Comments

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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.
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Commented 4 months ago2023-12-18 20:07:21 UTC in journal: Goldsrc BSP relational model Comment #105762
^ Thanks for the links! 😃
Commented 4 months ago2023-12-18 15:43:32 UTC in news: Competition - Half-Life 25th Anniversary: Vanilla HLDM Comment #105761
Whoa.. I'd really love to, but I'm swamped with code and models. :( But I'm making the best HLDM mod, so can relate :D
Commented 4 months ago2023-12-18 14:26:10 UTC in vault item: Lab Break Comment #105760
Thank you, Combined!

Again, we are very happy to see someone enjoy our creation so much. Cheers!
Commented 4 months ago2023-12-18 07:50:06 UTC in wiki page: Entity Attribute: Entity Effects Comment #105759
是的。
Yes.
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Commented 4 months ago2023-12-17 11:22:01 UTC in wiki page: Tutorial: Evolving Grass Comment #105757
Maybe a bit too far-fetched, but I think it would be cool to have macro previews. It was something that I suffered from back when I was trying MESS out. Obviously, editor integration would be needed for this, and while it could be feasible with TrenchBroom (it being open-source and actively developed), it'd still take a frightening amount of effort, I figure. Add its lacking Half-Life mapping support on top of that. And of course J.A.C.K. is out of the question.
Commented 4 months ago2023-12-17 09:23:18 UTC in journal: func_illusionary and clipnodes Comment #105756
Thanks for the journal, this helped me. Keep the good work and effort man!
Commented 4 months ago2023-12-17 01:22:50 UTC in wiki page: Tutorial: Evolving Grass Comment #105755
An entity can be marked as 'primary' by giving it a _mess_merge_entity_master attribute. If a group has no master then the attributes of the first entity will be used, but it would probably be better to issue a warning if that group contains entities with different attributes.

As for the future of MESS, the big step with v1.2 is that instead of macro entities and a scripting language that is geared towards technical users, there is now a set of template entities and automation scripts that anyone can use. I intend to add and improve template entities when new things come up, such as Erty's func_illusionary + hlt_noclip 1 discovery. But I've also got ideas for new features, such as a geometry API that lets you generate brushes, and support for reading textures and models. Think of automatically covering brushes with thin extruded overlays with additive textures, or generating clip-brushes for prop models, or maybe even generating models from entities. Other ideas are things like issuing a warning if a func_ entity with a transparent texture doesn't have the right render mode or FX amount, or if a map transition uses an uppercase map name. Oh well, we'll see. :)
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This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
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Commented 4 months ago2023-12-16 14:50:49 UTC in journal: func_illusionary and clipnodes Comment #105749
HULL0 doesn't use clipnodes. It's pretty much just the BSP model(s).
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Commented 4 months ago2023-12-16 13:23:43 UTC in vault item: The New (Un)Forgotten Testament Comment #105745
A short map with a range enemies to shoot at. They are little to no threat due to there being no node graph to guide the AI and a lot of them are stuck in the geometry. Certainly not worth a 70MB download since the one audio file included caused my game to crash to desktop until I deleted it...
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Commented 4 months ago2023-12-16 12:33:41 UTC in wiki page: Tutorial: Hint Brushes Comment #105743
Relaying other member's comment on this page: a top-down view of the setup was sorely needed. In that aspect the Tutorial: Total Map Optimisation Part 2 (VIS, Hints) page is much more helpful (and much more thorough tbh).
Commented 4 months ago2023-12-16 12:02:30 UTC in wiki page: SKY texture Comment #105742
I found that compiling with VHLT will make sky lighting not work on sky brushes that aren't all textured with sky texture, making that particular brush not emit skylight.

