Commented 6 months ago2023-11-02 14:55:05 UTC
in vault item: Learing HL sdkComment #105615
Hai! This ain't looking too bad.
You can get J.A.C.K. instead of using Hammer. You can find it in the tools section on our Wiki. You may also ask questions on the forums here and/or on the Discord server. Happy mapping!
Commented 6 months ago2023-11-02 10:00:17 UTC
in vault item: Learing HL sdkComment #105614
Looks like you've already gotten the hang of the basics!
It looks fullbright so you've either not included any lights in the map, or there is a leak (there should be error messages in the compile log if there were any leaks). If you haven't added any lights yet, there's a tutorial here about the basics of that.
For the wall where you've written "break" with decals, the reason it's mirrored is because the texture on the wall itself is mirrored. So with the Texture Application Tool just set the X scale to its negative (i.e. change the scale from 1.00 to -1.00).
Commented 6 months ago2023-11-01 08:48:00 UTC
in wiki page: game_player_equipComment #105613
^ idk what you mean. if you think i meant the classname (things JACK lists) then that's incorrect. I mean game_playerspawn is the targetname you assign to this entity, or any other entity of any classname.
the game fires entities of the name game_playerspawn on your behalf every time you spawn in a map. another example is if you have a game_text entity with the name game_playerspawn you'll see the game_text 's text when you spawn.
also, game_* entities in general are added sometime after retail release so this entity, and the game engine firing game_playerspawn would be absent on early WON versions or earlier SDKs.
Commented 6 months ago2023-10-31 18:08:50 UTC
in vault item: GemeraldComment #105612
The map was short but fun really liked it but I had no idea what was going on I'm not say that the mod is bad for this I'm just saying I had no fucking clue what was going on I new it was Dutch from the flags, Architecture and the language But I don't know what these characters are from and Why are there Nazi stuff IM SO CONUFSED SOMEONE TELL ME WHATS GOING ON In all it was quite fun and really peaceful at times almost like a dream
Commented 6 months ago2023-10-29 23:10:57 UTC
in vault item: GemeraldComment #105611
This mappack is awesome (in my opinion). Although I am pretty biased considering I love Ongezellig :3
The island was pretty cool, but the boat section (and the scooter section later on) I think could've been improved with some enemies scattered about to shoot at.
One thing I particularly enjoyed was the appearance of the Ongezellig Holland, 1945 video. As someone who loves NMH, Ongezellig, and Half-Life, I was pretty stoked to see that there. Jamie and UrbaNebula seem to have not liked the enemy placement, although I did not have any issues with it (probably because of the newest update, which appears to have fixed that issue).
The weakest parts of the mod IMO were the abrupt ending and the aforementioned scooter segment, which both could've been expanded upon greatly.
Overall: pretty sick!
So I've been using both editors more-or-less simultaneously for a little while now, here are some things I find worth mentioning:
TB works with .map files, J.A.C.K. also works with .map files but saves them as .jmf files. Going from J.A.C.K. to TB means exporting the .map file in J.A.C.K. first.
TrenchBroom's groups do not carry over to J.A.C.K., nor do J.A.C.K.'s visgroups carry over to TrenchBroom. To keep brushes together between editors, they have to be tied to a brush entity like func_group.
Unlike J.A.C.K., you can't have more than one map open at the same time in TB, so copy-pasting things between maps requires you to keep opening and closing them. This makes using a separate map as a "prefab stash" possible, but annoying.
For the reasons above (and probably a lot more) switching back and forth between editors on the same map is likely a bad idea.
Commented 6 months ago2023-10-19 22:57:42 UTC
in vault item: cs_crack_warsComment #105597
hey ive viewed your map its really nice area large and nice venues, buildings, its good you can go into most of them, id say its a little wide of shooting but is a great hostage map thanks!
I do not believe that is exactly right. I'll have to test this on my brother's Athlon 200GE rig with no dedicated GPU.
From what I know CS2's Hammer has this fancy lighting preview mode, which uses RTX. There should hopefully still be a CPU raytraced fallback.
