Forum posts

Posted 18 years ago2006-10-30 22:09:44 UTC
in Kasperg Projects! Post #201408
I updated dm_suspended and fixed (hopefully) all the issues.
Posted 18 years ago2006-10-30 20:59:37 UTC
in Spanish (quien sepa espa?ol, conteste) Post #201405
Well, your book is sort of wrong :D
You can say "no comprendo" about a math problem, but "no entiendo" is the correct way to say it if you're talking about a language. You could say that "entender" is a more immediate action than "comprender".
Posted 18 years ago2006-10-30 19:52:33 UTC
in Spanish (quien sepa espa?ol, conteste) Post #201396
comprender = comprehend
entender = understand
Posted 18 years ago2006-10-30 17:36:26 UTC
in Spanish (quien sepa espa?ol, conteste) Post #201371
Tan de largo como hay altavoces espa?oles en el sitio...
altavoces = loudspeakers :D
Posted 18 years ago2006-10-30 10:21:23 UTC
in Spanish (quien sepa espa?ol, conteste) Post #201312
?chale un vistazo a los turoriales de hl2spain >> http://www.hl2spain.com/foro/?showtopic=4017 o de todocounter >> http://www.todocounter.com/tut_v_hammer.htm

No has especificado para que juego quieres crear mapas, pero HL y HL2 son b?sicamente iguales.
En TWHL todos los contenidos est?n en ingl?s y no creo que a estas alturas nadie vaya a traducirlos, lo siento... :(
Posted 18 years ago2006-10-29 21:51:05 UTC
in 3D Camera WTF!?!? Post #201273
Posted 18 years ago2006-10-29 18:12:36 UTC
in fan not rotating around origin Post #201256
1.Make the brush that will be the fan
2.Make an origin brush where the axis of the fan will be
3.Tie both together to a func_rotating entity.
4.Modify the settings to your liking.
Posted 18 years ago2006-10-29 09:49:44 UTC
in Source Experiments Post #201225
It doesn't work like that. When you rotate the info_player_start, only the view will change. It's like if you rotated your own monitor. The game will play the same.
Posted 18 years ago2006-10-28 19:48:36 UTC
in Source Experiments Post #201182
I hadn't noticed before, but rotating the info_player start around the X or Y axis can make you start the map with a different view (the world has rotated according to the info_player_start), and it will stay that way. It could be used in cases where the player has just woken up and is dizzy or similar situations.
Posted 18 years ago2006-10-27 15:59:49 UTC
in Kasperg is teh famous! Post #201087
thanks!
They might contact me and include cs_fallingwater in a future pcgamer dvd, who knows!
Posted 18 years ago2006-10-27 15:48:59 UTC
in SteamCastle models/mapping/textures Post #201080
I think you could add some rust stains, since the model seems to be pretty big. But I don't know exactly where you could put them...
Posted 18 years ago2006-10-27 15:06:03 UTC
in New Map: Gyradell Forever! Post #201075
Is this a future HLDM map?
I like the amount of detail I see.
I hope you don't get stopped by the engine's limits! :)
Posted 18 years ago2006-10-27 02:42:39 UTC
in Kasperg is teh famous! Post #201023
Well, it's obvious that such a famous building exists in different versions.
Even teh l33t caek!
User posted image
Posted 18 years ago2006-10-26 19:11:46 UTC
in Kasperg Projects! Post #200991
Well, now I can say that it has been released almost at the same time. I can't upload 10 MB maps just like that, you know...
I also needed to do a final dm_suspended compile to get rid of some env_steam entities and build the LDR and HDR lights.
Now you have both beta versions, enjoy them!

My concrete mansion is next on the list. After that, it's singleplayer time. I have a very nice idea for the Funny map compo, and some experiments I wish to do with HL2 NPCs.
Posted 18 years ago2006-10-26 06:15:13 UTC
in I got a problem with Hammer..! help me! Post #200892
Just create a camera manually anywhere in the map. Problem solved!
Posted 18 years ago2006-10-26 05:57:39 UTC
in Black Mesa Complete-comming late 2007 Post #200889
The ceiling texture is different from the original one, so you can be certain he has at least worked on this map.
Posted 18 years ago2006-10-23 17:25:36 UTC
in Deathmatch Questions Post #200585
You have to give the info_player_deathmatch a master property to decide the teams.
Read this article http://collective.valve-erc.com/index.php?doc=1047683808-21957700
Posted 18 years ago2006-10-21 19:16:50 UTC
in Kasperg is teh famous! Post #200328
Thanks!
I don't know if it's right to sell a DVD with something you haven't made without even contacting the author... Playbus was asked permission before his Day13 map (or 14, was it?) was mentioned in a magazine.

