Member
@SSB It's not completed though.
28 Aug 17, 05:28
By Windawz
avatar
Member
@MistaX88

Why the whole map is red?
28 Aug 17, 05:41
By 2muchvideogames
avatar
Member
better question is, why isn't the whole map purple?
28 Aug 17, 08:33
By SourceSkyBoxer
avatar
Member
@Mista, okay!

@2muchvideogames Hihi why not the whole map pink? ( like you're gay )
28 Aug 17, 09:10
By Jessie
avatar
Ladytype
Oh, SSB is 12. That explains it.
28 Aug 17, 09:24
By SourceSkyBoxer
avatar
Member
@Jessie, What is 12?

You mean age? Or what is that?
28 Aug 17, 09:25
By Strider
avatar
Tuned to a dead channel.
One of the few times I wish I could 'thumbs up' a post on TWHL...
28 Aug 17, 10:33
By Instant Mix
avatar
Horton hears a who?
Wish not to threadshit, but it's incredibly out of touch and offensive to make that sort of association, SSB. It's not 2004 anymore.
28 Aug 17, 10:51
By SourceSkyBoxer
avatar
Member
@Instant Mix what do you say again?

I really don't understand what are you saying? I didn't say bad. I respect everyone...
28 Aug 17, 11:05
By Instant Mix
avatar
Horton hears a who?
@SSB

"@2muchvideogames Hihi why not the whole map pink? ( like you're gay )"
Associating a colour with someone's sexuality which was stereotypically used as an anti-masculine insult / derogatory comment isn't really that OK. Does adding "Like you're gay" add anything constructive- let alone anything in general - to that sentence?
28 Aug 17, 11:28
By SourceSkyBoxer
avatar
Member
Grrr @Instant Mix It is not insult just explanation. My god. stop forcing me! I am deaf and I know shy colour. I want stop because you don't know colour that. I leave now because you don't know about deafness and colours unhappy - :( Bye now I remove and I hold back.

I cancel now because Instant Mix punishes me but i didn't say bad. Thanks for everyone.
28 Aug 17, 11:53
By Archie
avatar
My Empire of Dirt
You just don't know about deafness and colours, Instant Mix. Deafness allows a person to perceive and identify what's known scientifically as 'The Gay Colour Spectrum' (or the GCS)¹.

Educate yourself, Oli.

¹ Citation Needed
28 Aug 17, 13:43
By Kachito
avatar
Member
Somewhat related, on the topic of color psychology and color theory in general (for those that haven't researched it before - i'm sure many of you here know this stuff inside out), you can learn so much from short videos all over the web nowadays, like:
https://www.youtube.com/watch?v=Qj1FK8n7WgY

https://www.youtube.com/watch?v=8wnGUxVaifs

https://www.youtube.com/watch?v=aXgFcNUWqX0

They're film related, but applies to pretty much everything having to do with level design.
I remember looking up stuff like this when i simply had enough of obnoxiously distorted color palettes in recent sci-fi movies, where everything had a beyond ridiculous blueish tint.
28 Aug 17, 16:06
By SourceSkyBoxer
avatar
Member
@Kachito Yeah you're correct!!! That is right like colour. I said that.
28 Aug 17, 19:50
By 2muchvideogames
avatar
Member
kids call each other gay all the time, I know i did it in high school alot. Dont have to get offended by that, they're kids, not flame-war seeking conservatives
28 Aug 17, 20:37
By Windawz
avatar
Member
Maybe we should stop discussing this in a mapping thread?
1 2 3 4 5 [6] 7 8 9

Forums > Maps and Mods

Login to Reply

You must be logged in to reply.