A couple things I want to note, but am not putting directly on the page (as it's an archived tutorial):
The TGAs used for detail textures can be RLE compressed, as long as they don't have an alpha channel (they don't use it anyway).
I think 512x512 detail textures are supported on modern hardware; don't quote me on that, though.
Users whose GPUs have blocked the GL_ARB_multitexture extension (such as for enabling overbright lighting without Xash) will not be able to enable detail texturing.
As of late 2019, detail textures on non-power-of-two WAD textures do not display correctly when mipmapping is enabled (unless gl_round_down is enabled, probably).
Commented 1 year ago2023-06-20 08:20:42 UTC
in vault item: TimeWarp Demo v1.1Comment #105362
Windows Defender is freaking out with the exe:
like i said in the moddb comment, it's definitely a false positive and i don't know how to fix it since i didn't make the engine and it seems like you're the only person this happened to. just add it to defender's exception list or something
Commented 1 year ago2023-06-17 14:46:46 UTC
in journal: Plans for the futureComment #105359
Again:
Release new Counter-Strike maps
Organize some unfinished works and projects on another hobbies, like vintage hi-fi and art, for example
Study a lot
Buy more old Sony and Aiwa audio equipments for my collection
Check some unfinished Half-Life mod projects
Move to another home
Take care of my mental and physical health and keeping them okay
Who's reviewing TWGL!? They really ought to get their act together! Sheesh.
Having said that, I am SO into this idea. I've never read up on the monster_nihilanth before to see what is involved in making it function properly, but I reckon you could get some freakin amazing and complex setups to make a really awesome bossfight.
This idea is cool, yes. I would participate if I actually really knew Hammer, but I barely know how to use it at all. I still don't even know how to create stuff like triggers. Basically, all I know is very simple brushwork and entities.
If this is another screenshot of your "first serious map", I must say I really like the fact you have an interesting architecture. It’s nice to have multiple floors as well as walls that are not completely flat. Good lighting and texturing choice, this gives a consistent feeling of an old facility that was designed a few decades ago, back when they used inefficient light bulbs with their distinctive yellow light and when they thought everything had to be painted in either yellow or green.
You say it’s WIP, but since you’re sharing it I’m still going to tell you the remarks I have: The architecture could still be made more interesting, especially the ceiling . You could add more details in addition to the two crates and the crowbar already present.
The grate at the center of the hallway looks off, so does the crowbar perfectly parallel to the wall.
The wall texture you’ve used is great but it has borders. You should make your room higher so that the texture doesn’t cut halfway into the ceiling. (It’s also visible at the end of the hallway, the border is around the middle of the wall when it should be at the bottom and at the top.)
Lastly, the slopes at the end of the hallway look bad, you should change the texture maybe. You should also add trims on the bottom of the walls to have a border separating the slope from the wall.
For some reason the button on the first floor is facing the hallway, when it should face the other way (i.e. the user). You’ve also used a wall texture for the ceiling above the button.
Commented 1 year ago2023-06-08 13:02:02 UTC
in vault item: dm_cardboardComment #105343
Awesome map. The texture work is great and really sells the aesthetic. Also really enjoyed all the cool details like the phone that vibrates when you walk on it or the ruler that wobbles. Loved the gauss gun trap with the scissors too.
Yeah, your images appear to be restricted. You can just paste copied images directly into your journal and they'll upload to TWHL.
As for the game, I like to play something slower and more relaxing from time to time. I've got a long running Stardew Valley game which I fire up on nights when I want to unwind.
Commented 1 year ago2023-06-05 15:16:04 UTC
in vault item: Lost at SeaComment #105334
I'm really glad you enjoyed the map! Sorry you had frame drops though -- I'm assuming that happened because it's such an open and dense map that Source isn't really designed for. I did my best to optimize but I should've tested on other PCs. What are your specs like?
Very cool interpretations of what these maps would look like if the disaster never happened. btw how did you find the source for these maps? I ask because I am trying to complete the other maps.
This comment was made on an article that has been deleted.
GL_ARB_multitexture
extension (such as for enabling overbright lighting without Xash) will not be able to enable detail texturing.gl_round_down
is enabled, probably).Release new Counter-Strike maps
Organize some unfinished works and projects on another hobbies, like vintage hi-fi and art, for example
Study a lot
Buy more old Sony and Aiwa audio equipments for my collection
Check some unfinished Half-Life mod projects
Move to another home
Take care of my mental and physical health and keeping them okay
Your path is no longer correct because Valve seems to have changed it recently.
Having said that, I am SO into this idea. I've never read up on the monster_nihilanth before to see what is involved in making it function properly, but I reckon you could get some freakin amazing and complex setups to make a really awesome bossfight.
You say it’s WIP, but since you’re sharing it I’m still going to tell you the remarks I have: The architecture could still be made more interesting, especially the ceiling . You could add more details in addition to the two crates and the crowbar already present.
The grate at the center of the hallway looks off, so does the crowbar perfectly parallel to the wall.
The wall texture you’ve used is great but it has borders. You should make your room higher so that the texture doesn’t cut halfway into the ceiling. (It’s also visible at the end of the hallway, the border is around the middle of the wall when it should be at the bottom and at the top.)
Lastly, the slopes at the end of the hallway look bad, you should change the texture maybe. You should also add trims on the bottom of the walls to have a border separating the slope from the wall.
For some reason the button on the first floor is facing the hallway, when it should face the other way (i.e. the user). You’ve also used a wall texture for the ceiling above the button.
As for the game, I like to play something slower and more relaxing from time to time. I've got a long running Stardew Valley game which I fire up on nights when I want to unwind.