Commented 4 years ago2019-10-09 13:43:28 UTC
in journal: Need to leaveComment #102321
Try joining different communities that may find your kind of work interesting. I understand your frustration, opinions and feedback from people can be valuable to motivate you to get better and continue your work so perhaps your problem is that you're showing your work to the wrong community. The more communities you're part of the better chances more people are going to notice your work. Don't get discouraged.
Commented 4 years ago2019-10-09 03:36:33 UTC
in journal: Need to leaveComment #102320
Screamy. Just because no one notices your work. Just because you don't have a thousand people worshiping you. That doesn't mean you have to give up.
If you really need validation from others,two things: 1.Don't wait for it now.Do it and let the validation come. 2.Work till you get to the point where validation comes without you lifting a finger.
You think we're all big stars born with talent? You think we're all just so naturally good at this? Whatever we know,wherever we are,it's all because we got there. You can't go from your house to some other place by just sitting on your butt and not moving. We all did something.
With that being said,UrbaNebula has a point. There are certain things which are interesting to you,but which no one else is interested it. Play around with it if you wish. But remember,mostly we have PC gamers here (for the Valve games atleast).
Not everyone became skilled in one day. Rome wasn't built in a single day.
To build your Rome, to build up your skills, to make something you and everyone can enjoy, it takes time.
Remember that. Go forth. Show us what you can do. But take your time.
Commented 4 years ago2019-10-09 02:33:43 UTC
in journal: Need to leaveComment #102319
I’m going to suggest the same thing I’ve suggested before: if it’s getting on top of you, try finding a therapist. A good one will help you to keep yourself together and manage your brain and your mood when it’s working against you.
Commented 4 years ago2019-10-07 19:02:17 UTC
in journal: Need to leaveComment #102313
@Urby I gotta say, I've seen (and helped) some fascinating attempts to port HL mods to PlayStation Classic. Not on TWHL, of course. But it was only an audience 3 people or so.
@Screamernail Did it really offend you that I called you Screamy? I thought it was a cute nickname. :/
Commented 4 years ago2019-10-07 13:50:58 UTC
in journal: Need to leaveComment #102308
I'm trying to get my head around how you perceive things as that's obviously a huge contributing factor.
What you need to understand is that depending on what you're working on, a lot of the time it's going to be very niche. Something that interests you might not interest a lot of other people.
Goldsource or Source mods on PC are fairly common and much easier for the average player to install and play for example, and as such tend to be popular.
Some of the things I've seen you pitching, such as ports to Nintendo DS or modding for Xbox and such is going to be extremely limiting in terms of audience. Both systems are very outdated, meaning fewer and fewer people are even going to be using them, not to mention people looking to play ported games from 10 or 20 years ago. Hell, this website is dedicated to custom projects of varying scope for a range of Goldsource and Source titles, and in all the many many MANY years that I've been here, I've never seen anybody even consider making mods for consoles besides yourself.
Commented 5 years ago2019-10-07 01:00:06 UTC
in journal: Need to leaveComment #102306
You really should stop depending on other people for validation that your work is interesting or amazing or whatever. Do the things you want to do because you want to do them, you never should feel like you need to do something simply for the attention from doing it.
Commented 5 years ago2019-10-05 13:33:21 UTC
in journal: I now have...Comment #102294
Thanks Urbles, yeah she got accustomed really quickly after she arrived. Kind of unique really. My word she can purr loud. Oh and, my poor chair. She prefers to use her nails on the chair instead of the climbing pole. I guess that's what happens.
If I ever finished what's left of Uplink Extended (and I intend to), I'll put a picture of her somewhere hidden.
Commented 5 years ago2019-09-29 11:45:33 UTC
in journal: Made a Blender modelComment #102283
Anyway. Back to Source.
I've made a head with shape keys as a test model for Half-Life 2 Beta. All it's going to have is Eye movement but I struggle to make the qc script compile.
Just a moment.
EDIT: Here's the script. `$modelname "ampa.mdl" $cdmaterials "models\Ampa"
Commented 5 years ago2019-09-24 20:21:05 UTC
in vault item: dm_ApprehensionComment #102282
You're entirely right, but at first, I thought it was polluted to keep all the crates, even if I had turned them into unbreakable for the multiplayer. I recreated the whole map and accidentally removed the metal walkway and realized it was just fine that way. Yep, this a simple remake (replica) which the purpose is to keep it looking like the original.
