Forum posts

Posted 11 years ago2013-06-02 13:00:34 UTC
in Skyscraper Co-op Project Post #313797
Everybody is over reacting as if this is about bread during 1991 food shortage.

Just take your time and form the compo first, than make a separate thread about it.
You cant take some ones idea and just say: "Aww yeah compo time! YOU ALL AGREE?"

SoHL is fine by me, the current rules are fine by me. If any one wants to expand it with something, say it.
Stojke StojkeUnreal
Posted 11 years ago2013-06-01 21:34:43 UTC
in Skyscraper Co-op Project Post #313788
Y u rage?

The point of that thread was to form the mini compo not get mad.
I never used SoHL thats why i asked.
Stojke StojkeUnreal
Posted 11 years ago2013-06-01 19:25:04 UTC
in Skyscraper Co-op Project Post #313785
Well one question is for sure, why SoHL? What enhancements do we have with it for this project?
Stojke StojkeUnreal
Posted 11 years ago2013-06-01 09:14:18 UTC
in Skyscraper Co-op Project Post #313768
I'm for.
Stojke StojkeUnreal
Posted 11 years ago2013-05-31 19:31:25 UTC
in TWHL Coop Ideas? Post #313763
Heh. I don't think its time for you to lead anything yet. But of course that doesn't mean you can't help when some one needs it.
Stojke StojkeUnreal
Posted 11 years ago2013-05-31 16:06:16 UTC
in File read failure - Batch Compiler Post #313761
I don't see what might cause problems here.
All it says is that a file is not loaded.

Is the path to the file thats about to be compiled correct? Are tool paths correct?
Stojke StojkeUnreal
Posted 11 years ago2013-05-30 18:30:43 UTC
in File read failure - Batch Compiler Post #313748
Batch compiler is too complex. Have you tried using only the programs 8wad thing?

Edit the wads.txt and remove ZHLT if you didnt use any special textures.
Stojke StojkeUnreal
Posted 11 years ago2013-05-30 11:48:34 UTC
in TWHL Coop Ideas? Post #313740
Do you have experience with realizing organization for multi user mapping mods and technical advisory or similar?
Stojke StojkeUnreal
Posted 11 years ago2013-05-30 06:05:04 UTC
in Key Half-Life Tutorial Post #313734
Give me the properties window of the model and screen shot of the area from hammer.
Stojke StojkeUnreal
Posted 11 years ago2013-05-30 05:21:07 UTC
in TWHL Coop Ideas? Post #313732
Null as in optimize.
For those who dont know how they should get a tutorial.
I agree for the elevator. We should make it look awesome.

I think 1024 for floor limit is a good idea.

Those rules are ok. I agree.
Stojke StojkeUnreal
Posted 11 years ago2013-05-30 05:18:16 UTC
in Key Half-Life Tutorial Post #313731
Is the path to the model correct?
Stojke StojkeUnreal
Posted 11 years ago2013-05-30 04:29:24 UTC
in Can TWHL explain this phenomenon Post #313729
This is Gold Source, there are no VMFs :)

The horse picture is from Google. I cant remember what i wrote in the search box. Probably something random, lol.
Stojke StojkeUnreal
Posted 11 years ago2013-05-29 06:09:42 UTC
in TWHL Coop Ideas? Post #313722
Read.
Be active in the conversation.
Help form the entire thing.

Don't just sit and wait for what to do. If we all did that nothing would be done. I am for the 4th time trying to get other to think about the elevator design and shaft.
We agreed that the floor design should be just about anything as long as it follows the logic of "Its a skyscraper/building". We also agreed on an elevator, or two, and two stair cases.
Stojke StojkeUnreal
Posted 11 years ago2013-05-28 19:30:16 UTC
in TWHL Coop Ideas? Post #313717
Wat.
Stojke StojkeUnreal
Posted 11 years ago2013-05-28 18:36:20 UTC
in TWHL Coop Ideas? Post #313714
Hmm, maybe since its an modern building, the shaft should also be modern?
I still think we should only prefab the internal movable component of an elevator and the in-between levels shaft as an must use, but external components for additional/mapper to decide whether to use or not.

I have some ideas, buts its late so i cant present them well, will draw something tomorrow when i get back from Computer Graphics Auto CAD exam.
Stojke StojkeUnreal
Posted 11 years ago2013-05-28 07:52:27 UTC
in TWHL Coop Ideas? Post #313707
Gold Source.
As said we need to organize.

We agreed on a prefabed elevator and elevator shafts between levels.

Gold Source is a better option if you ask me, for the time being. The project can always be remade into source if source mappers are interested.
Stojke StojkeUnreal
Posted 11 years ago2013-05-27 20:53:04 UTC
in Can TWHL explain this phenomenon Post #313702
It is connected to the animation, thats for sure. But a direct hit from above triggers the lava function.

