Forum posts

Posted 12 years ago2012-02-11 19:07:39 UTC
in Now Playing: ... Post #303307
Wow, Daubster, what a what the fuck!

Afunakwa - Sweet Lullaby

http://www.youtube.com/watch?v=tPPsS4-Dsxg
Posted 12 years ago2012-02-08 18:06:51 UTC
in Post your screenshots! WIP thread Post #303213
Some old sketch:
User posted image
Posted 12 years ago2012-02-07 21:47:23 UTC
in Post your screenshots! WIP thread Post #303206
Now sometimes VHLT doesn't do wonders... It tends to blend the lights in funny coloured gradients. It wasn't that noticeable in older tools I think.

You can see yellow>green>blue, it shouldn't be like that.
User posted image
On your map, hlife_hotdog: not bad start! Currently it's a bit too simple I think, too repetitive, too clean. The lobby is a bit too open I think. Add few more objects or make it smaller. And again, try to make it dirtier. Don't be afraid of dirt. It's an underground facility built 50 years ago, the concrete should be runny, leaky and cracked in some places. Those lazy scientists wouldn't care about fixing it. Make some tiles cracked. Make few lamps not working or working pretty bad (glowing darker, yellowish or something). Make some wires hanging, some electric boxes and some other tiny shit.
Posted 12 years ago2012-01-24 17:24:30 UTC
in Animated textures-n-Sprites Post #302922
You can make animated looking water (even smoother I guess) without func_water or even without animated texture... There is a trick I invented not long ago: http://www.youtube.com/watch?v=wyKahyg_uZI

It works great for water caustics but I'm sure it will work as great for water itself too.
Posted 12 years ago2012-01-18 12:46:55 UTC
in Post your screenshots! WIP thread Post #302819
Wow, great lighting. VHLT does wonders. The architecture is pretty good so far. Great atmosphere too. Put more blue in shadows since the sky is quite blue (play with _diffuse_light). But I think it's way too blocky and boring. I see almost no details.
Posted 12 years ago2012-01-15 16:55:51 UTC
in Post your screenshots! WIP thread Post #302735
Why was it cut in zigzag and not a straight line then? Well then make the cutting sequence or make it like I said because it looks terrible. You have to go around things this way...
Posted 12 years ago2012-01-15 16:40:57 UTC
in Post your screenshots! WIP thread Post #302733
Not bad. The lamps are a bit too blocky. The cables are too blocky too, better try using a transparent texture instead. Such bridge wouldn't brake like that. Metal bends, not brake. Here's a noobish but correct example of metal destruction in GoldSrc:
User posted image
Posted 12 years ago2012-01-15 15:02:12 UTC
in Post your screenshots! WIP thread Post #302730
True, but this way I can put it on one brush, rather than 4.
It's chopped in to at least 4 faces anyway. Default -subdivide is 240, but everyone should use 256 because it's a cleaner number thus will sync better with textures in power of two (64, 128, 256) and will decrease w_poly. 256 is the biggest you can use.
Posted 12 years ago2012-01-15 09:43:19 UTC
in Post your screenshots! WIP thread Post #302725
Good work! Love dedicated textures like this. However, a quarter (90 degrees rather than 360) would be enough and the texture would weight 4 times less.
Posted 12 years ago2012-01-14 14:19:13 UTC
in Now Playing: ... Post #302683
MJ
Posted 12 years ago2012-01-05 11:51:32 UTC
in Post your screenshots! WIP thread Post #302450
Wow, this'll actually come in handy on a little side-project I had a while ago.
Indeed, since you can also have 32MB of textures.
Posted 12 years ago2012-01-04 22:49:02 UTC
in Post your screenshots! WIP thread Post #302428
Skals: 262144 pixels is the maximum HL allows. Whether it's 512x512 or 1024x256. You probably misread the 4096x4096 one, vluzacn meant that now you can have 4096 different textures, not a 4096x4096 texture. That's engine limit.
Posted 12 years ago2011-12-17 16:55:30 UTC
in The X-Mas Retro HLDM Map Tournament Post #301692
Good luck everyone!
Posted 12 years ago2011-12-12 14:23:36 UTC
in Post your screenshots! WIP thread Post #301511
Sickest shotgun I have ever seen!
Posted 12 years ago2011-12-11 11:59:27 UTC
in Case Closed mod in HD + DX9! Post #301456
Yes there is a bug in HL when textures with dimensions not in power of two (48, 96...) appear blurry in game. If this fix this then it's great!
Posted 12 years ago2011-12-11 11:52:28 UTC
in Case Closed mod in HD + DX9! Post #301453
Don't see any difference between this and default OpenGL.
Posted 12 years ago2011-12-11 11:08:29 UTC
in Half-Life Trinity Engine Post #301444
Russians lived through wars and other shit they're very strong, talented and determined people. While Americans and others are lazy pussies.
Posted 12 years ago2011-12-10 11:17:01 UTC
in Half-Life Trinity Engine Post #301432
HLFX allowed dynamic shadows, projected textures, shaders and so on like 5 years ago. But it's cool, maybe this is more optimized because HLFX ran like 30fps as far as I remember.
Posted 12 years ago2011-11-29 10:43:30 UTC
in Post your screenshots! WIP thread Post #301173
Wait, wasn't your map inspired by this shot? :D
Posted 12 years ago2011-11-29 10:37:43 UTC
in Post your screenshots! WIP thread Post #301170
Not bad, Archie, but still I think your textures are a bit too clean and repetitive.
User posted image
User posted image
Posted 12 years ago2011-11-29 10:33:18 UTC
in Custom decals? Post #301172
No... Decals work differently than transparent textures. The brighter a pixel is the more transparent it will be.

