Forum posts

Posted 18 years ago2006-02-09 15:04:15 UTC
in HL2 Models to HL1 Models Post #162274
You Ass! I started reading that post and got really excited. DAMN YOU!

j/k. No hard feelings. :glad:
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-08 08:55:17 UTC
in Skyline : Source Post #162063
If someone could code it for me it would be considered.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-08 05:27:58 UTC
in Skyline : Source Post #162049
As for the game story you play as trainee security officer Joe Carter in the SkyLine facility. The concepts that I've come up with are all dark, rusty and mysterious.

There will be very little natural lighting as for the most part it will be below sea level. :)
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-06 20:46:39 UTC
in Classical games that you wanna play. Post #161788
Just wondering what games you have that are ages out of date but you still love?

You can also include games you'd love to play but can't because your PC either can't run them or mashes the hell out of them due to the immense power of modern systems.

Urb Still Plays :

-Lemmings
-Theme Hospital
-Transport Tycoon Duluxe
-Worms 2

Urb's PC Mutilates (can't play but want to):

-Duke Nukem 3D
-Starfighter 3000
-Worms
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-06 20:35:10 UTC
in Skyline : Source Post #161786
Ok, heres the new story.

The story will remain similar to that of "The Urban Project"

The only thing is it will no longer take place in Skyline City nor will it be hundred of years into the future. No. This is set in the present. (-ish)

Story
In the year 2007 the human race had finally begun to understand the one thing that made the world a miserable and hellish place to live. Itself.

Somewhere out in the pacific ocean a huge complex had been created with the intention of perfecting the human race in a series of diabolical experiments. Human kind would be engineered to be kind and caring. There would be no more fighting one another and the entire planet would become a pefect world. Utopia.

However, with the ability to engineer and customise the very mind of the human race brought about other possibilties.

The creation of the perfect soldier. Powerful, controllable and merciless.

While the lower ranks of the science team took over the research and engineering of the perfect human psyche the senior elite proffesors were hard at work on what they had orignally set out to put a stop to. Driven by the immense insanity brought on by creating the most powerful weapon of mass destruction. An army of remote controlled super-soldiers.

While the young researchers worked hard on creating a perfect world, their demented superiors were busy in the lower levels, below the sea bed, creating the ultimate world destroying weapon right beneath their feet.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-06 19:55:05 UTC
in happy 17th! (NOT work-friendly) Post #161782
Yay! thanks for all the presents guys! ^_^ except zombie. your quite disgusting.
You read my mind.

EDIT: I don't know why but the way you put that makes it hilarious. I can't stop laughing.

EDIT 2:(russian accent) HAPPY BIRTHINGDAY COMRADE! LET US ALL BE EATING E-CAKE NOW!
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-06 19:49:02 UTC
in Different Skins, materials and stuff!? Post #161781
I just realised that if I'm making a Mod I can just use the folders.

Duh...

Sorry. Thanks anyway.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-06 19:33:06 UTC
in Reissues Post #161780
I'm in. I'm not working on anything for HL1 anymore so this is perfect.

Plus I might actually release somthing! Ha ha. Godd news for all. You can all revel in my amazingly hand-crafted hallways of ambient lighting and beautiful architecure rivelling that of Kasperg and Rimrook.

I joke, I joke.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-06 19:11:03 UTC
in Skyline : Source Post #161779
Skyline : Source
The SkyLine Project

Ok. Here's a brief outline.

Having changed to the source engine this mod has had a complete remastering. The story has changed, the location has changed and the characters have changed. The only thing that remains the same is the fact it will be episodic with multiple choice cliff hangers. Updates soon. ;)
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-06 16:18:23 UTC
in Different Skins, materials and stuff!? Post #161743
Ok. Having moved to the Source engine I have a few questions.

I once played a map which featured the citizen model with a different skin but i couldn't find any of the files in my folder. How is this possible.

Same question concerning textures / materials on the walls and stuff.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-03 08:43:02 UTC
in Recreating HL1 maps Post #161254
I've figured out a way to get into source mapping. Rather than simply converting your own HL1 maps to source why not remake them from the ground up. It takes more time but it gets you used to the system?

