Forum posts

Posted 7 years ago2017-06-09 09:18:41 UTC
in Post your screenshots! WIP thread Post #335316
@Snehk

I'll try that later.
De_chateau.wad has a separate texture of a wall with pillars on both sides. I don't know will they look good though. There are so many textures I haven't used.
EDIT: No, broken pillars look completely out of place.
User posted image
Looks better now?
Posted 7 years ago2017-06-09 08:13:22 UTC
in Post your screenshots! WIP thread Post #335313
@Kachito

Thanks. I'll find an another way to detail the room then.
Posted 7 years ago2017-06-09 07:40:06 UTC
in Post your screenshots! WIP thread Post #335310
Posted 7 years ago2017-06-08 21:16:20 UTC
in Post your screenshots! WIP thread Post #335302
@Admer456

Indeed. I wasn't sure should I use Vulkan with my GTX 750. I'm happy with my framerates though.

@Snehk

I'm lazier. That's why I should work at Valve.
Posted 7 years ago2017-06-08 20:20:26 UTC
in Post your screenshots! WIP thread Post #335298
Ok, thanks to you I feel even more stupid, lol.

Waiting for screenshots.

P.S. I just didn't have a shortcut for the Vulkan mode. That's the last time I download games from torrents I swear.
Posted 7 years ago2017-06-08 19:47:40 UTC
in Post your screenshots! WIP thread Post #335296
@Admer456

Yeah, I don't know what to do with my laziness. Someday I will try to fight it but not now. You know why.
I don't know if I ever finish that damn map, so maybe I will upload my .jmf on TWHL. You will be able to finish it if you want.
As for gaming, I can tell you that you will be also able to play that new Doom. My PC runs it with 20-80 fps on lowest settings (But graphics still look like they are set on "High", id Software did a great job).
P.S. I need to stop trying to be "useful".
Posted 7 years ago2017-06-06 21:44:03 UTC
in Post your screenshots! WIP thread Post #335286
Alright, alright. I accept that I'm an ignorant and lazy person.
Posted 7 years ago2017-06-06 12:07:11 UTC
in Post your screenshots! WIP thread Post #335281
@Admer456

Ok, you won. I'm just trying to explain my laziness and lack of motivation.
Posted 7 years ago2017-06-06 05:32:23 UTC
in Post your screenshots! WIP thread Post #335275
@Instant Mix

I like how you tried to imitate CABAL's voice but something is still missing.
I'd upload a video if not my potato computer and poor video recording/editing skill. But you're right, I should stop uploading heavy WIP screenshots.
Good luck with your map.
Posted 7 years ago2017-06-05 21:55:59 UTC
in Post your screenshots! WIP thread Post #335270
User posted image
User posted image
Renamed to dm_deadlands.
Posted 7 years ago2017-06-05 01:35:32 UTC
in Post your screenshots! WIP thread Post #335262
Sorry, but the grass texture still looks terrible. Bricks look pretty good though.
Posted 7 years ago2017-06-04 09:10:22 UTC
in Post your screenshots! WIP thread Post #335258
Maybe I should upload some of my works on GameBanana as well, eh?
Posted 7 years ago2017-06-04 08:46:51 UTC
in Post your screenshots! WIP thread Post #335256
There must be a way. He will PM you I think.
EDIT: Just press "ShoutBOX Live" button and you will find it.
Posted 7 years ago2017-06-04 08:37:38 UTC
in Post your screenshots! WIP thread Post #335254
I don't know, every time a new round starts some random bot just dies. Maybe you placed the spawnpoints too close to eachother? Ok, nevermind. We are going to test it today anyway.
If you will need more overviews, I have some spare time to make them. Or you can make them yourself.
Posted 7 years ago2017-06-04 07:11:22 UTC
in Post your screenshots! WIP thread Post #335252
I just copied flare6.spr and renamed it to flame2.spr.
Overview itself is still not perfect. If I could edit the map a bit to remove the roof of that house at the center, the overview would look more detailed. I posted the download link at the GameBanana thread. You can download it and use in your map.
Also, place more spawnpoints, at least 16 for each team.
Posted 7 years ago2017-06-04 06:37:17 UTC
in Post your screenshots! WIP thread Post #335250
There's something you should like:
User posted image
Now it's really a Valve-quality map. Spent all my night removing odd green dots from all over the picture.
Posted 7 years ago2017-06-04 05:12:31 UTC
in Post your screenshots! WIP thread Post #335248
@Admer456

