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I swear there used to be a "fade" render FX but it seems to have disappeared. How can I fade / in out objects depending on distance?
02:17That's "glow", isn't it?
09:00That's with point-based entities only though. I must've been using SoHL, there's literally nothing else I can find
09:01Shite, that buggers up an idea I had.
10:17The Slow Become Solid, Fast Become Solid, Fade etc.? Yeah, just add some more lines in your FGD file. :p
10:42They don't seem to at all work in Sven Coop. At least, with additive mode.
17:12Hmm. It worked for me with the Texture render mode at least. But you're looking for a glow effect, so. Hmm
What's your favourite shade of blue?
Azure
Cobalt
Turquoise
Cyan
Royal
Teal
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Name: Pete
Joined: 24th August 2005 (4627 days ago)
Website: http://www.petesplace.id.au/mapping
Location: Qld, Australia
Half-Life mapper
Dec 2008 |
Well, it's certainly been a while since I was here last. I haven't built any more HLDM maps in the last couple of years -- way too much other stuff on my plate -- but I'm starting to think about getting back into it...
Maybe... :-)
Of course, all that other stuff is *still* on my plate, so thinking may never turn into doing...
I've been promising it for a while now ... and here it is! I've just released my ninth HLDM level: Canyon: Redux.
I'd love to hear what you all think! :-)
Edit:
On a related topic, when uploading I notice it says "Upload your screenshot. You can add extra screenshots later." How exactly would I go about adding additional screenshots? I can't seem to find it... :-)
--------Journal combinatorial services by TheGrimReafer---------
In the comments to my last journal post, I got asked why I bother writing such extensive documentation for "levels nobody gonna play more then 1 hour max?" I replied there, but felt my reply deserved a post of its own. So, uh, here 'tis:
Uh ... why?
For one thing it's DM, not SP, so I sorta hope people will play it more than once. ;-)
I write big documentation because every level I build -- every HLDM level -- has its own story. It's part of the process. Maybe people want to read the story, and maybe they don't. I write big documentation because it's what I do. When I'm not a level builder, I'm a writer. (Well, gamer, and reader, and general-time-waster, and watcher-of-DVDs, and writer. It's in there somewhere...)
Much of the time involved in FINISHING the documentation -- 'cos, y'know, most of it is worthless waffle that nobody will read anyway -- is getting the credits right, giving due and proper acknowledgement of all the textures I've used which were made by other people. Getting THAT right is important -- anything less would make me a lowly scumsucker who passed off other people's work as his own!
And sure, I'm sure there are people who think my writing four novels was a waste of time too.
*shrug*
As for why I continue to build levels for goldsource at all ... well, didn't think that would need to be explained on THIS site. But I build 'em for myself and my friends to play, and HL is one of the few games we can run without difficulty at work where we most often play. That's all. I choose to make them available here to give back something to the community from which I learned a trick or two over the years ... but that's a bonus. Certainly the half-dozen or so comments I get on each level are nice -- the positive, and even the negative -- and they teach me something too, but they hardly repay the months (even, in some cases, years) of work I put into each level. No, I build them for private use!
Since I'm also working on tweaking the SDK, this may well be the last level I release that will work (almost) properly without my PetesDM mod. OTOH, since I've pushed the engine about as far as it can be pushed, maybe it IS time to branch out, to find something else we can put on the machines at work. *shrug*
Edit:
For those who are interested, I've got two novels completed and two awaiting completion. They're self-published (partly because of legal reasons -- by some definitions they're fanfic -- and partly because I wrote them for much the same reasons I make my levels...) but that doesn't mean they're bad. Admittedly, I'm a little biassed, but I think most people here who know my mapping practices know that I wouldn't make it public if I didn't like the quality... :-)
The two completed ones are available as PDFs at http://www.petesplace.id.au/array_wars/ (and at LULU, but not yet publicly searchable; if you're really keen let me know and I'll give you the link!) They're, basically, Star-Wars/Matrix parody crossover novels.
Almost there...
*sigh*
I have finished the documentation for my new Canyon: Redux level -- it took a bit of work to get the acknowledgements section right, to list all the people who created the textures I used, but it's finally done!
Meanwhile, I have been running the final compile of the level. For consistency, there were just a few minor details which needed tweaking, so I did that last night and started the compile. On my computer at work, with its 3Gb of RAM, the VIS portion of the full compile takes around 14 hours. On my laptop, with its meagre 1Gb -- well, let's just say it probably won't be finished today. Neither of my desktop machines has more RAM than that either -- although possibly it would compile a little faster on one of those...? Definitely time for a hardware upgrade, methinks!
If all else fails, I'll run the compile overnight at work -- but I won't be back there till Wednesday afternoon at the earliest!
Sometime in the next week, I'll be releasing the darn thing. Until then, I've got screenshots up on my Mapping Page if anybody wants to take a sneak peek...
One should always playtest a level for a week or two before releasing it into the wild, don't you think?
In fact, if I hadn't taken so long to write up the documentation for my latest level (still unfinished, by the way -- the documentation, that is) I would have probably released it ten days ago. Fortunately I didn't, because in the course of playing it I've found a few textures which need fixing -- and one particular escape route which needed a redesign...
The new plan is that Canyon: Redux will be released sometime over the Easter weekend... :-)
I done been away for a little while. Away from TWHL, anyway. I'm still tweaking Canyon_Redux (it's a sickness, I tell ya!) and it's probably a week or two away yet.
In other news, though, it seems that the links to my maps broke while I wasn't looking. I was using an ".htaccess" file to redirect all download requests through the download counting code on my website -- and I suspect my hosting provider has changed something which broke the mechanism.
I'll look into it further over the weekend -- but for now, my links should all be working again!
Sorry for the inconvenience! ;-)
Canyon: Redux 00:00, 14 Apr 09 |
Lab11: LavaLab 09:12, 19 Nov 08 |
22:30, 05 Mar 06 |
Lab17: Quake 07:50, 24 Aug 05 |
Lab17: Flood 07:48, 24 Aug 05 |
Lab17: SlimeLab 07:45, 24 Aug 05 |
Lab17: Storage 07:41, 24 Aug 05 |
LavaLab: Erupt 07:38, 24 Aug 05 |
LavaLab 07:36, 24 Aug 05 |