I can't really complain because the house itself is not my design. Still, It would have been great if they had contacted me so I could make a mini comment about the scenario...

The map became famous about two months ago, when it started appearing in multiple gaming and architecture blogs, and eventually in the wikipedia entry for the real house. I've even gotten some emails from architects asking about the map & stuff. I usually tell them Hammer takes some years of practice...

Anyway, whoever plays the map will see my name in at least 3 different places inside the map. I made sure of that! :D
I wonder what will happen when I release cs_fallingwater, which will be very soon by the way!
Posted 18 years ago2006-10-21 15:03:56 UTC
in Clouds above the city Post #200309
You could also try using a func_dustcloud with a big particle size and set it to "frozen". I haven't tried it myselft though...
Posted 18 years ago2006-10-18 15:20:38 UTC
in The corrupt wish Post #200032
Granted, but when you finally have the time to use it, there's a power outage in your city that destroys all your plans.

I wish our sun was blue instead of yellow.
Posted 18 years ago2006-10-17 05:44:37 UTC
in Wii's first bad move? Post #199894
StarCraft and Red Alert didn't have bad graphics when they came out. It's not a question of how it looks now. It's about how it looked back then.
But I agree with a lot of the things that are being said.

A FPS game like HL1 doesn't look the way it does just because of an artistic or aesthetic decision. It looks like that because they didn't have the technology to make it look like HL2. In that sense, HL1 can sometimes feel outdated. It's full of fun gameplay, sure. But the scenery doesn't have the same scale and feel as the sequel. This is not only a graphical thing. Physics also add to the immersion factor, which is essential in FPS games.

I still play a lot of the 16bit Sonic games, or even the N64 "Mario Tennis". In those games, gameplay is more important than looks, because they are not trying to represent the real world (something which FPS tend to try).
Still, I prefer the first 1996 "Tomb Raider" over the new "Tomb Raider: Legend" for gameplay reasons.

And to return to the Wii. Honestly, besides the Internet capability (playing old games etc), I think they could have just made a Wii-mote for the Gamecube and people would be just as happy. After all, graphics are not what Nintendo players are after. It's clear Nintendo wouldn't even try because they need the money. :
Posted 18 years ago2006-10-16 17:32:59 UTC
in Wii's first bad move? Post #199867
Why can't developers focus on fun gameplay?
Because people like him are still amazed by pretty graphics.
Pretty graphics are what make the game industry move.
If it wasn't for "pretty graphics", there wouldn't be things called PS2 and Gamecube >> Gran Turismo 4 would be another pixellated PSone game and Legend of Zelda: Twilight princess would be an upcoming N64 release.
X360 wouldn't exist because everything "fun" that the X360 can do, would most likely be possible with a normal Xbox. ;)
Posted 18 years ago2006-10-16 17:19:49 UTC
in Kasperg Projects! Post #199864
This weekend, hopefully. I'm having trouble deciding where to place the T spawns and the hostages.
The house has a lower floor, second floor (cramped) and a third floor (tiny).
Counter-terrorists start in the outside near the bridge. The hostages are in the lower (entrance) floor. Terrorists start on the second floor, and have to either get down to the living room internally or attack the CTs from the multiple terraces and balconies (or just go outside and fight there).

Terrorist bots seem to have trouble getting to the lower floor...
It won't be a proble with human players, but I don't know if I should make changes. I like what I have played so far. The many entrances to the house allow very different approaches and strategies.
Posted 18 years ago2006-10-15 23:07:45 UTC
in Kasperg Projects! Post #199796
Bump number4 (this is almost a journal!)

