Comments

Commented 1 year ago2024-01-05 12:12:36 UTC in wiki page: func_tracktrain Comment #105848
Some findings about func_tracktrain:
  • wheels distance is only measured forward from origin. To make the train travel as much on the path as possible, the origin needs to be located at the center of the back axle.
  • wheel distance defaults to 100.
  • target of a path_track is fired when the origin passes the path_track.
  • the position and angle is set wrt the origin point as follows:
    1. trace a line forward.
    2. if there's enough distance to the end of the current path, keep heading
    3. if wheel distance > distance to next path, subtract current distance to next path, then iterate the path forwards until the distance fits the path. the point where distance is 0 is the new heading.
    4. origin moves forward
    5. angle is adjusted to point to the heading. this will in all cases be shorter than wheel distance; the sharper the curve the more noticeable. this also means the front wheel part will always overshoot the path. but the origin is guaranteed to always be on the path.

[2024-05-12] While I am a proponent of the origin at the back axle, more realistically moving trains, I can see how it is totally incompatible with track [auto]changers. Gotta have to pick your poison, I guess.
[2024-05-13] Also, a tutorial for track trains is needed.
[2024-07-10] You can control a func_tracktrain remotely using game_counter_set entities. Value 1 throttles up one notch, -1 down a notch.
Commented 1 year ago2024-01-05 11:41:49 UTC in vault item: Bloody Christmas Comment #105847
You can eat candies instead of cookies so with that it should be enough :) I can't make the player eating everything neither
Commented 1 year ago2024-01-05 03:59:30 UTC in vault item: cross_stalk_tribute Comment #105846
Fixed some minor problems, please redownload
Commented 1 year ago2024-01-05 01:48:34 UTC in vault item: Deathmatch Classic: Climax Comment #105845
Bueno este mapa esta bueno yo lo uso en el en Android a lo mejor no veas este comentario pero te luciste ojala hace 13aƱos encontrar esto
Commented 1 year ago2024-01-04 20:33:50 UTC in vault item: corridors_collide Comment #105844
@MegaBrutal

It's made for the competition and is ready to run on any server.
Commented 1 year ago2024-01-04 12:00:22 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105843
pretty comfy, nicely detailed and good music choice, the shaking is a bit too strong imo though.

I feel like this could be used as one of those "waiting for players to join" rooms along with the start button that some SC maps have. It'd be pretty cool and fitting to wait in a place like this.

PS: I managed to jump on that window and saw the secret texture : )
Commented 1 year ago2024-01-04 11:34:58 UTC in vault item: Lab Break Comment #105842
I am very happy to see this map, the crazy thing is you did it in only two weeks, and it's beautiful1
Keep up the good work man!
Commented 1 year ago2024-01-04 07:52:13 UTC in vault item: Backrooms Map Comment #105841
Very cool! 10 out 10
Commented 1 year ago2024-01-04 07:51:04 UTC in vault item: de_siberian_hero Comment #105840
I like It 🤩
Commented 1 year ago2024-01-04 01:59:24 UTC in vault item: Alien Warp-in Effect | Green & Purple Warpball | 6 x 15 ready to place prefabs | MESS Template Entity Comment #105839
Edit: Never mind, I am now aware of my folly
Commented 1 year ago2024-01-04 01:56:37 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105838
It works!
There we go.
Commented 1 year ago2024-01-04 01:48:35 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105837
Oh wait, lemme try it now
Commented 1 year ago2024-01-03 19:15:18 UTC in vault item: MyHouse.BSP Comment #105836
See you used my textures. Nice! :biggrin:
Commented 1 year ago2024-01-03 15:05:42 UTC in vault item: corridors_collide Comment #105835
Is it made for the compo? Is it ready to run on my server?
Commented 1 year ago2024-01-03 13:19:01 UTC in vault item: Okinawa Comment #105834
Public all your maps here,How is going your project about that teathre?
Commented 1 year ago2024-01-03 13:16:51 UTC in vault item: coldsite_port Comment #105833
GOOOD
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 1 year ago2024-01-02 15:54:34 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #105830
It'd be pretty cool to use the visgroups to assign attribution e.g. all of sir's prefabs is assigned a visgroup to his name. This is to comply with the "BY" aspect of the CC license.
Commented 1 year ago2024-01-01 08:06:08 UTC in vault item: Computer_Lab Comment #105829
Thanks for spending your time to see and commenting my map.
Commented 1 year ago2024-01-01 07:49:53 UTC in vault item: Computer_Lab Comment #105828
Thanks for spending your time to see and commenting my map.
Commented 1 year ago2024-01-01 07:44:43 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105827
@karaulov
textures can be scaled as need because now lightmap can be recalculated after any changes.
You still need to be careful because the maximum lightmap size for a face is apparently 16x16 luxels. A lot of faces you'll find in maps are already at 16 luxels on either (or both) sides. GoldSrc doesn't support lightmaps larger than that size, and scaling down a texture that results in a face with lightmaps over that size crashes the engine. (IDK if it's supported on svengine). Hence my verdict is don't do it.