Commented 5 years ago2019-09-18 16:59:40 UTC
in journal: Brain Surgery 2Comment #102274
It went well. We’re home now and the doctor said it all went according to plan. She’s not in any extra pain which is good. They used acupuncture to make sure her nerves were ok during the procedure which is an interesting thing. Overall recovery is going very well.
Commented 5 years ago2019-09-15 06:49:43 UTC
in vault item: Open The Door...Comment #102272
As a big fan of the Rat Hunt concept, I enjoyed this map. Via very thorough sweeping, I found all but 1 goddamn button, which I eventually just looked at the RMF for. It wasn't especially well hidden, I just overlooked it somehow
My only criticism is that some of the breakables aren't especially obvious as breakables, especially when there's other objects of the same nature in the map that are visually identical yet aren't breakable. Otherwise, quite "enjoyable"!
Just because no one notices your work.
Just because you don't have a thousand people worshiping you.
That doesn't mean you have to give up.
If you really need validation from others,two things:
1.Don't wait for it now.Do it and let the validation come.
2.Work till you get to the point where validation comes without you lifting a finger.
You think we're all big stars born with talent?
You think we're all just so naturally good at this?
Whatever we know,wherever we are,it's all because we got there.
You can't go from your house to some other place by just sitting on your butt and not moving.
We all did something.
With that being said,UrbaNebula has a point.
There are certain things which are interesting to you,but which no one else is interested it.
Play around with it if you wish.
But remember,mostly we have PC gamers here (for the Valve games atleast).
Not everyone became skilled in one day.
Rome wasn't built in a single day.
To build your Rome,
to build up your skills,
to make something you and everyone can enjoy,
it takes time.
Remember that.
Go forth.
Show us what you can do.
But take your time.
-a guy who was just like you.
The tricky part is getting through those bad days without dragging yourself and others around you down.
And I'm actually called Screamy at some places.
I gotta say, I've seen (and helped) some fascinating attempts to port HL mods to PlayStation Classic. Not on TWHL, of course.
But it was only an audience 3 people or so.
@Screamernail
Did it really offend you that I called you Screamy? I thought it was a cute nickname. :/
PC degraded Human-kind into shit eating apes. PC is prof that too much is too much. So please stay out of my way you apes.
Make a CS:GO map. You'll get attention and you'll be happy.
What you need to understand is that depending on what you're working on, a lot of the time it's going to be very niche. Something that interests you might not interest a lot of other people.
Goldsource or Source mods on PC are fairly common and much easier for the average player to install and play for example, and as such tend to be popular.
Some of the things I've seen you pitching, such as ports to Nintendo DS or modding for Xbox and such is going to be extremely limiting in terms of audience. Both systems are very outdated, meaning fewer and fewer people are even going to be using them, not to mention people looking to play ported games from 10 or 20 years ago. Hell, this website is dedicated to custom projects of varying scope for a range of Goldsource and Source titles, and in all the many many MANY years that I've been here, I've never seen anybody even consider making mods for consoles besides yourself.
Happy birthday!
Oh and, my poor chair. She prefers to use her nails on the chair instead of the climbing pole. I guess that's what happens.
If I ever finished what's left of Uplink Extended (and I intend to), I'll put a picture of her somewhere hidden.
May you have many happy years together and may she appear in all your maps from now on. :3
Cats are amazing creatures that mastered world domination.
I've made a head with shape keys as a test model for Half-Life 2 Beta. All it's going to have is Eye movement but I struggle to make the qc script compile.
Just a moment.
EDIT:
Here's the script.