I remade a small coridor from questionable ethics in HL1. Its a WIP but i learned a lot of the textures and stuff just from what I've got so far.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-03 07:02:55 UTC
in Cast your vote for the Urban Project. Post #161247
B seems to be the more popular choice. I haven't made anything worth porting yet. I made the grav tram station and then when I got to the outside section the engines limitations hit me in the face like a bat!

Source it is. This of course means that it will take much longer to release and as much as it pains me to say this, besides concept arts and WIP screenies I seriously doubt anything will be released until the next winter period.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-02 17:33:53 UTC
in Guess the line! Post #161180
I got one. Film by the way.

"Do you have any idea how fast you were going meow?"
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-02 16:46:21 UTC
in Worlds ugliest cat Post #161174
Pure-bred sphinx cats are show-quality can be worth up to $10,000.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-02 16:36:01 UTC
in [WIP][HL1] Xen Assault Post #161173
hmmm...

Might make it too religious. :
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-02 16:00:39 UTC
in Cast your vote for the Urban Project. Post #161168
Christ that was fast!

Still learning reflections and refractions but the bump mapping stuff is fantastic.

Vote continues
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-02 15:55:27 UTC
in Cast your vote for the Urban Project. Post #161163
Having played around with hammer making a quick HL2DM map I have come across a small problem.

I have fallen in love with source mapping :heart:

Making your own materials with bump maps is actually a lot more enjoyable than slaving away at low res panel texures in PSP and wally.

The possibilitys are endless. (Don't knock it until you've tried it is the best way to put it really)

*Urban slaps self for doubting source.

This means that I know have 2 options. I can either make The Urban Project in HL1 while still messing with the Source engine and maybe make the sequel in the HL2 system or I can make the entire series in HL2.

Of course this game is entirely user decided on a multiple choice system so here are your options.

A)The Urban Project
or
B)SkyLine City : Source
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-01 12:31:53 UTC
in New Mod: "Turnstile" Post #160920
Well I'm not good with modelling but if you need a texture / skin artist I'm getting into that at the moment.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-24 20:29:43 UTC
in [WIP][HL1] Xen Assault Post #159418
I've got so many people to credit,now am I gonna credit someone for a little flashlight,naa...I'll do it myself
Use the model from blue-shift.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-24 18:23:57 UTC
in Mean moderators on fourms Post #159394
I prefer the Low Def pr High Def models personally. Super Def is just too far.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-24 16:47:33 UTC
in GoldSource Mapping Tips Post #159381
CLIP and HOLLOW
Euw...

I suck at photoshop but I hate using the HL textures.

Anyway I can offer little in the land of tips but here is how I go about making a level and a little trick I discovered (although I'm sure valve used it too)

Note that this example shows 1 hallway but i tend to work on 3 rooms at once.

STEP 1
User posted image
Firstly make basic box rooms and make the gaps for the doors and light it with point entity lights. Texture it with the base textures that the room will use.

STEP 2
User posted image
Next add the brush based lights and minor details to the floor and ceiling. In this case I have made gaps for the lights and some pipes and then covered them each with a simple func_wall brush

STEP 3
User posted image
Next add the major details. I have built support pillars along either side of the hallway.
User posted image
The hallway was very dark after removing the point entity lights so in order to brighten it up I added upward facing lights on the base of each pillar. These are good because they light the ceiling. However if you want a dark area just leave these out.

STEP 4
User posted image
Now here is the clever tip. I added some point entity lights at 3 points each in the dead centre of the hallway. There were set to a brightness "0 255 0 50" which is fully green light but set to be very dim.
User posted image
When compared to the original there is very little difference but the slighly more green tint makes the lighting a little more interesting. Valve used dark blue point based light entities in the Anomalous Materials RMF included with the HL SDK.

Here is a list of what I think works and where.

Red Tints for tunnels or areas containing pipes and vents.
Green Tints for older or run down areas of a level.
Blue in labs and offices.
Purple in areas that are subject to a lot of alien activity.

Note: Tints are best used in well-lit areas otherwise they will overpower the the original lighting although using more than one in a dimly lit area can have some interesting effects.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-23 20:50:46 UTC
in The Urban Project Post #159292
Ok, the story line. There will be a slight surprise in this thread later on. You'll notice that there is nothing off the main character mentioned here.

hmmm...

Anyway, here you go.

--------------------------

-[.]THE URBAN PROJECT[.]-

--------------------------

In the later years of the 30th century the human race has been running in fear. Running from it's dark past, running from what it had taken so long to perfect. Itself.