Commented 6 months ago2023-10-13 06:10:09 UTC
in vault item: tm_relic(环山遗迹)Comment #105587
这些纹理来自不同的地方。我已经更新了下载链接,请确保完整覆盖之前下载的版本内容。我计划后面重置这张地图。
These textures come from different places. I have updated the download link, please make sure to fully cover the previously downloaded version content. I plan to reset this map later.
Commented 6 months ago2023-10-12 19:23:18 UTC
in vault item: tf_autocrat2020Comment #105586
Pretty interesting story, a 19 year old map being resurrected and brought back to life!
I don't play TFC but I can see the passion put into this, great stuff qe.
If you're interested, there's some old TFC archive site that an old friend linked me, maybe you'd find it interesting to look at all the maps posted on there: https://tfcmaps.net/
Commented 6 months ago2023-10-06 04:42:37 UTC
in vault item: DecompMDLComment #105581
Oh, and the sprite QC files is sorta a formality thing. I wanted everything to recompile with the original SDK tools. That's also why I have the tools produce BMP files instead of something more common like PNG.
Commented 6 months ago2023-10-06 04:37:48 UTC
in vault item: DecompMDLComment #105580
I didn't know WadMaker and SpriteMaker supported extraction! Whoops! Guess I didn't look at the docs close enough. I've only used WadMaker for... making wads.
Also, I just looked at the source. The pattern pointer is getting passed to a function that makes it lowercase, even if its null, which seems to be causing the problem.
Commented 6 months ago2023-10-06 00:30:51 UTC
in vault item: DecompMDLComment #105579
Ah, more tools!
A few notes though: texture extraction doesn't extract anything if no pattern is provided, and I'm a bit puzzled as to why sprite decompiling produces a sprgen .qc file - is anyone still using that nowadays? As for easy-to-use sprite/texture tools, what about Half-Life Texture Tools and WadMaker/SpriteMaker? They both support sprite and texture extraction.
Commented 7 months ago2023-09-29 03:10:22 UTC
in vault item: KM_SM_Splash_SplashComment #105573
Ya it's actually pretty fun and keeps matches moving at a neck breaking speed. However, the only issue is when playing on servers it's broken and is prone to other random issues, but that's why I included both versions.
Worth noting that black_hidden is allegedly drawn in Sven Co-op, according to this wiki's Tool textures page. I haven't personally verified this; it's probably either an issue with SCHLT or that Sven assumes lightmapped surfaces are drawn.
Commented 7 months ago2023-09-18 08:17:44 UTC
in vault item: GoldSrc Map2PropComment #105567
@kimilil I'm already working on using the ORIGIN brush as model origin override, besides it wouldn't have enough information to make a skeleton chain.
I'm thinking instead of using a custom point entity (info_bone) that can hold a name and parent, and have it skinned to the vertices of any brushes grouped with it (or even radius around the entity, could use a keyvalue for that as well). Might look into it after the full release.
@SirYodaJedi I think it'll work fine, unless you use any Quake III curved surfaces. Just looked at the code now and realised it doesn't handle the curved surface array in each solid, which will corrupt all other solids after the first one. Already fixing that now 🙂
Commented 7 months ago2023-09-16 19:58:52 UTC
in vault item: RabbitsComment #105565
After comparing the two I have to say this map stays very faithful to the original while also adding new places to explore, your interpretation of what the house may look like outside of the shot we get to see in the film is very interesting (and also way scarier)
I got to find everything we were supposed to find, I really liked the idea for the secret room and how you made the rain effect for the windows in the house.
My only complaint is that some of the breakables have way too much HP and some people might not realize that they can break them.
Commented 7 months ago2023-09-16 19:50:28 UTC
in vault item: HaphazardComment #105564
Very fun map, it was really entertaining. I have to say I'm very impressed by the fact it was done in one sitting considering it's so well polished and the level flows nicely, the ideas are amusing and I wish there was more things like this being released every once in a while
You can get J.A.C.K. instead of using Hammer. You can find it in the tools section on our Wiki. You may also ask questions on the forums here and/or on the Discord server. Happy mapping!
