Commented 16 years ago2008-07-11 08:07:48 UTC
in vault item: DM TowersComment #16126
If you plan to refirbish this map, the first thing you want to do is increase the sky brightness or add light fixtures, cuz i could'nt see a damn thing.
Commented 16 years ago2008-06-09 13:19:48 UTC
in vault item: Edge of Death - Series 1Comment #16703
Submerged is a cusotm wad file. Wadincluding this wad will save diskspace, plus, you don't have to upload the wad with the bsp.
Open the properties of all your doors and find the lip property. Enter a value between 1 and 8. Compile and see what it does ingame. Much more realistic eh?
As for the lights, let me make some lighting examples for you to use as an example. Just give me some time to put it together.
Commented 16 years ago2008-06-09 10:50:01 UTC
in vault item: Edge of Death - Series 1Comment #16694
Well what can i say?
Did you actually made use of my advise (why was it deleted anyway?)?
Lights still look dot-ish, and the doors still dissappear in the walls. I told you to use the lip property of the doors. At least you've added a stop sound for the doors. And one final piece of advise: WADINCLUDE!
Commented 16 years ago2008-05-23 18:23:13 UTC
in vault item: Abomination v1.1Comment #16665
You can still play the map, just take a random (small) wadfile and rename it to hl2d_skals.wad. It seems that no single texture from this wad has bene used in his map, so it run fine.
I just played the map, and i don't get it.
First of all: THERE'S A HULL BREACH! You would immediately die if you were in a space station with a hole in the hull. Its impossible to manoeuvre yourself in space if you're not wearing a space suit with small rockets to steer yourself. Plus, i can still walk around while outside the space station. Normally you would float arround because there's no gravity in space.
Commented 16 years ago2008-05-22 16:00:19 UTC
in journal: #5084Comment #54767
You can also place your lights file in your .rmf directory and give it the same name as your map. Then the Compile tools automatically read it out. This is only usefull when you need to change the brightness of existing HL textures though.
Commented 16 years ago2008-05-22 14:38:57 UTC
in journal: #5084Comment #54763
Its in your tools directory.
Its either lights.rad, or valve.rad. Check which one has the most entries and add those texture names with their values i posted earlier in there.
Make sure you load this rad file in your compiler. If you're using Hammer, i can't tell you how, but if you're using a third party compiler front end (like my Compilator), you can easily open the light file in there and compile it.
Commented 16 years ago2008-05-22 14:01:19 UTC
in journal: #5084Comment #54762
NO, no need to add ~ in front of the texturenames! Don't do it, its a waste of time. As long as the texturename is in the lights file, and you have a high enough brightness value, it'll emit light ingame.
Commented 16 years ago2008-05-22 13:29:42 UTC
in journal: #5084Comment #54761
Wait a minute, looks like you're using light entities to light things up. Switch to texturelights, this will make the lights much more realistic.
That texture theme looks pretty familiar to me, as i used it in one of my maps as well, and i already have the correct light brightness values for it. So what wad(s) did you used?
Commented 16 years ago2008-05-22 13:06:37 UTC
in journal: #5084Comment #54760
If you want more brightness from your lights, just increase the brightness value in your lightsfile (.rad).
20000 should be a good starting brightness for big fluorescent lights. Kinda depends on the size of the brush too, so experiment with different brightness values.
Commented 16 years ago2008-05-22 12:44:27 UTC
in journal: #5084Comment #54759
Looks prety neat.
But i agree on the useless outside lights. You can place a couple of (usually red) dim lights here and there, but no real lighting as in potatis's picture. If you still want outside lights, then make sure that there's actually something important to light, such as docking ports for spacecrafts.
Also, get a different skybox texture. Xen skies don't fit very well, instead, use the space skybox (type space in the environment map (cl_skyname) property).
Commented 16 years ago2008-05-03 13:37:24 UTC
in journal: #5044Comment #58612
Try Visual Basic .NET 2005. I can help you to get started. I've been .NETting for about two years. VB.NET is much easier to master and learn, but keep in mind that you can't use it for HL SDK programming.
Commented 16 years ago2008-04-20 13:28:04 UTC
in vault item: Enigma Beta VersionComment #16561
The reason why you're getting that error, halflife_genius, is because the mod folder has spaces in it.
To VJ300: NEVER EVER put spaces in mod folder names, use underscores (_) instead. Only then the first map will load. The same goes for bsp files.
I also recommend not to use captial characters for bsp file names and mod folder names.
As for the mod, i didn't finished it, because it kinda bores me. No offense to you, VJ300. But mostly you're just smashing you're way though uninspired bland architecture. I kinda like your invisible laser beam trap though. No other thing, there's hardly any combat, except for that alien slave. That maze level was pretty boring too, really. There's just no gameplay.
Oh well, since this is old work, i don't think you really care.
Im looking forward to your remake, hopefully it will be much more challenging and better looking.
This comment was made on an article that has been deleted.
I never could understand what ironmode does. What is it?
^^
I'd love to see some pictures of your cats as soon as you have them. Cats own. ^^
I hope you're father will be alright.
Ok, have a look at these shots. Its a combination of detail and different light sources:
http://www.themightyatom.nl/screenshots/moab_examples1.jpg
http://www.themightyatom.nl/screenshots/moab_examples2.jpg
http://www.themightyatom.nl/screenshots/moab_examples3.jpg
Here's the rmf so you can take a closer look: http://www.themightyatom.nl/stuff/moab_examples.rmf
If you have more questions, feel free to contact me.
