Comments

Commented 4 months ago2023-12-31 03:08:10 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #105818
Oskar, apparently I had a broken path to my zhlt.wad and thats why i was getting missing textures
Commented 4 months ago2023-12-31 00:38:50 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #105817
Mapping? No. I’m challenging myself to never run HL and make a ton of objects and models. That way I can have a part in everyone’s map and be appreciated >;)

The goal is to provide a more enjoyable experience mapping with some prefabs and models catered to simplicity using vanilla resources. Any new mapper can easily grab these and make a lab scene or whatever quite quick. Especially the nice HEV suit chamber I made. Still proud of that. Any experienced mapper can do the same. I’d like it to be a must-have with new and old mappers.

If you have requests or contributions, hit me up.
Commented 4 months ago2023-12-31 00:12:19 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 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 4 months 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 4 months 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 4 months 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 4 months 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 4 months ago2023-12-29 14:38:02 UTC in journal: What are your goals for this 2023 Comment #105811
Marvelous. Thanks for sharing.
Commented 4 months 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 4 months 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 4 months ago2023-12-29 02:59:13 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #105808
Where can i find "tool textures and tools wad." I didnt find anything when I searched it on twhl
Commented 4 months ago2023-12-28 23:31:58 UTC in vault item: poool Comment #105807
pooool............
Commented 4 months 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 4 months ago2023-12-28 17:14:27 UTC in vault item: poool Comment #105805
pooooool
Commented 4 months ago2023-12-28 16:51:31 UTC in journal: A new home Comment #105804
Congratulations. You deserve the best on your life!
Commented 4 months 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 4 months ago2023-12-27 18:48:02 UTC in journal: A new home Comment #105802
So cool!! <3
Commented 4 months 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 4 months ago2023-12-26 22:21:46 UTC in vault item: Okinawa Comment #105800
Is old, I have more nice maps like this
Commented 4 months 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 4 months 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.
Commented 4 months ago2023-12-26 17:21:41 UTC in journal: A new home Comment #105797
Looks like a lovely place to live. Congrats on the move.
Commented 4 months ago2023-12-26 12:24:34 UTC in journal: uBlock Origin cosmetic filters for twhl.info Comment #105796
Just one small addition
! this keeps the snowflakes white when using Dark Reader
twhl.info##.header-desktop .snowfield .snowflake:style(background:#fff !important)
Commented 4 months ago2023-12-26 12:03:34 UTC in journal: A new home Comment #105795
Wow, that looks and sounds pretty nice. Best wishes!
Commented 4 months ago2023-12-26 11:18:40 UTC in journal: A new home Comment #105794
My ancient-ass mind when I heard anything about Malta
Anyway, best of luck out there. Keep an eye out for the memelord himself, grandayy.
Commented 4 months ago2023-12-26 10:22:44 UTC in journal: A new home Comment #105793
Sweden to Malta is quite the relocation. Congrats. I'm happy to hear life is being good to you. :)
Commented 4 months ago2023-12-26 07:19:56 UTC in wiki page: trigger_camera Comment #105792
可以在调试动态摄像机的时候加入一组键值:
键:effects
值:1
这可以让摄像机周围布满粒子,方便在使用后查看摄像机的当前位置。
You can add a set of key values when debugging a motion camera:
Key: effects
Value: 1
This allows particles to surround the camera, making it easy to see the current position of the camera after use.
https://twhl.info/wiki/page/Entity_Attribute%3A_Entity_Effects
https://twhl.info/wiki/page/Tutorial%3A_Non-coding_workarounds_for_your_mod
Commented 4 months ago2023-12-26 02:52:32 UTC in journal: A new home Comment #105791
Congrats on the new home!
Commented 4 months ago2023-12-26 01:43:07 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #105790
May the Xen Salad Bar™️ live on forever
Commented 4 months ago2023-12-26 00:37:32 UTC in journal: uBlock Origin cosmetic filters for twhl.info Comment #105789
Thanks for sharing!
- A fellow uBlock Origin and Dark Reader user
Commented 4 months ago2023-12-25 18:17:29 UTC in journal: How or where are you gonna spend your vacations? Comment #105788
I haven't been leaving my home much recently. Didn't have time.

I took advantage of my vacation to look at my map projects for HL and CStrike.