`$modelname "ampa.mdl"
$cdmaterials "models\Ampa"
$sequence idle "AmpaHead_ref.smd"
$model "ampahead" "AmpaHead_ref.smd" {
eyeball eye_right HS_Head 1.8552 -2.41958 65.1821 ampaEYEBALL_l 1 3 ampairis_l 3
eyeball eye_left HS_Head -1.8552 -2.41958 65.1821 ampaEYEBALL_r 1 -3 ampairis_r 3
eyelid upper_right "AmpaHead.vta" lowerer 1 -0.27 neutral 0 0.21 raiser 2 0.28 split 1 eyeball "eye_right"
eyelid lower_right "AmpaHead.vta" lowerer 3 -0.3 neutral 0 -0.26 raiser 4 -0.11 split 1 eyeball "eye_right"
eyelid upper_left "AmpaHead.vta" lowerer 5 -0.27 neutral 0 0.21 raiser 6 0.28 split -1 eyeball "eye_left"
eyelid lower_left "AmpaHead.vta" lowerer 7 -0.3 neutral 0 -0.26 raiser 8 -0.11 split -1 eyeball "eye_left"
flexfile "AmpaHead.vta"
{
defaultflex frame 0
flex "EYE1" frame 1
flex "EYE2" frame 2
flex "EYE3" frame 3
flex "EYE4" frame 4
flex "EYE5" frame 5
flex "EYE6" frame 6
flex "EYE7" frame 7
flex "EYE8" frame 8
}
flexcontroller eyelid range 0 1 "right_lid_raiser"
flexcontroller eyelid range 0 1 "upper_right_lowerer"
flexcontroller eyelid range 0 1 "left_lid_raiser"
flexcontroller eyelid range 0 1 "upper_left_raiser"
flexcontroller eyelid range 0 1 "blink"
/* flexcontroller eyelid range 0 1 "EY_ANGR_L"
flexcontroller eyelid range 0 1 "EY_ANGR_R"
flexcontroller eyelid range 0 1 "EY_SAD_L"
flexcontroller eyelid range 0 1 "EY_SAD_R" /*
%upper_right_raiser = right_lid_raiser * (1 - right_lid_droop * 0.8) * (1 - blink)
%upper_left_raiser = left_lid_raiser * (1 - left_lid_droop * 0.8) * (1 - blink)
}`
Any help?
UPDATED SCRIPT
`
$modelname "ampa.mdl"
$cdmaterials "models\Ampa"
$model "ampahead" "AmpaHead_ref.smd" {
eyeball "eye_right" HS_Head 1.8552 -2.41958 65.1821 ampaEYEBALL_l 1 3 ampairis_l 3
eyeball "eye_left" HS_Head -1.8552 -2.41958 65.1821 ampaEYEBALL_r 1 -3 ampairis_r 3
/* eyelid upper_right "AmpaHead.vta" lowerer 1 -0.27 neutral 0 0.21 raiser 2 0.28 split 1 eyeball "eye_right"
eyelid lower_right "AmpaHead.vta" lowerer 3 -0.3 neutral 0 -0.26 raiser 4 -0.11 split 1 eyeball "eye_right"
eyelid upper_left "AmpaHead.vta" lowerer 5 -0.27 neutral 0 0.21 raiser 6 0.28 split -1 eyeball "eye_left"
eyelid lower_left "AmpaHead.vta" lowerer 7 -0.3 neutral 0 -0.26 raiser 8 -0.11 split -1 eyeball "eye_left" */
flexfile "AmpaHead.vta"
{
defaultflex frame 0
flex "EY_UI_Lid" frame 1
flex "EY_LI_Lid" frame 2
flex "EY_LR_Lid" frame 3
flex "EY_UR_Lid" frame 4
flex "EY_ANGR_L" frame 5
flex "EY_ANGR_R" frame 6
flex "EY_SAD_L" frame 7
flex "EY_SAD_R" frame 8
}
flexcontroller eyelid range 0 1 "right_lid_raiser"
flexcontroller eyelid range 0 1 "right_lid_lowerer"
flexcontroller eyelid range 0 1 "left_lid_raiser"
flexcontroller eyelid range 0 1 "left_lid_lowerer"
flexcontroller brow range 0 1 "left_lid_angry"
flexcontroller brow range 0 1 "right_lid_angry"
flexcontroller brows range 0 1 "left_lid_sad"
flexcontroller brow range 0 1 "right_lid_sad"
%EY_UR_Lid = right_lid_raiser
%EY_LI_Lid = left_lid_raiser
%EY_LR_Lid = right_lid_lowerer
%EY_UI_Lid = left_lid_lowerer
%EY_ANGR_L = left_lid_angry
%EY_ANGR_R = right_lid_angry
%EY_SAD_L = left_lid_sad
%EY_SAD_R = right_lid_sad
}
$sequence idle "AmpaHead_ref.smd"
`
Working on a HLDM map based on the singleplayer campaign is a great way to do things, but expand on the area, don't remove stuff.
Model textures from this era's Scientist and Barney models.
Why doesn't YouTube work here?
My only criticism is that some of the breakables aren't especially obvious as breakables, especially when there's other objects of the same nature in the map that are visually identical yet aren't breakable. Otherwise, quite "enjoyable"!