Also, i can easily clip the cliff, thats not the point. I want to know why does it bug up :)
Stojke StojkeUnreal
Posted 11 years ago2013-05-27 12:00:26 UTC
in Can TWHL explain this phenomenon Post #313698
So, been testing my knife map and stuff, and i find a bug. The bug was originally discovered by Commander 360, but i explored it more.

http://www.youtube.com/watch?v=3s3nKjqbSCA

I think its caused by fast entry/uneven terrain.
Stojke StojkeUnreal
Posted 11 years ago2013-05-27 10:48:42 UTC
in TWHL Coop Ideas? Post #313697
Hahaha, now thats a win.
Stojke StojkeUnreal
Posted 11 years ago2013-05-26 13:36:30 UTC
in TWHL Coop Ideas? Post #313695
Nina is a female mapper.
Stojke StojkeUnreal
Posted 11 years ago2013-05-24 18:33:53 UTC
in TWHL Coop Ideas? Post #313686
I would gladly apply, but i have some complications.
In two weeks i have 6 final exams for the 2nd semester.

If not for that id give this my full time. But i can gladly help organize.
Stojke StojkeUnreal
Posted 11 years ago2013-05-24 09:41:38 UTC
in TWHL Coop Ideas? Post #313681
I think the only prefab we should use is the elevator prefab for all floors. But only the internal moving part of the construction.
Including in-between level tunnel to ease mapping and level connection.

Also, stairs should be prefabed but optional, because you have no guarantee some ones stairs will fit some ones map theme.

As for elevator, i think it should be on the center of one side, either out of the area or inside of it:
User posted image
Stojke StojkeUnreal
Posted 11 years ago2013-05-23 20:15:16 UTC
in TWHL Coop Ideas? Post #313673
Why limit creativity to whats seen already when you can make something even better?
I am not saying i should be magical floating rocks inside of a room on a floor, i am saying that it can be anything as long as it retains the logical structure of a sky scraper or a tall building.

Such structures need support in order to withstand pressure and weight of all the floors. Its logical you need support columns.
Stojke StojkeUnreal
Posted 11 years ago2013-05-23 20:07:40 UTC
in TWHL Coop Ideas? Post #313671
Has multiple floors
Accessed by lift / stair case
< Is no Skyscraper

What?
Stojke StojkeUnreal
Posted 11 years ago2013-05-23 19:50:01 UTC
in TWHL Coop Ideas? Post #313669
Its for fun, just like rooms.
The size should be defined.

2k x 2k x 1k?
Stojke StojkeUnreal
Posted 11 years ago2013-05-23 13:12:30 UTC
in Flare effect Post #313664
Fade works like a charm :)

But Env Shake only triggers once :/
Its because i jumped :)
Stojke StojkeUnreal
Posted 11 years ago2013-05-23 13:11:49 UTC
in Reliable Channel Overflowed Post #313666
Seems like it.
Must be some sort of entity overflow.

Must be the sheer size of the map. The terrorist glass is always visible everywhere in the room, maybe make it an celling with glass openings only on trap parts?
Stojke StojkeUnreal
Posted 11 years ago2013-05-23 10:43:32 UTC
in TWHL Coop Ideas? Post #313663
Go here and get everything you need.
Setting up an GS workstation environment takes around 10 minutes.
Stojke StojkeUnreal
Posted 11 years ago2013-05-23 09:22:41 UTC
in Max_Map_Verts Error Compiling Post #313660
Yup, everything mentioned here.

Now that you understand there is no need for ultra high res textures, you can now remake your map.
Stojke StojkeUnreal
Posted 11 years ago2013-05-21 14:21:52 UTC
in TWHL Coop Ideas? Post #313648
I dont see whats the problem? Just add an lift entrance to the map and a lift exit to the map, why do you even bother with exterior look, you can always draw it.

You are making the project complex/an pain in the ass by limiting it unnecessarily.
Stojke StojkeUnreal
Posted 11 years ago2013-05-21 10:18:49 UTC
in TWHL Coop Ideas? Post #313644
If its a free-form compo structure type doesnt matter.
Plus with the curved building you have more freedom on either making an more open or closed floor.
Stojke StojkeUnreal
Posted 11 years ago2013-05-21 10:05:53 UTC
in TWHL Coop Ideas? Post #313641
Tetsuo lost it :D

GS ftw.
Stojke StojkeUnreal
Posted 11 years ago2013-05-20 20:43:02 UTC
in Entities disappear Post #313637
Give us an hammer screen shot and entity properties screen shot.
Stojke StojkeUnreal
Posted 11 years ago2013-05-20 10:44:49 UTC
in TWHL Coop Ideas? Post #313630
As posted earlier, this is the best example:
User posted image
Stojke StojkeUnreal
Posted 11 years ago2013-05-19 20:33:09 UTC
in Entities disappear Post #313625
Did you tie them all into one entity?
Stojke StojkeUnreal
Posted 11 years ago2013-05-19 19:53:55 UTC
in TWHL Coop Ideas? Post #313624
I vote for free form. The point of the compo being floors.
Stojke StojkeUnreal
Posted 11 years ago2013-05-18 19:44:07 UTC
in TWHL Coop Ideas? Post #313611
You can add an airplane passing by on your map. Definitely what i will do.
Music should also be map specific.