Well, I must say I know how it feels to work on that laptop. I had one myself a long ago. It had only 1 GB RAM, part of which was occupied by the OS. It also had shitty CPU and GPU. The laptop also was broken - it could only work with the recharging device plugged-in. Then we bought a decent PC with 2 GB RAM and GeForce GT 9600 (if I recall correctly. Don't remember the CPU though, I was an even more silly little boy back then).
Then I'm a god with my GTX 750
Sorry for that.
Posted 7 years ago2017-06-03 16:43:00 UTC
in Post your screenshots! WIP thread Post #335245
@Admer456

I know little about all this tech stuff so yeah, I feel like a silly little kid when talking about computer hardware. Plus my terrible english knowledge makes me look even more stupid.
Posted 7 years ago2017-06-03 15:26:46 UTC
in Post your screenshots! WIP thread Post #335243
But 750 > 660. How can it be less powerful? Oh, wait, your card is overclocked. Then I suppose that you have an advanced cooling system, do you? I'd overclock mine too, but I'm just a 14 years old kid and I have no clue how to do that and no money for a nice cooling system.
I can actually run DOOM 4
over 60 fps
Damn, I need to try that game.
Posted 7 years ago2017-06-03 14:21:42 UTC
in Post your screenshots! WIP thread Post #335241
Then I'm a god with my GTX 750. But PC doesn't matter if you make awesome content, unlike I do. Keep up the good work.
Posted 7 years ago2017-06-03 10:29:48 UTC
in Post your screenshots! WIP thread Post #335235
Ok, I don't get it. Compiled a test map with -blur set to 0.00001. Compiled pretty fast. But I didn't notice any lighting improvements. I tried -blur 10
and this time compilation was way slower. But lighting looked even worse with -blur 10. I really don't get it.
Posted 7 years ago2017-06-03 10:18:32 UTC
in Post your screenshots! WIP thread Post #335233
@Admer456

I like how you made that volumetric light (that's how you call it, right?) on the second screenshot. Reminds me of this place on my first released map:
User posted image
It looks like I can't see one of your screenshots.

I don't have any knowledge how to adapt a FGD to Jackhammer and make it view models properly, so I'll better try to remember all the keyvalues I don't have on my FGD.
Thanks anyway.

@Alberto309

Amazing! I thought it's Source, but it's actually not.
Posted 7 years ago2017-06-03 10:02:02 UTC
in Post your screenshots! WIP thread Post #335229
Oh, I get it. You made the floor with models. Because of the stupid model limit you're not able to make a lot of rooms with such floor.

P.S. My light_environment doesn't have the "Shade" keyvalue, so I decided to add it with SmartEdit off. Should I type it like "_shade"?
Posted 7 years ago2017-06-03 08:58:01 UTC
in Post your screenshots! WIP thread Post #335225
That's probably what I was looking for. Thank you.
Posted 7 years ago2017-06-02 23:11:14 UTC
in Post your screenshots! WIP thread Post #335222
Posted 7 years ago2017-06-02 22:21:04 UTC
in Now Gaming: ... Post #335223
Played X-COM UFO Defense recently. Got wiped out on the first terror mission. It's the only game that I love and hate at once. You have so many possibilities in that game. Research whatever you want, equip your soldiers as you want, place your bases wherever you want. The possibilities are endless. But the game is so difficult it makes me ragequit on every terror mission. Newer games are more newbie-friendly, but they don't offer you such freedom in your actions.
Posted 7 years ago2017-06-02 15:32:41 UTC
in Post your screenshots! WIP thread Post #335220
Now, let's just focus on our usual flow of data, i.e. the screenshots. New de_kobbl screens coming soon + day version.
Dude, I've been posting screenshots during the conversation, just to keep the WIP thread what it is.
Posted 7 years ago2017-06-02 14:58:01 UTC
in Post your screenshots! WIP thread Post #335218
The description of "-chop" from ZHLT.info:

"Set radiosity patch size for normal textures.

Each face in the world has a grid projected onto it, and chopped up into a rather coarse set of sample points. These points are patches, and are what HLRAD uses to do the bounced lighting calculations. A higher chop sacrifices quality for both speed and memory consumption of HLRAD. A lower chop increases the quality at the expense of speed and memory usage."