As for vertex editing, I just don't recommend it at all too. It's way more cumbersome, and way way harder to get satisfactory result than to get completely broken result. I honestly don't know how a face whose vertices are non-planar would act inside the game. If there's face splitting ability in world faces and easier vertex shifting via handles vs textboxes then it might be feasible, but still not recommended because of the non-planar thing. *

The main takeaway is that just because it's doable with the BSP structure doesn't mean the game engine that's going to parse and run the BSP would like it. If the game engine doesn't like it, don't do it.
I still don't have any draft for a part 2 of this tutorial. 😅
EDIT 1:
* Tested face vertex editing. It messes up lightmaps elsewhere on a map.
Commented 1 year ago2024-01-01 02:50:52 UTC in vault item: Computer_Lab Comment #105826
As requested, I played through the map so far and you can see my commentary here:
Commented 1 year ago2023-12-31 23:22:10 UTC in vault item: poool Comment #105825
Even if Is a pool! Is cool
Commented 1 year ago2023-12-31 23:21:59 UTC in vault item: poool Comment #105824
Pooool
Commented 1 year ago2023-12-31 21:27:17 UTC in vault item: Computer_Lab Comment #105823
READ: The start button to active it it's necessary to hit it with the crowbar
Commented 1 year ago2023-12-31 19:52:10 UTC in wiki page: Tutorial: Models and lighting Comment #105822
From reading the code it seems that sv_skyvector_* and sv_skycolor_* are the culprits of models forcibly taking the sky's color, because from looking at texlight data itself there's nothing to discern sky light from normal light. The engine probably trace a vector set in sv_skyvector_* from the origin (feet) and if it hits the sky texture, overrides the model's lighting with the sv_skycolor_*.

sv_skycolor_* is read from the brightness value of light_environment at map load, and sv_skyvector_* from the entity's angle also at map load.
[2024-09-12] I think I solved the black_hidden debacle. It's hidden as world brush BUT visible when made part of a brush entity. the folks who saw the texture probably didn't realize that it won't work on entities.
[2024-09-15] A primer about origin would be good. Models whose origin are inside the walls won't get lighting and be rendered black, and a way to shift it with QC and HLAM. Additionally, a way to have wall-mounted models take lighting from the walls instead of the floor when you shine a flashlight around, for example. I touched on the latter in my tutorial about model health/hev chargers.
Commented 1 year ago2023-12-31 15:45:41 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105821
I can't download It...please host the download here
Commented 1 year ago2023-12-31 15:43:44 UTC in vault item: spooky_transit Comment #105820
Honestly, nice map the are a few problems, like the lighting brushes s
Are weird, and a bit the level design of the map, which Is a bit boring to walk in a straight line. But the rest...
Is good! I like the details you putted in there. I Wish It was bigger, but in these condition Is ok. Btw great work
Commented 1 year ago2023-12-31 08:54:09 UTC in vault item: GoldSrc Map2Prop Comment #105819
这很好。这是两个世界的桥梁。
That's fine. It's a bridge between two worlds.
Commented 1 year ago2023-12-31 03:08:10 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #105818
Oskar, apparently I had a broken path to my zhlt.wad and thats why i was getting missing textures
Commented 1 year ago2023-12-31 00:12:19 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #105816
Are you mapping again, Rimrook?