Also i never uses SoHL so it will all be new school for me :)
Stojke StojkeUnreal
Posted 11 years ago2013-05-18 19:39:42 UTC
in Entities disappear Post #313610
Are there a lot of entities at the same time on the screen?
Stojke StojkeUnreal
Posted 11 years ago2013-05-18 16:38:13 UTC
in Where do i find the half-luife alpha mus Post #313608
Get the half life alpha and just extract the files.
Stojke StojkeUnreal
Posted 11 years ago2013-05-17 19:24:46 UTC
in Flare effect Post #313596
How can i make a sprite flare effect that emits a bright yellow/red effect when looked at? (like the sun effect).

I am making a small 35hp map for knife mod and the theme is a night level with a lava reef below the map.

I want when the players looks down his vision gets saturated with yellow/red glare, as if he looked at a real fire/lava.

https://dl.dropboxusercontent.com/u/54462712/Mapping/35hp_lavareef_beta1.7z

So far I've made the pulse lights, still needs some tweaking. And also will add sounds tomorrow.
Trying to keep it @ 1536kB with all resources.
Stojke StojkeUnreal
Posted 11 years ago2013-05-17 18:15:58 UTC
in TWHL Coop Ideas? Post #313594
On their website i see no technical information..?
Also Xash3D is the new hype as well.
It even has teleports with displaying whats on the other side.
Stojke StojkeUnreal
Posted 11 years ago2013-05-17 17:31:45 UTC
in TWHL Coop Ideas? Post #313591
I think half life will be sufficient.
Entity count is now 1800 per map.
Stojke StojkeUnreal
Posted 11 years ago2013-05-17 16:49:43 UTC
in TWHL Coop Ideas? Post #313589
Putting game play aside, if the engine could handle a tower map with so much floors and detail a new game mod would probably originate.

If GS could handle very large areas i would be the first one to make a zombie map that takes place in a wood with hills and caves.

A man can dream...
User posted image
Stojke StojkeUnreal
Posted 11 years ago2013-05-17 14:48:06 UTC
in TWHL Coop Ideas? Post #313586
Pengi-chans idea is pretty cool.

Im guessing it can work like this:

Enter lift and press up button > lift goes into map change > Map change loads the map and lift opens from there the player can go out of the lift and explore the map than just simply return and press the lift button up again and wooosh > lift level change

We can also make it to start on first floor from where you can explore the basement first or go up.
Stojke StojkeUnreal
Posted 11 years ago2013-05-16 06:35:28 UTC
in Black Mesa: Hazard Course Post #313566
Where can i order one of those?
Stojke StojkeUnreal
Posted 11 years ago2013-05-15 18:00:58 UTC
in Max_Map_Verts Error Compiling Post #313555
You're doing it the correct way. Null/Bevel all than texture.
I do that way too.

Try smaller texture where 256x256 is max.
That map you're making doesn't seem to be too big. Just remember to keep details in an reasonable amount.
Stojke StojkeUnreal
Posted 11 years ago2013-05-15 04:32:33 UTC
in Max_Map_Verts Error Compiling Post #313538
Thats what i meant by odd texture size. The compiler cuts depending on texture size and max cut size.
By making All textures so small you create more cuts than necessary.
Also how big is that map? Did you optimize it with Null/Bevel?
Stojke StojkeUnreal
Posted 11 years ago2013-05-14 18:00:21 UTC
in Max_Map_Verts Error Compiling Post #313535
You could try.

And 512x272 is not really a good texture size for optimization.

You should really stick to these sizes:
64x64 / 64x128 / 128x128 / 128x256 / 256x256 / 256x512 / 512x512
Also stepping in 32 is ok (ex: 192 / 384)
Stojke StojkeUnreal
Posted 11 years ago2013-05-14 17:19:58 UTC
in Max_Map_Verts Error Compiling Post #313532
Are you sure you need such large textures?
You can always test compile by exporting all textures and reducing their size by 2x to see if that will fix the problem.

I think large surfaces with such big textures create problems.
Stojke StojkeUnreal
Posted 11 years ago2013-05-14 15:55:08 UTC
in Max_Map_Verts Error Compiling Post #313529
Yes you can. How big are the textures (resolution) and how many different one do you posses in your map?

Also, do you have complex brushes or cut ins?
Cut ins are when one brush is into another.
Stojke StojkeUnreal