It started with simple experiments, drugs to calm the nerves, settle the mind and cleanse the soul. However when the drug was nearly perfected things began to get out of hand. If the human mind could be drugged into constant bliss there would be no war or suffering.

From the very mention of this possibility mankind began to engineer itself. Mind altering probes were inserted into 'volunteers' and tested radically.

At first it seemed to work, however as technology advanced so did the altered psyche. The 'perfected' humans began to look down upon their emotional creators and eventually were made aware of their own, senseless power. No pain, no sadness, no mercy.

Slowly and silently they drew out their plans against the scum of the world that everyday had attempted to perfect itself. When the first 'perfect' human was elected to a higher power he immediately began work on SkyLine City. This floating disk would house over a billion of the earth's finest minds and as they continued to engineer the super humans who would secretly be creating their own perfect army right below their feet...
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-23 19:35:57 UTC
in Half-Life: Hostage Situation Post #159280
The skins look great but I'm here if you need any help too. Don't forget me!
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-23 19:31:59 UTC
in NEW MAP! "Poison Garden" Post #159279
Lookin pretty sweet. Those concepts make me jealous.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-23 12:47:59 UTC
in [WIP][HL1] Xen Assault Post #159210
Yeah, use a model for the flash light.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-21 13:26:35 UTC
in Half-Life: Hostage Situation Post #158922
I have the qualifications to get into a Bachelor of Science degree in Computing but I've dropped the idea now that I've landed this new Admin Assistant position. I just don't fancy studying computers for another 3 year when all I have to do is get my 2 years of Admin experience where I am now and go for a lead Administrator position in an office somewhere with my ?25,000+ a year. I'm happy with that.

If I did take the course I'd only have to work my way up for 3 years in 3 years time anyway.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-21 13:20:02 UTC
in Urb tries source Post #158921
ARGH! I really can't get to grips with this system.

I recently looked at the new screenies of Black Mesa Source and the Anomalous Materials pics caught my eye as well as the transit hub and I thought. 'ooooh pretty.'

So here it is. I played with Hammer 3.5 for a while and this screenie is the only Source product your likey to see from me

Enjoy.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-21 12:34:42 UTC
in Now Playing Post #158908
They Might be Giants - Wearing a Raincoat
(Bizzare track. Seriously, search for the lyrics.)
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-20 07:51:37 UTC
in Now Playing Post #158730
They Might Be Giants - Some Crazy Bastard Wants To Hit Me
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-20 07:46:23 UTC
in Model editing Post #158729
Using latest version of MS3d:

You have to save the model into its own file. (in this case call the file 'zombie.'

Then go into MS3d and go to tool -> Kratisto's Half-Life model Decompiler v1.2, leave all the fields checked and browse for the file zombie.mdl in the zombie folder. (Don't use the MS3d decompiler cos it screws with the animations.)

Next you need to import the smd. files. To edit the model the smd you need will usually have the word 'ref' or 'reference' in the title. (e.g. zombie_reference) Double click the file and import the mesh/trianges and bones/skeleton.

If you want to make the head and arms more human then your best bet is to rip them straight from a scientist or barney model. Do do this you'll have to do the same again. Make a scientist folder and decompile the model.

Then you have to add the scientist model to the screen by importing the relevant smd. but only import the triangles. Then you'll have to select the groups/materials of the scientist one by one so you can move him away from the zombie's mesh (This means using the high definition models makes it much more simple.)

Next you will need to select the zombies arms and head and delete them and delete everything on the scientist mesh except for the arms and head. Then position the new arms and head onto the zombie's skeleton and then comes the complicated bit. Welding the parts to the skeleton and making it look right.

You have to select the bone first for example 'bip01_larm1' which will be the top of the left arm. In this case you have to select the entire of the left arm. (basically you have to select everything from the selected bone down). Then the forearm (possibly 'bip01_larm2') where you will have to select the forearm and hand and then the hand. Then you'll have to do the same on the right arm and the head.

Thats the simplest way I can explain it.

