Forum posts

Posted 17 years ago2006-12-13 18:02:27 UTC
in Textures Post #206020
Looks useful :)

High-quality texture packs are so difficult to find. It's nice to see that we won't be needing to vtex every individual texture with this :D
if it helps one member, tis good.
Tis good!
Posted 17 years ago2006-12-10 00:45:20 UTC
in Desktops of December Post #205644
In an attempt to preserve the atmosphere, I'll link to the image :P

http://i79.photobucket.com/albums/j152/RotatorSplint/WTFDesk.jpg

Rather... interesing to say the least :quizzical:
Posted 17 years ago2006-12-09 21:02:56 UTC
in Most hated Holiday tradition. Post #205614
Posted 17 years ago2006-12-09 17:19:55 UTC
in Counter Strike Tactics... Post #205586
You think so? I always felt that the Mac 10 was rather inacurate. I'll give it more or a run the next time I play CS:S
Posted 17 years ago2006-12-09 17:16:24 UTC
in Sprite Problems with Func_tanks... Post #205584
Thoroughly check your graphics options; you may have it set on a mode that renders it improperly. I know that you claim to have done nothing to cause it, but try this anyway, and see if we can find a temporary fix for it if it ends up being something else.

Other than that, I'm stumped.
Posted 17 years ago2006-12-09 15:43:31 UTC
in rowleybob Projects! Post #205579
If O2 is run in HL1 like it is in HL2, then yes, because your power will never run out, so it can continue to create oxygen forever.
Posted 17 years ago2006-12-09 15:06:32 UTC
in rowleybob Projects! Post #205576
sv_infiniteauxpower? :P
Posted 17 years ago2006-12-09 14:54:14 UTC
in rowleybob Projects! Post #205574
Here's an idea:

In order to cause the player to immediately float in the zero-g enviornment, create a floor with an indentation leading into the zero-g area. Fill that indentation with a func_illusionary, and texture it so it looks normal. This will cause the player to 'unlock' from the ground (provided that he is actually IN the water before stepping over the illusionary).

Additionally, try to create a new water texture that has no darkening effects. If possible, you may be able to remove the bubble sprites from it (I don't know if this is possible, but meh :) ).

Finally, I don't know about HL1, but in HL2, the sv_gravity command is pretty handy. Could you hook up a point_clientcommand and use that if it exists?

Lookin hawt at the moment :D
Posted 17 years ago2006-12-09 13:28:09 UTC
in Sprite Problems with Func_tanks... Post #205564
Perhaps your render mode is not set properly? Or the FX amount, or something...
Posted 17 years ago2006-12-08 01:39:49 UTC
in Advanced Brushwork Mini-Compos Post #205447
And close?
Posted 17 years ago2006-12-08 01:21:57 UTC
in Advanced Brushwork Mini-Compos Post #205445
I like the way this is turning out.

Just a simple brushwork compo to keep us occupied until the next compo. Sounds like it'll be a lot of fun :)

Any more rules you want to add to the door compo or are we all square? For instance, does it HAVE to be able to open, as well as close? etc.

EDIT: I have full fraps, and a nifty little avi -> mpg converting program. Piece-o-cake. :)
Posted 17 years ago2006-12-08 00:49:45 UTC
in Advanced Brushwork Mini-Compos Post #205442
@Rowley:
Mmm... perhaps that'd work. If I were to do so, would you want me to host via Google Video (Lots of video compression :( ) or iHud (Downloads :( )?

Also, reverting to HL1 wouldn't be purely for the compos. I'd still be fun to map for both, regardless of the reason :)

@srry:
I do suppose you're right about the fact that we have so few Source mappers here.

I guess the argument I'm making is that regardless of the model factor, you can still experiment with advanced brush-work in Source.

@You both:
I'll start making this thing in Source for the time being, but I'll definitely keep an eye out for HL1.

Good luck to any one else who'se partisapating. :)
Posted 17 years ago2006-12-08 00:20:15 UTC
in Advanced Brushwork Mini-Compos Post #205439
I'm not gonna start a Source thread because I was bitched at the last time I did it.

Srry, they can be judged sepparately you know. I mean, Source compos come almost never, and when they do, it's on a subject that I suck at. I just want to have a little fun. :tired:

I'll just come up with $15. There have gotta be some lawns around here that are in need of mowing in the dead of winter. :

I'll abstain from posting anything in this thread that is Source-related from now on, too. :roll:
Posted 17 years ago2006-12-07 19:00:34 UTC
in Advanced Brushwork Mini-Compos Post #205416
Gyah!!! We should include Source in this! Or I should come up with $15 and buy HL... Either will work.