-If you played the HL2 version, you might notice some of the textures (walls, floors) have been improved.
-Skybox is almost ready.
-Getting rid of the reflective water helped performance a lot.
-I moved the spawn points to postpone combat encounters until the CS team is reaching the house.
-I covered some physics props with a "block bullets" brush. I know it's not realistic, but the performance hit when they got shot was too big.
-As you can see in the screenshots, HDR is up and running.
-Now I need to think of a way to make the stream behave like water when shot. Right now, there are no splashes if you fire...

http://img226.imageshack.us/img226/1530/hostiesvn0.jpg

http://img132.imageshack.us/img132/9141/pic4ud0.jpg

http://img149.imageshack.us/img149/3656/pic2ho2.jpg

http://img242.imageshack.us/img242/3503/dead1nx3.jpg
Posted 18 years ago2006-10-15 22:57:50 UTC
in Wii's first bad move? Post #199795
Yeah, but we were talking about the affordable near future of gaming ;)
Posted 18 years ago2006-10-15 16:24:35 UTC
in Wii's first bad move? Post #199784
I think real-time lighting (and eventually real time reflections) will change the face of gaming, at least visually. No lightmap grids, no fake cardboard-cutout-style shadows. Just plain real lighting, where every object affects and is affected by lighting accurately. No hard shadows like the ones we see in Doom3 or FEAR.
When that day arrives, game makers will be on even grounds on what concerns technology, so the real challenge will be creating unique and imaginative game content, as well as better AI. No dumb fights over whose water reflects better or what type of lighting looks the best.
Posted 18 years ago2006-10-15 15:20:30 UTC
in Wii's first bad move? Post #199776
Point being: 360 is capable of some serious shit here!
The effect looks very nice, but:
Is it capable of real time lighting and the latest DirectX 10 effects, while producing a high resolution image with full-scene anti-aliasing? :(
Posted 18 years ago2006-10-15 10:45:18 UTC
in A la FEAR [SOURCE] Post #199756
The problem is not the size of the images in the thread. It's the images themselves. Being this big and having aliasing issues makes them look bad. Smaller screenshots (not thumbnails) do the job.
Posted 18 years ago2006-10-15 08:14:42 UTC
in A la FEAR [SOURCE] Post #199745
Some faces still go black for some reason
Are you using materiales that belong to models instead of brushes?
Anyway, if you are going to post big screenshots, the least you could do is activating anti-aliasing. :quizzical:
Posted 18 years ago2006-10-14 22:19:48 UTC
in Kasperg Projects! Post #199699
Bump
To anyone who cares, cs_fallingwater will be released around the same time as dm_suspended.

Even though the interior is now more detailed and has better lighting, the outside areas have been vastly reduced. The performance boost is very noticeable.
http://youtube.com/watch?v=ag_sOnD0hsg
I've also done some HDR tests (not in this video) and it looks even better.
The only problem is the horrible time it takes to create a nav file for the bots :(

Edit: First combat with bots has been... very sluggish. Honestly, I think I need a new game engine and a couple of years of hardware advances to make this playable. I'm going to delete the reflective water and give it another try.
Maybe placing spawn points in different areas to make combat happen in the inside...
Posted 18 years ago2006-10-14 19:18:57 UTC
in Wii's first bad move? Post #199689
I think this generation of consoles got pwned when Crytek said none of these machines could handle Crysis.
Two years from now, PC GFX cards will be cheaper and much better than the current console hardware.
(Games are a different matter, I know)
Posted 18 years ago2006-10-14 11:51:55 UTC
in question(s) about custom decals.. Post #199652
Do I add them to a wad file, make something called a vmt
Are we speaking of HL or Source?
Posted 18 years ago2006-10-13 23:02:37 UTC
in SteamCastle models/mapping/textures Post #199623
Did you mean "better looking models with normal maps"?
Posted 18 years ago2006-10-13 22:20:08 UTC
in SteamCastle models/mapping/textures Post #199615
The new one looks better. You still need to fix the texturing so it wraps up correctly. I'm not sure how this is done in UV mapping.
I had to do some tricks to get it right in the columns of my "Sandscroll" map.
Posted 18 years ago2006-10-13 18:37:53 UTC
in Additives in CSS Post #199601
Correct.
You can find the complete surfaceprop list in places like here
Posted 18 years ago2006-10-13 17:14:11 UTC
in Additives in CSS Post #199593
Alpha channels mask the textures automatically. Black parts will be fully translucent, while white is fully opaque. (or the other way around, I'm not sure)
Posted 18 years ago2006-10-13 12:57:12 UTC
in Kasperg Projects! Post #199571
This might be a little off-topic.
Working on this CS:S map has made me revisit cs_fallingwater, where I have made some material and lighting updates (I'm thinking of HDR for the future, but who knows how many hours of compile time it would mean)
The thing is, I've done more research on Kaufmann House, and I found this cool website with about 40 views of the house in 360?. Some details that I didn't get from other photos have shown up. Plus, they have a very First Person look to them. Check them out if you're interested >> http://www.learn.columbia.edu/ha/html/modern.html#360panoramas
Posted 18 years ago2006-10-13 09:20:35 UTC
in The corrupt wish Post #199532
Granted, but the South African police reads this thread and you become the main suspect of their deaths.