Good luck on your future maps.
Open the properties of all your doors and find the lip property. Enter a value between 1 and 8. Compile and see what it does ingame. Much more realistic eh?
As for the lights, let me make some lighting examples for you to use as an example.
Just give me some time to put it together.
Did you actually made use of my advise (why was it deleted anyway?)?
Lights still look dot-ish, and the doors still dissappear in the walls. I told you to use the lip property of the doors. At least you've added a stop sound for the doors.
And one final piece of advise: WADINCLUDE!
@computergod666: he didn't made the textures.
Btw, is that SimCity 4 i see? That game has WIN written all over it (even though its freaking hard!).
Great idea though.
*Gets.
Edit: Fileplanet sucks ass. I DON'T WANT YOUR GODDAMN DOWNLOAD CONTROL SHIT!
Someone get me a mirror now!
Not by a long shot...
I just played the map, and i don't get it.
First of all: THERE'S A HULL BREACH! You would immediately die if you were in a space station with a hole in the hull.
Its impossible to manoeuvre yourself in space if you're not wearing a space suit with small rockets to steer yourself.
Plus, i can still walk around while outside the space station. Normally you would float arround because there's no gravity in space.
You're lights still need work though.
Keep this up!
But really, NULL texturing every single face of every single brush is a waste of time as unseen faces are automatically removed by the compile tools.
NULL texturing unseen faces is actually only usefull for architecture that is inside the map
1. Choose a different name for your map/mod. There's already a mod with the same name on the Internet.
2. Should'nt this be placed in unfinished?
3. Don't use capital characters in mapnames!
4. You can't specify a map duration as this is different for every single person who plays your map. If this was a audio file, then yeah...
5. Missing WAD file hl2d_skals.wad.
This is only usefull when you need to change the brightness of existing HL textures though.
Its either lights.rad, or valve.rad. Check which one has the most entries and add those texture names with their values i posted earlier in there.
Make sure you load this rad file in your compiler. If you're using Hammer, i can't tell you how, but if you're using a third party compiler front end (like my Compilator), you can easily open the light file in there and compile it.
Here:
mod_light1a 240 240 210 4500
mod_light2a 190 30 30 5000
mod_light3a 45 45 245 5000
mod_light3b 135 135 245 5500
mod_light4 252 200 105 5000
mod_lights1a 255 230 205 5000
mod_lights2a 240 120 120 16000
mod_lights3a 150 120 240 8000
mod_lights4a 120 230 160 6500
mod_thinlighta 135 135 245 2500
mod_thinlightb 240 220 170 3000
mod_labsideligh 140 140 200 10000
mod_spot1 220 240 255 500
mod_screena 50 140 240 1500
mod_screenb 50 140 240 1500
mod_screenc 50 140 240 1500
mod_screend 50 140 240 1500
mod_screene 50 140 240 1500
mod_screenf 50 140 240 1500
mod_screeng 50 140 240 1500
mod_screenh 50 140 240 1500
mod_screeni 50 140 240 1500
mod_screenj 50 140 240 1500
mod_screensa 50 200 240 600
mod_screensb 50 200 240 600
mod_electro2a 50 140 200 800
mod_electro2b 50 140 200 800
mod_electro2c 50 140 200 800
mod_electro2d 50 170 200 800
mod_elec1a 50 240 200 1000
mod_contpan1a 50 190 200 800
mod_labcab2a 50 120 220 500
mod_labcab2b 50 120 220 500
mod_labcab2c 50 120 220 500
mod_labcab2d 50 120 220 500
tech_dwb_lightg 240 240 210 1000
Add those to your lights file, save it, remove all your light entities, recompile and let there be light (from your textures, not the light entities)!
That texture theme looks pretty familiar to me, as i used it in one of my maps as well, and i already have the correct light brightness values for it. So what wad(s) did you used?
20000 should be a good starting brightness for big fluorescent lights. Kinda depends on the size of the brush too, so experiment with different brightness values.
But i agree on the useless outside lights. You can place a couple of (usually red) dim lights here and there, but no real lighting as in potatis's picture.
If you still want outside lights, then make sure that there's actually something important to light, such as docking ports for spacecrafts.
Also, get a different skybox texture. Xen skies don't fit very well, instead, use the space skybox (type space in the environment map (cl_skyname) property).
- Don't spam.
- Be nice.
- Get mapping. Thats why we're all here for. Don't you?
Now i think of it, do thirteen year old kids, like yourself, actually understand what i said up there?I can help you to get started. I've been .NETting for about two years.
VB.NET is much easier to master and learn, but keep in mind that you can't use it for HL SDK programming.
Your choice.
To VJ300: NEVER EVER put spaces in mod folder names, use underscores (_) instead. Only then the first map will load. The same goes for bsp files.
I also recommend not to use captial characters for bsp file names and mod folder names.
As for the mod, i didn't finished it, because it kinda bores me. No offense to you, VJ300.
But mostly you're just smashing you're way though uninspired bland architecture. I kinda like your invisible laser beam trap though.
No other thing, there's hardly any combat, except for that alien slave. That maze level was pretty boring too, really. There's just no gameplay.
Oh well, since this is old work, i don't think you really care.
Im looking forward to your remake, hopefully it will be much more challenging and better looking.
And remember: Tiberium is the Way and the Life!