Awkook, it's the textures in zhlt.wad, which should be included with your compilers (VHLT or ZHLT)
Commented 1 year ago2023-12-30 18:44:39 UTC in journal: func_illusionary and clipnodes Comment #105815
You're welcome! Just glad to help out with these things. Would be a shame if you or someone else had to do severe cuts to their map just because of wasted clipnodes :p
Commented 1 year ago2023-12-30 18:39:37 UTC in wiki page: scripted_sequence Comment #105814
The behaviour of this entity is so complex it might need a flow chart
Commented 1 year ago2023-12-30 16:14:55 UTC in journal: func_illusionary and clipnodes Comment #105813
Thanks for the help with this on Discord too! I was hitting the clipnode limit because I thought func_illusionary brushes didn't count to the clipnode limit. Now that I've applied the noclip flag fix, I'm still at 57.1% on my clipnode budget even as I start hitting some world and model limits :walter:
Commented 1 year ago2023-12-30 12:38:07 UTC in wiki page: Specification: JMF Comment #105812
With the December 2023 update the JMF version was changed to 122, now including a data for background images in the 2D displayports.
From what I've found so far, the new structure looks like this:
typedef struct {
    char[4] magic;                      // File format magic number, "JHMF" in ASCII encoding
    int32 version;                      // File format version (currrently 122)
    int32 ep_count;                     // Number of recent export paths
    p_char[ep_count] export_paths;      // Recent export paths
    bg_image[3] bg_images;              // Background images
    int32 group_count;                  // Number of groups in the map
    Group[group_count] groups;          // Group objects
    int32 visgroup_count;               // Number of VisGroups
    VisGroup[visgroup_count] visgroups; // VisGroups objects
    Vector cordon_min;                  // Minimum corner of the Cordon box
    Vector cordon_max;                  // Maximum corner of the Cordon box
    int32 camera_count;                 // Number of Camera objects
    Camera[camera_count] cameras;       // Camera objects
    int32 path_count;                   // Number of path objects
    Path[path_count] paths;             // Path objects (created with the Path tool)
    Entity[] entities;                  // All entities including worldspawn, read until the end of the file
} Jmf;
and for the background image struct:
typedef struct {
    p_char path;                        // Background image path
    double scale;                       // Image scale
    int32 luminance;                    // Image brightness (0-255)
    int32 filtering;                    // Image filtering (0=nearest, 1=linear)
    int32 invert;                       // Invert image colours
    int32 offset_x;                     // Image horizontal offset from center
    int32 offset_y;                     // Image vertical offset from center
    byte[4] unknown;
} bg_image
Commented 1 year ago2023-12-29 14:38:02 UTC in journal: What are your goals for this 2023 Comment #105811
Marvelous. Thanks for sharing.
Commented 1 year ago2023-12-29 11:31:33 UTC in wiki page: env_sound Comment #105810
Just to document this somewhere:

The cvar waterroom_type (default 14) controls which env_sound Room Type is applied when the player is underwater. It's seemingly unused in the game.
Commented 1 year ago2023-12-29 05:10:40 UTC in vault item: Default Room Comment #105809
don't really appreciate when you leave a rating without actually playing the map
Commented 1 year ago2023-12-29 02:59:13 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #105808
Where can i find "tool textures and tools wad." I didnt find anything when I searched it on twhl
Commented 1 year ago2023-12-28 23:31:58 UTC in vault item: poool Comment #105807
pooool............
Commented 1 year ago2023-12-28 21:31:40 UTC in journal: What are your goals for this 2023 Comment #105806
I lived up to or made progress on all of my goals except for learning to play the piano and getting a driver's license. And I did spend too much time on my phone. But the rest I'm pretty proud of!
Commented 1 year ago2023-12-28 17:14:27 UTC in vault item: poool Comment #105805
pooooool
Commented 1 year ago2023-12-28 16:51:31 UTC in journal: A new home Comment #105804
Congratulations. You deserve the best on your life!
Commented 1 year ago2023-12-28 05:24:14 UTC in wiki page: Tutorial: Coding Fog Comment #105803
This article is outdated and should be updated for the 25th-anniversary update. Legacy GL functions are not functioning in the latest version of HL engine.
Commented 1 year ago2023-12-27 18:48:02 UTC in journal: A new home Comment #105802
So cool!! <3
Commented 1 year ago2023-12-26 23:18:17 UTC in journal: A new home Comment #105801
Thanks, you all. Kimilil, that video brings back memories! A friend showed it to me 17-18 years ago and I had forgotten about it until now
Commented 1 year ago2023-12-26 22:21:46 UTC in vault item: Okinawa Comment #105800
Is old, I have more nice maps like this
Commented 1 year ago2023-12-26 20:11:01 UTC in journal: func_illusionary and clipnodes Comment #105799
So it's basically a permanent pointhull-only brush entity. Neat!
Commented 1 year ago2023-12-26 17:30:41 UTC in journal: func_illusionary and clipnodes Comment #105798
I have my own version of func_detail, had it for a long time now. It's basically a func_wall with zhlt_noclip always set to 1, and it's set to SOLID_BSP in the entity code. This way, bullets and other objects will still collide with it. For player/npc collisions, I can just wrap it up in a far simpler CLIP brush(this bruh not being tied to the entity). This has allowed me to save a lot on clipnodes.