It looks fullbright so you've either not included any lights in the map, or there is a leak (there should be error messages in the compile log if there were any leaks). If you haven't added any lights yet, there's a tutorial here about the basics of that.
For the wall where you've written "break" with decals, the reason it's mirrored is because the texture on the wall itself is mirrored. So with the Texture Application Tool just set the X scale to its negative (i.e. change the scale from
1.00
to-1.00
).There are tons of tutorials in the wiki here that you can check out to learn more about mapping.
Good luck! 🙂
game_playerspawn
is the targetname you assign to this entity, or any other entity of any classname.the game fires entities of the name
game_playerspawn
on your behalf every time you spawn in a map. another example is if you have agame_text
entity with the namegame_playerspawn
you'll see thegame_text
's text when you spawn.also,
game_*
entities in general are added sometime after retail release so this entity, and the game engine firinggame_playerspawn
would be absent on early WON versions or earlier SDKs.The island was pretty cool, but the boat section (and the scooter section later on) I think could've been improved with some enemies scattered about to shoot at.
One thing I particularly enjoyed was the appearance of the Ongezellig Holland, 1945 video. As someone who loves NMH, Ongezellig, and Half-Life, I was pretty stoked to see that there. Jamie and UrbaNebula seem to have not liked the enemy placement, although I did not have any issues with it (probably because of the newest update, which appears to have fixed that issue).
The weakest parts of the mod IMO were the abrupt ending and the aforementioned scooter segment, which both could've been expanded upon greatly.
Overall: pretty sick!
P.S. No comment on Nazi Mymy.
groups
do not carry over to J.A.C.K., nor do J.A.C.K.'svisgroups
carry over to TrenchBroom. To keep brushes together between editors, they have to be tied to a brush entity likefunc_group
.Don't worry I'll credit you
I need to talk with you later... about something related to electronics. I even posted a journal about that.
From what I know CS2's Hammer has this fancy lighting preview mode, which uses RTX. There should hopefully still be a CPU raytraced fallback.
thank you.
These textures come from different places. I have updated the download link, please make sure to fully cover the previously downloaded version content. I plan to reset this map later.
I don't play TFC but I can see the passion put into this, great stuff qe.
If you're interested, there's some old TFC archive site that an old friend linked me, maybe you'd find it interesting to look at all the maps posted on there: https://tfcmaps.net/
No idea who runs it.
Also, I just looked at the source. The pattern pointer is getting passed to a function that makes it lowercase, even if its null, which seems to be causing the problem.
A few notes though: texture extraction doesn't extract anything if no pattern is provided, and I'm a bit puzzled as to why sprite decompiling produces a sprgen .qc file - is anyone still using that nowadays? As for easy-to-use sprite/texture tools, what about Half-Life Texture Tools and WadMaker/SpriteMaker? They both support sprite and texture extraction.
让想象力变得理性在我看来仍然是一件难事。
black_hidden
is allegedly drawn in Sven Co-op, according to this wiki's Tool textures page. I haven't personally verified this; it's probably either an issue with SCHLT or that Sven assumes lightmapped surfaces are drawn.I'm thinking instead of using a custom point entity (info_bone) that can hold a
name
andparent
, and have it skinned to the vertices of any brushes grouped with it (or even radius around the entity, could use a keyvalue for that as well). Might look into it after the full release.@SirYodaJedi I think it'll work fine, unless you use any Quake III curved surfaces. Just looked at the code now and realised it doesn't handle the curved surface array in each solid, which will corrupt all other solids after the first one. Already fixing that now 🙂
I got to find everything we were supposed to find, I really liked the idea for the secret room and how you made the rain effect for the windows in the house.
My only complaint is that some of the breakables have way too much HP and some people might not realize that they can break them.
Texturing — 8
Ambience — 8
Lighting — 7
Gameplay — 8