I'm not sure what does it all mean. Are shadows and bounced lighting the same thing? I think it's not. So I guess -chop has nothing to do with sharp shadows.
Posted 7 years ago2017-06-02 14:22:37 UTC
in Post your screenshots! WIP thread Post #335216
Ok, but the idea was nice.

EDIT:
"The bomb zone triggers the multi_manager which triggers the camera."
I tested this setup and it did what it was supposed to. It looks like you did something wrong. I can upload an example map if you want me to.
P.S. I didn't use the multimanager though.
Posted 7 years ago2017-06-02 12:46:23 UTC
in Post your screenshots! WIP thread Post #335214
Here's my entity chain: the bomb breaks a func_breakable which triggers a multisource. The multisource is the master of a trigger_multiple that covers the whole map and activates the camera. Trigger_multiple's delay before reset must be 0.1 or lower.
Try this.
Posted 7 years ago2017-06-02 12:23:39 UTC
in Post your screenshots! WIP thread Post #335212
@Admer456

I wouldn't suggest you to trigger cameras with "relay-like" entities. The triggerer must be a player to make the camera work. And if you try to activate the camera with a trigger_auto, the game can even crash, because it doesn't understand who activated the camera.

Ok, now it looks a lot better:
User posted image
Gonna convert the parts of that structure into func_details with different detail levels.
Posted 7 years ago2017-06-02 11:43:25 UTC
in Post your screenshots! WIP thread Post #335210
@Admer456
"They are, but they can have that secondary purpose of "interchanging" map features. I could literally produce all 6 versions of the map by switching the visgroups on and off, which I will do."
Looks helpful. Thanks!

Also, will you make the chop and texchop values lower at the final compile? Because I don't think shadows will look good at "-chop 512".

More progress on the map:
User posted image
And about that trigger_camera. How did you try to trigger it?
Posted 7 years ago2017-06-02 00:13:01 UTC
in Post your screenshots! WIP thread Post #335207
And here's an another weapon spawnpoint:
User posted image
Recently I've been trying to make weapons spin like in UT and made some research. Here's what I have:

!tl;dr!

Found an old thread here on TWHL where vluzacn wrote about the "avelocity" and "gravity" keyvalues. That didn't work though, because the game crashes as soon as the weapon respawns. So I tried to use func_rotating along with some ZHLT-only tricks. I made a solid (non-passable yet) func_rotating covered with "BLACK" texture, then added "zhlt_invisible" and "zhlt_noclip" keyvalues. "zhlt_noclip" allows the player to pass through the entity with this keyvalue, but items still collide with such entities. As well as the bullets. Also, the weapon that is supposed to spin must be placed high enough from func_rotating. But that's one thing. I thought I have finally found a way to make weapons spin, but after picking the tau cannon up, I decided to wait until it respawns. And it respawned... On the ground. I picked it up once again but it kept respawning on the ground, even after I have scaled the func_rotating up and even added an another one below the first one. Though sometimes it respawned flawlessly.
Damn, I was so close...

@Jessie

Also, what's up to that platformer-like map I helped you a bit with?
Posted 7 years ago2017-06-01 21:39:47 UTC
in Post your screenshots! WIP thread Post #335205
I thought visgroups are used to make working on a complex map in 2D views easier. The more lines you have on the front/side/top view the harder it is to work on the map. So you just hide what you don't currently need to work on.
But I would never think that a hidden visgroup will not be compiled at all. It means the .gif you made features the fast-compiled version of the map, right?
Posted 7 years ago2017-06-01 21:13:21 UTC
in Post your screenshots! WIP thread Post #335203
Looks very cool. But I still think that the blue light is out of place.
Also, how do visgroups affect the compiling process? Is there something I don't know?

Can't make myself to continue working on the map. I don't know, I'm just out of ideas, so I have to abandon it for a while.
Posted 7 years ago2017-06-01 11:30:17 UTC
in Post your screenshots! WIP thread Post #335201
I start to like mapping for Source. Displacements is a wonderful thing.
User posted image
@Admer456
I must say that "most of which is pirated" fits me better too. I just wasn't sure should I say that.
Posted 7 years ago2017-06-01 10:34:39 UTC
in Post your screenshots! WIP thread Post #335199
@Admer456
I usually edit my screenshots to make them low-res and to hide the taskbar, since I use a lot of software some of which is pirated. I also don't like when people know too much about me, because they can use this info against me. Well, now it's too late to edit anything.