I just had a killer idea and I can't make it because it's HL1 only :zonked:
Posted 17 years ago2006-12-06 18:57:05 UTC
in Semi-Sphere Post #205254
I'm guessing this is a single map? (Rather than a series)

Can you give us insight into its plot (if it's single player (judging by the strider)), some game play elements, or perhaps some architectural ideas?

The basic idea of the map looks like it has potential.
Posted 17 years ago2006-12-06 17:45:03 UTC
in Tycell's Dungeon Post #205241
Hmm...

I haven't got any sites for you, however, creating them from scratch isn't terribly hard.

Open hammer and look in the texture browser for any skybox. Note the 6 images that go with that skybox, and the various 'extensions' for each image. They'll be two letters right on the end. These 'extensions' indicate the 'side' of the env_map that the texture will be on. So create the six sky textures and make em seamless, then save as sepparate images, with the appropriate extensions, compile them, and test it out.

I'll keep a look out for pre-made skyboxes, though, in case you don't happen to have Photoshop ;) .

EDIT: Oh, is this for Source?
Posted 17 years ago2006-12-02 00:19:24 UTC
in 1337 f0r teh Dangerz! Post #204789
l33t is news to these parents??

That's funny. No, it's not funny. It's hilarious. It's been around for ages... :

Rediculous
Posted 17 years ago2006-12-01 18:54:25 UTC
in Need some hints. Post #204756
Wow, that's pretty good! The brick arch way in that pic looks great!

A little work on the left side of the hall way is all you'd really need to finnish that area. :)

Great work.
Posted 17 years ago2006-12-01 18:51:47 UTC
in Sliding Door help Post #204755
Yeah, from the looks of it, you have a parenting issue.

To parrent the glass to the door (or instead of glass, what ever texture you wish to use), create your door, tie it to a func_door, and name it something like "sliding_door1". Next, make your func_breakable (or whatever) and look for the option called "parrent". Open the drop-down list and look for "sliding_door1" and choose it.

Now when you open the door, the glass will move with the door. Huzzah!
Posted 17 years ago2006-11-30 22:39:01 UTC
in Texture Creation Post #204693
They're a good start :)

Let's see em in a map - It'd be a little bit easer to 'rate' :)
Posted 17 years ago2006-11-30 21:38:38 UTC
in Help! its too bright! Post #204686
Gotta leak? Or is it nice n sealed off?
Posted 17 years ago2006-11-30 21:37:33 UTC
in CS:S Help with custom textures. Post #204685
Posted 17 years ago2006-11-30 21:36:50 UTC
in HDR compile in CS:S Post #204684
Hmm.... was it a fast or full compile? Does the same problem occur w/ LDR? I think the shiny nails are a result of a cubemap not being in the dark area you're currently in, so try placing one in the dark area.

That's all I can think of right now...
Posted 17 years ago2006-11-30 21:35:02 UTC
in Help with moving targets! Post #204683
I think tracktrains only run off of path_tracks... but I may be wrong.

Be sure to set the initial velocity higher than zero, or use a trigger to trigger it. Otherwise, the train will not move when you enter the level.

Good luck :)
Posted 17 years ago2006-11-30 21:31:58 UTC
in Need some hints. Post #204682
That actually looks really good. I think the underlying architecture is perfect.

I realize it's still early in development, but I guess the only other thing I can suggest is imbellishing the place with some fancy brushwork. Perhaps you'd want to add some sort of trim on top of the seams of the ceiling so that it looks as though the turn was meant to be constructed of flat slices.

And of course, the texturing - but that's still early in development.

Hawt work! :)
Posted 17 years ago2006-11-26 19:36:41 UTC
in why does this happen? Post #204200
No, he's saying that after having an entity selected, it will attempt to mimic its demensions in the axis not visible in the window you're creating the brush in. He's saying use ALL your windows to make your brushes, and they won't get all screwy.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-24 13:50:18 UTC
in Hello thread! Here?s the hello thread! Post #203910
Hitler was Jewish ya know ;)
Posted 17 years ago2006-11-24 13:39:44 UTC
in Unfinished Map Ideas Post #203909
Texturing in the editor will always look worse than in-game because the lighting in the editor is constant, whereas the actual in-game lighting gives it more depth.

If the texturing is downright crappy, then it will look terrible in-game. The only way to find out is to compile and look.

Awesome lookin maps Jazel. You make me want to get HL1 :) .
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-22 00:14:37 UTC
in Water Appearance problem Post #203605
I have seen this before in a few maps... Although, I'm not sure how to solve it. :

Have you tried different waters and dev. vs. nature waters too? Or does this occur with all waters?
Posted 17 years ago2006-11-21 18:21:10 UTC
in Tank origin origin Post #203567
I think he needs to know where the origin brush goes :) .

