I feel like migrating the stuff I added to env_render page here, and redirect from that page, but I'm undecided on how much I should rewrite the original content of this page, and even who the original author to be credited is, because the entire page content will need to be reworked to properly label and address bmodel/studiomodel/sprite differences.
I think I've seen one or two Iranians on the TWHL Discord. There's much more activity on the Discord than here on the site so you'll have better luck asking there.
Commented 4 months ago2024-08-07 07:30:02 UTC
in vault item: Vanilla sprite trainComment #106282
To clarify angular velocity for sprites, the XYZ values of avelocity is treated as the angle's PYR to rotate for. Assuming parallel sprite (always facing the camera), the third value of angles (Roll) is used to initially offset the sprite's rotation. So to animate the rotation you use the third value of avelocity (Z).
18 is the effect used by monster_gargantua as it explodes.
19 is the classic doom/quake glowing effect wrapping a model. It takes FX color as the colour of the glow, and FX amount as the offset between the model and the glow aura. Note that in some render modes FX amount is also used to adjust opacity and sadly you can't separate the two when using FX 19 + off-normal mode.
Commented 5 months ago2024-07-29 03:42:41 UTC
in wiki page: VERC: Dynamic LightingComment #106273
Hello there, I've been trying to set up Grenade having TE_DLIGHT or TE_ELIGHT using Angelscript language (Sven Co-op Plugins), I was planning on turning custom grenade to Flare as a weapon, However I still couldn't be able to do that. I only succeeded on making the light surround the player when player throw the grenade entity, but the light doesn't follow the flare entity. Not only that, when I switch the flare to another weapon, the light still appear . Can you help this by chance?
As of version 2024.1 (released march 4th), they've changed how WADs are managed.
From the github release:
WAD files are now managed by clicking on the wad property of the worldspawn entity. Selecting this property will show a list of WAD files below the entity property table. Use the buttons below the list to manage the wad files.
Commented 5 months ago2024-07-28 20:47:06 UTC
in vault item: storagex3Comment #106271
Yet another 10/10 map from this author. Please keep them coming. Your maps have a traditional hldm style to them. To me, these are the maps that should have been released with the 25 Year Anniversary update.
Commented 5 months ago2024-07-26 11:34:21 UTC
in vault item: storagex3Comment #106270
Pros
The hornet trap is novel to me; an uncommon puzzle in Half-Life and mods in general, let alone in multiplayer HLDM. The upstairs area is also very comfy.
And the gantry crane makes another appearance
Cons
The elevator however is clunky in that you need to bump onto the button twice, once to call the elevator and once more to move up. There should've been buttons inside. It does feel like overall you couldn't figure out how to make func_train elevators with doors etc.
There are a lot of ledges with trigger_push on top. this could've been simplified with clip brushes shaped like wedges, tied to func_detail and made to use info_hullshapes that are pointed at the bottom. see the following vault for example:
Commented 5 months ago2024-07-24 15:45:20 UTC
in vault item: Tunnel VisionComment #106265
hands down my favorite entry of vanilla aesthetics, a good combination of linear and circular level design just giving the original 1998 vibe, the only thing odd for me was when I headed towards the left and right rooms to push buttons for that power generator, I was ready for some kind of jump scare but it was too peaceful.
Commented 5 months ago2024-07-22 21:54:40 UTC
in vault item: TWHL Tower: SourceComment #106263
I love love love collaborative mapping projects. A wide variety of styles, visually and gameplay-wise. Sometimes manic, sometimes funny and sometimes weirdly touching. Combat was just slightly to the easy side (played on hard), which is 100% fine by me. And it’s got Urby as your sidekick!
very nice but i had to install malware valve hammer editor, a horrible sequence of events that i wouldnt wish on my worst enemies... 10/10 fgd file tho
Great Tutorial.
I can get the gun in game, but it wont pick up any ammo so only get 30 shots.
says p->pszAmmo1 = "762"; I tried changing that to 9mm but the gun does not appear.
This is actually a really cool video/example map. some of the stuff in here I didn't really know you could do. Would recommend you keep posting stuff like this.
Hey wow. Even I learned something from it despite mapping for years. I didn't know about the align center texture button. Never exactly understood what that was useful for. Fantastic how you aligned the rail textures. I always aligned such things by hand.
If it's helpful for anyone using this tutorial I've built a web page which allows you to do the conversion in your browser, then download the files individually. The benefit of this is that you can use any file format your browser supports, bust most importantly: bmp, jpg, png, and even svg.
Once you've loaded the image click each of the images to download each tga.
I've been running this on my server for some time now under OZDM with several bots to keep the game server lively. Zero issues. The map was well thought out and executed into a great dm map for around 10-12 players. Awesome work!!
Thanks you two! 😊
I'm actually surprised it wasn't already made for GoldSrc, only for Source in the form of Propper. And I agree, I think mappers would really have benefitted from it being made earlier. Just a shame I never really got the time and opportunity to properly sit down and work on modding until now.
Texturing — 8
Ambience — 10
Lighting — 8
Gameplay — 6
Texturing — 8
Ambience — 5
Lighting — 6
Gameplay — 4
I shall write a slightly displeased letter to the council about this! 😤
angles
(Roll) is used to initially offset the sprite's rotation. So to animate the rotation you use the third value ofavelocity
(Z).19 is the classic doom/quake glowing effect wrapping a model. It takes FX color as the colour of the glow, and FX amount as the offset between the model and the glow aura. Note that in some render modes FX amount is also used to adjust opacity and sadly you can't separate the two when using FX 19 + off-normal mode.
Wishing everyone fun with the challenge!
Please post your question in the forums, not here.
From the github release:
Pros
The hornet trap is novel to me; an uncommon puzzle in Half-Life and mods in general, let alone in multiplayer HLDM. The upstairs area is also very comfy.And the gantry crane makes another appearance
Cons
The elevator however is clunky in that you need to bump onto the button twice, once to call the elevator and once more to move up. There should've been buttons inside. It does feel like overall you couldn't figure out how to make func_train elevators with doors etc.There are a lot of ledges with trigger_push on top. this could've been simplified with clip brushes shaped like wedges, tied to func_detail and made to use info_hullshapes that are pointed at the bottom. see the following vault for example:
To sookj:
Thanks that comment means a lot to me. 👍
Thanks!
A 4? It could be 4.5, but not a 4 sorry dude. 😂
Texturing — 8
Ambience — 8
Lighting — 8
Gameplay — 8
Unfortunately I can't,
I lost all of the source files for the map. I was planning on doing it again but for now it's nothing.
I can get the gun in game, but it wont pick up any ammo so only get 30 shots.
says p->pszAmmo1 = "762"; I tried changing that to 9mm but the gun does not appear.
In this video ( https://www.youtube.com/watch?v=AcEWTPFXAgA ) we can see these maps
Once you've loaded the image click each of the images to download each tga.
GoldSRC Steam Background Image Converter
For now, the tool is set to output at 1920 x 1080, in sets of 256 x 256px, uncompressed 24-bit TGA images.
Texturing — 10
Ambience — 9
Lighting — 10
Gameplay — 10
I'm actually surprised it wasn't already made for GoldSrc, only for Source in the form of Propper. And I agree, I think mappers would really have benefitted from it being made earlier. Just a shame I never really got the time and opportunity to properly sit down and work on modding until now.
Awesome software, I only wish it were here earlier