For CStrike, I did release three maps so far. Preparing the fourth one.

For HL, preparing some stuff and ideas, and see what I do release yet.
Commented 4 months ago2023-12-25 16:44:55 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105787
night builds can be unstable, check older versions in releases if one not working.
Commented 4 months ago2023-12-25 09:28:36 UTC in vault item: doom_E1M1 (Deathmatch Map) Comment #105786
The good old Doom now in Half Life....
Doom can run everything
Commented 4 months ago2023-12-25 00:47:38 UTC in vault item: High (sky) Comment #105785
I like this a lot! It's nice!
Commented 4 months ago2023-12-24 22:52:25 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105784
You can select and export multiple faces lightmap, or all lightmaps atlas. For filling flood I can't understand
Commented 4 months ago2023-12-24 16:42:33 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105783
Great tool! Especially when map sources were lost. I with texture and lightmap editing was easier. E.g. making textures "aligned to face" or scaling to -1. For lightmaps I see there's much planned ahead. Like exporting multiple faces, or adding flood fills. I'm looking forward to see more features in the future! Great work and especially nice to see small, fast and native code!
Commented 4 months ago2023-12-24 00:46:29 UTC in wiki page: trigger_gravity Comment #105782
That cliphull# trick is neat, and i think should apply just as well to all brush triggers.
This comment was made on an article that has been deleted.
Commented 4 months ago2023-12-23 09:26:55 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105780
The disadvantages are as follows:
You cannot edit world brushes whatsoever.
You cannot do crazy texture scaling since it's tied to the lightmap size.
You cannot edit clip nodes.
in newbspguy world vertices can be edited via face tool (but without collision changes).
textures can be scaled as need because now lightmap can be recalculated after any changes.
Clipnodes can be edited only for non worldspawn models via Vertex Transformation widget.
Commented 4 months ago2023-12-22 10:54:47 UTC in wiki page: Entity Attribute: Custom Appearance Comment #105779
Trivia: It's preset 10 (flourescent flicker) that made the news about how the lighting presets survived all the way from Quake to Half-Life Alyx unchanged.
Commented 4 months ago2023-12-22 00:48:02 UTC in vault item: High (sky) Comment #105778
I don't suppose you've considered providing the same skybox at different times of day? :D
I hadn't considered creating different times of day for this particular skybox, but it's been a while since I've made a sky in Terragen, so I forgot several things. I made this sky almost 2 years ago. However, you could try editing it yourself (?) ;)
Commented 4 months ago2023-12-22 00:17:39 UTC in vault item: High (sky) Comment #105777
Always happy to see your sky uploads. Makes me think about all the different places you could set a Half-Life map besides New Mexico.

This one might actually be ideal for my mod idea set in the Peak District here in Britain. I don't suppose you've considered providing the same skybox at different times of day? :D
Commented 4 months ago2023-12-21 23:19:38 UTC in vault item: Bloody Christmas Comment #105776
Merry Bloody Christmas!

P.S. it was a 4 but 1 star had to be docked because I can't eat the cookies 🚫🍪😭
Commented 4 months ago2023-12-21 22:57:21 UTC in vault item: A random mod I've been working on for Half Life 1 (MDMOD/Singularity) Comment #105775
FYI: there are 2 test maps currently, and nothing else... (jacktest and introa1)
Commented 4 months ago2023-12-21 14:08:00 UTC in journal: How or where are you gonna spend your vacations? Comment #105774
I spent about 3 days on a boat and I went to Dubrovnik, Croatia. So there's that. Time to work thru Christmas!
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 4 months ago2023-12-19 12:59:35 UTC in journal: How or where are you gonna spend your vacations? Comment #105765
Christmas Day has actually become a little less chaotic as the kids have gotten older. Everyone comes to our place now on Christmas Day/Boxing Day rather than us racing from one end of the county to the other to visit everyone.

The rest of my week off will consist of looking after the kids, playing as much Baldur's Gate 3 and Fortnite as possible and maybe even doing some mapping if the mood takes me.
Commented 4 months ago2023-12-18 21:37:16 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105764
^ Thanks for the plentiful added features! 😁

This tutorial definitely needs a part 2 for the more advanced tasks e.g. vertex manipulation, bsp import/export, lightmap editing.