@Cd5ssmffan
Light coming from the windows is a good option too.
Posted 7 years ago2017-06-01 00:20:36 UTC
in Post your screenshots! WIP thread Post #335196
Can I somehow merge multiple surfaces?
User posted image
Because after subdividing this all I get some weird bugs.

I didn't think that connecting two displacements with a bridge will be so difficult:
User posted image
Source isn't for me.

EDIT: Nevermind. Just need to sleep more than 5-6 hours a day.
User posted image
P.S. Sorry for the toolbar below. I'm so tired I can't even remove it.
Posted 7 years ago2017-05-31 21:11:31 UTC
in Post your screenshots! WIP thread Post #335192
And I tried to make something decent-looking:
User posted image
User posted image
User posted image
I know it looks like shit, but making all this was satisfying.

"Subdivide" sometimes doesn't do what I want it to, so I had to manually smooth some of the edges. However I got used to drag every vertex manually in GoldSrc so it's ok.
Posted 7 years ago2017-05-31 16:58:26 UTC
in Post your screenshots! WIP thread Post #335190
@Dr. Orange
"When you move a displacement point, the UV doesn't change and the texture moves with it."
Oh, something I didn't know. So UV Lock is available in hammer 4 as well. That's cool in some way, because jackhammer's UV Lock is very useful, but the editor doesn't fully support Source at the moment. You can load a .vmf with Jackhammer (I'm not sure it's easy to do though), but many Source-only features will be unavailable, like displacements.
In fact, I started toying with displacements right after I got the SDK to work. I like this feature so much.

@Tetsu0

I know that displacements don't seal the map. You actually have to make your outdoor area in a big box with all the sides except bottom covered with sky, while the bottom side is covered with nodraw.
Although I'm a GoldSrc mapper, it's still interesting for me to read mapping tutorials for a different engine (except the UE4 ones).
Posted 7 years ago2017-05-31 14:35:42 UTC
in Post your screenshots! WIP thread Post #335186
@Admer456

Dude, I know how to create displacements (got a pira... a source SDK working with my HL2, finally). The other thing is how he used them. That's why I will never try to make something cool for source - you have to start learning all over again.
Posted 7 years ago2017-05-31 14:21:27 UTC
in Post your screenshots! WIP thread Post #335184
Oh, displacements... How do those Source mappers do that?
Posted 7 years ago2017-05-31 14:20:01 UTC
in Now Gaming: ... Post #335183
As far as I know Crysis 1 (the only game in the series I played) had really inovative graphics for it's time. I read somewhere that Crysis 2 wasn't more than just a mediocre sequel, but you say it's great. So should I play it?
Posted 7 years ago2017-05-31 12:52:36 UTC
in Post your screenshots! WIP thread Post #335181
@Admer456

I figured out that I don't need that dome anymore. I found a simple alternative to it:
User posted image
@Jessie

Thank you. More nice stuff will come up soon.
Posted 7 years ago2017-05-31 12:48:28 UTC
in Station - Twitch Development Post #335180
Still waiting.
Posted 7 years ago2017-05-31 09:25:46 UTC
in Post your screenshots! WIP thread Post #335176
@Admer456

The second method may be useful for me because I'm trying to make something resembling a dome right now.

EDIT:
User posted image
User posted image
EDIT 2: And it didn't work.
Posted 7 years ago2017-05-31 07:45:07 UTC
in Post your screenshots! WIP thread Post #335174
@Admer456

Does it matter if it's mathematically incorrect? It must be fun to play, not mathematically correct.
Posted 7 years ago2017-05-30 21:33:21 UTC
in Post your screenshots! WIP thread Post #335170
Reminds me of those annoying zombies from Quake. Hate them so much.

EDIT: It looks like other terrain creation techniques are useful too:
User posted image
Posted 7 years ago2017-05-30 19:37:42 UTC
in Post your screenshots! WIP thread Post #335168
@Snehk

Oh, you know what does it all remind me of? There's a game called Enclave, I played it when I was little. You should try it if you haven't already or at least watch the playthrough. Enclave has very nice and beautiful levels.
I have many good memories about that game.

Here's a screenshot for you:
User posted image
Posted 7 years ago2017-05-30 19:10:26 UTC
in Post your screenshots! WIP thread Post #335166
@Admer456

Well, I think you're right. I'll later try to create a spiral ramp manually, without any help of the advanced arch tool.

If you can manually make a spiral ramp or a curved pipe, making a hollow sphere should be easy. And then you can turn the sphere into func_rotating...