I'm not experienced with func_tanks, but I think the origin brush determines the actual point the gun will rotate around. To place it, create the brush so that its very center is where you want the gun to rotate. You can see the center of the brush by looking for the little "x" in the center of it (just like all other brushes). Don't forget to cover it in tools/origin! :)

If you still can't figure this out, look at the func_rotating tutorial we have here - it's a much simpler use of the origin brush, and will be easier to learn from.

Hope that helps :)
Posted 17 years ago2006-11-20 17:50:25 UTC
in I was just wondering (Mapping question) Post #203421
Still, it's good to use nodraw, then texture, so that faces that aren't facing the void and also won't be seen are not textured. Sort of an optimization technique that's good to keep handy ;)
Posted 17 years ago2006-11-18 23:06:39 UTC
in Gmod thing (make sticky) Post #203206
My sentiments exactly.
Posted 17 years ago2006-11-18 17:26:56 UTC
in Program to create Textures Post #203173
Ok... be more specific.
Posted 17 years ago2006-11-18 16:07:11 UTC
in Program to create Textures Post #203170
Posted 17 years ago2006-11-15 00:07:22 UTC
in How is this? Post #202783
Yeah, it looks perfectly fine to me.
Posted 17 years ago2006-11-12 21:06:59 UTC
in Amx for CS:S? Post #202587
Yup. It works exactly as if you were playing HL2 single-player.
Posted 17 years ago2006-11-11 15:59:09 UTC
in Holiday Avatar's Post #202490
Here's mine. :D It's boring, I know. I'm still a n00b w/ Photoshop.
Posted 17 years ago2006-11-10 23:01:20 UTC
in Port models from one game to another. Post #202450
GFC or GCF?

GCFScape will allow you to extract the model files from the .GCFs, however you can't alter the actual .GCF.

You can use GCFScape to get the game's models from the GCF and alter them, then save them as a model with a different name (so the old and new ones don't have arguements), in case you don't want to make em from scratch :) . After you have your new models, the process of getting them into the game is pretty much the same. Just pop em into the model directory, and you'll be all set. Of course, don't forget the textures.
Posted 17 years ago2006-11-09 21:22:10 UTC
in Counter-Strike Source problem... Post #202367
This may be of no use at all, but from my experience, you can somewhat isolate where the problem is based on the number in the error box. For instance, at one point, I made a map, and when I ran it in-game, it gave me and error with something like "00v0001"... It turned out that I forgot an info_player_deathmatch.

And so all I can say is that the lower or less complex the number, the earlier in the loading process it's occuring. This may narrow the number of errors you could have possibly made...
Posted 17 years ago2006-11-03 18:27:11 UTC
in line rider Post #201837
It depends on how you draw the line:

If you draw from left to right, the top is solid, but you can go up through the bottom of the line.

If you draw from the right to the left, then the bottom is solid, and you can come down through the top.
Posted 17 years ago2006-11-02 00:12:08 UTC
in Desktop of November Post #201666
Me desktop :D :

User posted image
Posted 17 years ago2006-11-01 23:59:47 UTC
in Desktop of November Post #201663
I'm impartial to both... It just happens to be that I use PhotoBucket :D .

I guess I'll make an ImageShack account some time later.

EDIT: Woops, missed the last thread page :D
Posted 17 years ago2006-11-01 23:49:27 UTC
in Xyos projects! Post #201662
They're ok, but I think they're slightly over-normal mapped. It makes them look almost plastic-like, especially the second one.

The base textures are fine. Kickin' down the normal map scale a little oughta make em look great :)
Posted 17 years ago2006-10-30 21:09:15 UTC
in SlowMo effects and a door. Post #201406
It does what you might expect ;)

Careful, though. My comp crashed when I set it to 30 :quizzical:
Posted 17 years ago2006-10-30 17:21:27 UTC
in SlowMo effects and a door. Post #201367
For a slo-mo effect, you can hook a point_clientcommand up to send a "host_timescale (number below 1)" to slow the game down. I'm not experienced with coloration, though, so that's all the help I am :D

Messing around with grenades in slow motion is so much fun :P
Posted 17 years ago2006-10-29 20:35:23 UTC
in Great Source for Custom Textures Post #201270
I see...

Well, I'll just won't sell 'em and call it a day :D
Posted 17 years ago2006-10-29 18:04:43 UTC
in Great Source for Custom Textures Post #201253
ZL: If Mayang is giving the textures away for free, doesn't that include the rights to use it in anything too? I suppose credits to the site would be in order, but if it's for free, I really don't think strings like that would be attached...

And don't forget that many of us are lacking in the nice-digital-camera-department.
Posted 17 years ago2006-10-29 15:12:02 UTC
in Great Source for Custom Textures Post #201239
Ohh, nice ones :D . Especially yours david.

This'd make a great refference thread.