It's also particular about having different sky "ceiling" brushes at different levels. Hard to explain why; I think it can only emit light from one side, and so having one sky brush act as both wall and ceiling of a skybox makes it only emit light on the wall side. So it might mean one sky brush emits light on only one face.
My solution was to have rooms with sky be at only one ceiling level each.
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 ago2023-12-16 10:11:06 UTC in journal: func_illusionary and clipnodes Comment #105739
Where did hull 0 go? Aren't there four hulls? 0 is point hull, 1 is standing hull, 2 is big monsters, 3 is crouching. I don't get why the amount of clipnodes is 18/36 instead of 24/48.
Commented 4 months ago2023-12-16 09:30:25 UTC in wiki page: Tool Textures Comment #105738
I made a version with legends and emojis. The aim is threefold:
  1. trim the wasted space the table headers are using, and give more space for the description column
  2. Immediately infer the properties with emojis without constantly having to look up the yes/no columns back to the header way up the page
  3. hopefully get this to display better on mobile
For now it's in this comment for my personal use. If feedback is favourable then we can merge this version into the main page.
merged to main page 2024-05-03
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Commented 4 months ago2023-12-16 07:22:20 UTC in vault item: FORKLIFT CERTIFIED Comment #105736
I like It a lot! It's fun Messing around with func_vehicle
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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 ago2023-12-15 18:49:11 UTC in wiki page: monster_snark Comment #105732
I want one as a pet.
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Commented 4 months ago2023-12-15 18:23:54 UTC in vault item: Lab Hunt Comment #105730
Honestly, i enjoyed playing this Little map. Its pretty fun also. Guiding Barney off some rooms, especially the starting room where you find barney can be pretty frustrating, because there Isn't a sigle mode graph. Another thing is the tank: seems parked in a small inaccessible room. And the last thing: the ending. You end in a room full of crates. And nothing.
But to be your First map, i think it's pretty good and fun! Keep Up the good work man!
Commented 4 months ago2023-12-15 18:01:48 UTC in wiki page: Tutorial: Models and lighting Comment #105729
@sirYodaJedi:
In SC the black_hidden texture is not drawn. It's also hidden.
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This comment was made on an article that has been deleted.
Commented 4 months ago2023-12-15 10:28:18 UTC in vault item: The New (Un)Forgotten Testament Comment #105726
0.4/10
Architecture — 0
Texturing — 1
Ambience — 0
Lighting — 0
Gameplay — 1

I kinda thought this might have a few jokes. It's presented as a troll map, but just lacks any attempt at lulz, earned or otherwise.

Architecture:
Extremely blocky. There are two clipped/VM'd brushes in the entire map.

Texturing:
Mostly aligned, but very strange choices throughout. Two separate wads for a grand total of two custom textures, both of which are somehow simultaneously overused and also completely absent.

Ambience:
70MB of completely unnecessary, base-game overwriting song ripped from, i think, Mario 64?

Lighting:
Floating point-lights with no source. Over-bright in most areas, plus eye-gouging colour clashes with the texture choices.

Gameplay:
Monsters stuck in floor (yellow dots), monsters clipping through walls, no node navigation. One vaguely interesting combat space in the whole map with your office cubicles that might have been fun if there had been nodes to let the monsters run around.

If this was a genuine attempt at a fun map, I apologise for being so harsh. But it needs a lot of work to be worth a download.
If it was a troll map... it's totally devoid of any personality or jokes.
Commented 4 months ago2023-12-15 10:04:10 UTC in vault item: The New (Un)Forgotten Testament Comment #105725
If you're overwriting original game files (Suspense02.mp3), please package this as a minimod, otherwise the file will be changed in the player's base game.
Click here to see how to do this with no effort
Commented 4 months ago2023-12-15 06:56:24 UTC in vault item: Lab Break Comment #105724
9.0/10
Architecture — 9
Texturing — 9
Ambience — 10
Lighting — 9
Gameplay — 8

I liked a lot playing this map! Actually, This feels really like a Lab!
Commented 4 months ago2023-12-14 18:38:48 UTC in vault item: fy_aztechill Comment #105723
I like It! Maybe Needs to be more complex, but thats a good work! Keep It up man!
Commented 4 months ago2023-12-12 15:56:34 UTC in news: Competition - Half-Life 25th Anniversary: Vanilla HLDM Comment #105722
Welp... there goes my free time
Commented 4 months ago2023-12-12 13:36:11 UTC in news: Competition - Half-Life 25th Anniversary: Vanilla HLDM Comment #105721
Thanks to all mappers =)
Commented 4 months ago2023-12-12 06:30:43 UTC in vault item: Diesel electric generator Comment #105720
Nice prefab! A lot effort has putted into!
Commented 4 months ago2023-12-12 06:22:11 UTC in vault item: Okinawa Comment #105719
Dude, it's Amazing. It looks very good, i think its a good CS map. Keep up the good work man!
Commented 4 months ago2023-12-12 06:20:35 UTC in vault item: On The Other Side (2005) Comment #105718
I see a lot of effort here! It's incredibile you did all the furniture out of brushes! Even if the map was short, i liked it