I wish the Moon left the Earth's orbit forever.
Posted 18 years ago2006-10-13 09:10:44 UTC
in The corrupt wish Post #199528
Granted, but it turns out it only works with Internet Explorer and older versions of Netscape.

I wish I could fly.
Posted 18 years ago2006-10-13 08:39:02 UTC
in The corrupt wish Post #199523
Granted, but your barrel was among the kazillion explosive barrels in City17 and Freeman accidentally got you killed.

I wish compiling was instantaneous.
Posted 18 years ago2006-10-12 18:08:53 UTC
in Making a custom spray for maps.. Post #199444
Posted 18 years ago2006-10-12 11:43:57 UTC
in Wii's first bad move? Post #199398
I doubt such a game will reach stores in the western world.

By the way, it's puzzling how in a country like Japan, with all the hentai and perverted nature of their manga, anime and videogames, the rate of rapes committed is about 20 times less than in countries like the U.S

The weirdest part of all is that they consider some of these things to be normal and mainstream.
Posted 18 years ago2006-10-09 18:15:16 UTC
in a door that crushes and kills grunts? Post #199120
Give the door a "stay open" value of -1 so it opens (and crushes) no matter what. If you need it to close after crushing the grunts, use a multimanager for the whole process.
Posted 18 years ago2006-10-09 04:26:48 UTC
in Competition 22 Post #199055
Source has physics, but HL has human & monster gibs. There's a lot you can do with that.
Posted 18 years ago2006-10-08 19:19:50 UTC
in Kasperg Projects! Post #199008
I made a new material to replace the combine glass. I don't know why, but the cubemap reflections are not as visible as before.

http://img209.imageshack.us/img209/163/renoglassou6.jpg
Posted 18 years ago2006-10-08 16:41:56 UTC
in Competition 22 Post #198980
I'm going to recycle my Half-life version of a popular TV quiz show for this map, but I will also try to make something completely new, in the lines of the things I did for the "Map something Unique" competition.
Posted 18 years ago2006-10-08 16:03:24 UTC
in SteamCastle models/mapping/textures Post #198971
How exactly do you use that vtf plugin?
I installed it long ago, I did it again today but I still see no options to open or save files as vtf...
Posted 18 years ago2006-10-08 15:16:23 UTC
in SteamCastle models/mapping/textures Post #198967
Does the red tone in the pipes match the ones in the movie screenie correctly?
Here's the answer:
User posted image
I think the machinery in the film looks older and weathered down. It's a less vibrant red.
Posted 18 years ago2006-10-08 03:17:33 UTC
in SteamCastle models/mapping/textures Post #198907
I think they look nice. I was also thinking that there are a lot of default valve models (literally speaking) you can use. I'm not sure if the standard skins would fit with the theme though...

Are those pipes going to be interactive in any way? (like the traps in dm_steamlab)
Posted 18 years ago2006-10-07 21:32:15 UTC
in Kasperg Projects! Post #198855
The HL2DM one is finished, but I need to include all the custom materials with pakrat in order to release it.

An "Island" themed mod would be cool. HL2 has a lot of useful things for that theme. Changing the citizen outfit from blue to white would be an easy step. And then we have the TV screens, scanners etc.
Imagine Dr. Breen announcing the "Island Lottery".