Actually, at first just to get the hang of things, your better off simply editing a few models like the scientist. Make the coat shorter or make the nose bigger or just sill things like that.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-20 07:20:42 UTC
in Not that any of you care... Post #158728
So uhm...yeah...the title to the thread. Very accurate. In fact spot on.

thumbs up
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-20 07:06:12 UTC
in Huntey tries art ^_^ Post #158727
:)
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-19 08:40:30 UTC
in Menu. Post #158591
Ah, thats got it.

Many thanks.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-19 08:21:56 UTC
in Menu. Post #158589
Ok thanks.

The strings.lst thing didn't work. They are still the same and i can't find the original file in the pack either.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-19 08:11:48 UTC
in Menu. Post #158587
Cheers.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-19 07:15:52 UTC
in Menu. Post #158582
Ok. So I can edit the background image and I can change the menu buttons in every which way but how the bloody hell do you change the text next to the selection buttons and how can I disengage the Multiplayer section.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-19 06:54:19 UTC
in Huntey tries art ^_^ Post #158581
Photoshoping isn't art in my opinion so don't insult art by calling it like that
Ahem...
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-18 13:25:54 UTC
in Professional architect mappers Post #158456
Oh my god! That looks incredible!
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-18 12:44:28 UTC
in Captain Capitalism Post #158438
Freakin' hilarious.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-18 12:25:32 UTC
in The Urban Project Post #158433
Yeah, know what you mean. They cut through the brushes something terrible.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-18 12:24:00 UTC
in Opposing Force: Claustrum Post #158432
The ropes where very impressive but in the training they were a pain in the ass! I tried the swinging from rope to rope section 10 times before nailing it and never had to do it again!
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-16 20:54:02 UTC
in The Urban Project Post #158207
More eye candy. Don't worry. This is very much infinished.
User posted image
I'm yet to add advertisments to the walls and wandering, rambling civilians.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-16 20:01:39 UTC
in looking for HL solo missions... Post #158205
Life's End was a definate hit in my book and it runs alongside the HL1 storyline.

However If you want to stray from Black Mesa a little try USS DarkStar and They Hunger by Neil Manke. Brilliant.
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 18 years ago2006-01-16 19:33:22 UTC
in The Urban Project Post #158200
Sorry Tycell. I'm looking to finish a mod on my own first but in the future after I've released chapter 1 I'll be open for a bit of team mapping.
I noticed TWHL seems to have a gift for good looking mods:

HS, XA and now this
Your just saying that. You don't really love me. :cry:

J/K

Cheers.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-16 18:48:25 UTC
in The Urban Project Post #158194
The story will be put out soon on my website if I could just get to the god damned admin panel.

Here's a little screenie of a light I thought up at work today.
User posted image
There! Your first map screenie!

@Saco: A.I's Barney has moving eyes and a much higher resolution face texture. I used all the original HD models released by Gearbox. There is nothing in this mod (other than the weapon models from DMC) that made by a third party besides myself.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-15 12:13:13 UTC
in The Urban Project Post #158022
Ok heres an answer to the above threads.

@seventh: Thanks, I think. The idea was kinda taken from half-life 2 to have genetically altered super soldiers with bio-mech implants. Its just a cool theme.

@fearian: Because they used to be dead. Oh and 'The Urban Project' has a very greyscale theme

@Elon: Purple and Pink don't mean something is gay. Ever played 'Red Alert 2 : Yuri's Revenge?' Besides they don't look gay when there blasting 10 shades of shit out of you with that plasma cannon. :P

@Ant: Changed them to dark blue as they were too bright.

@Hunter: Sorry and Cheers. :P

@M_Garg: I love Anime. I'll have to look into this AppleSeed wotsit.

@Gunter: Cheers

@Saco: (See Ansiths post)

@Habboi: I LOVE TEH PROPAGANDA!

@Ansith: Cheers for clearing that up for me.

@Madcow: I thought so too.

In-Game shots are due very soon now. Keep watchin. ;)
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-14 16:22:06 UTC
in The Urban Project Post #157928
Some cool ideas coming into my head every single day and soon I will have some really pretty screenies for you all.

Of course (due to popular demand) the game has gone High-Definition.

Feast your eyes and watch this space for future updates.

(please excuse the bad quality my PC's being a little bitch)
User posted image
User posted image
User posted image
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 18 years ago2006-01-14 14:55:16 UTC
in having trouble running bsp. file. Post #157912
I'm with MNuTz on this one. Keep it simple
monster_urby monster_urbyGoldsourcerer