I think you must put your decals in decals.wad for it to work. Decals are not bad, but Archie's solution is very good too.
Posted 12 years ago2011-11-29 09:35:51 UTC
in Desktops of November Post #301169
Shame, Captain Terror
Posted 12 years ago2011-11-28 18:05:35 UTC
in Desktops of November Post #301145
Posted 12 years ago2011-11-28 17:21:34 UTC
in Grand optimization thread Post #301143
This is all bullshit. Only old hardcore GoldSrc mappers map seriously and they already know all they need and newbies better leave this old piece of crap and go to Source or UDK or whatever which are with tons of documentation already. Waste of time, a bit too late.
Posted 12 years ago2011-11-27 10:50:02 UTC
in The Voice Acting Thread Post #301106
Cool, never knew that. I thought it's fan made.
Posted 12 years ago2011-11-27 10:28:19 UTC
in The Voice Acting Thread Post #301103
Can anyone tell me how these guys managed to mimic the original voice of HL scientists so good?

http://www.youtube.com/watch?v=09pIWNW1o3w
Posted 13 years ago2011-11-25 21:25:35 UTC
in Minecraft Post #301066
The Whole Minecraft
Posted 13 years ago2011-11-25 17:29:44 UTC
in Grand optimization thread Post #301058
Very important thing is the organization of detail. GoldSrc is very limited and to create a big map with all areas equally detailed you have to apply smart tricks depending on the situation. For example objects far away or massive objects like buildings and mountains should always have bigger texture scale and less detail than objects close to player. You can always use transparent textures instead of geometry. You can use them even for very complex objects if they're very far and are unreachable.
Posted 13 years ago2011-11-25 16:43:51 UTC
in Grand optimization thread Post #301054
Stojke

"you can not develop such a thing nicely with out guide."

I never read any tutorials. I learnt everything I know by myself. But if we can make it easier for people then why not.
Posted 13 years ago2011-11-25 14:25:37 UTC
in Grand optimization thread Post #301046
I don't think there is something to special about optimization. Just try to make yours maps as clean as possible in every aspect. I think it's is a self learning process. Any experienced user already builds his map in the most efficient way. But of course for beginners we can write something. But I think we don't need "a Big PDF book", let's try to keep it short and simple.
Posted 13 years ago2011-11-22 15:20:31 UTC
in Competition 31 Post #300973
Wow, not bad.
Posted 13 years ago2011-11-22 09:40:31 UTC
in Competition 31 Post #300967
Cool song, Daubster.
Posted 13 years ago2011-11-20 11:24:04 UTC
in The X-Mas Retro HLDM Map Tournament Post #300912
7PM GMT on Saturday, 17th December sounds great.
Posted 13 years ago2011-11-13 14:18:57 UTC
in New Mod: Half-Life: History Post #300730
Password.
Posted 13 years ago2011-11-13 08:49:23 UTC
in TWHL's Half-Life Server Post #300722
Who is me then?
Posted 13 years ago2011-11-09 14:27:03 UTC
in I wish Post #300634
He'd kick your ass.
I don't think you understood the point.
He did.
I wish there was a way of gaming where you can play HL2 maps where you're set INSIDE the game.
You wouldn't last a minute in it.
Posted 13 years ago2011-11-09 12:02:24 UTC
in Post your screenshots! WIP thread Post #300635
Maybe. Move your asses, it's not that hard.

And as I said I might create an entity which would do all the job.
Posted 13 years ago2011-11-08 12:49:36 UTC
in I wish Post #300599
I wish to fight Bruce Lee.
Posted 13 years ago2011-11-08 12:18:57 UTC
in Post your screenshots! WIP thread Post #300595
No, not at all. It's still the same single light style and same lightmap. Apart from sacrificing 20 entities solely for sun. And if spread angle is very big (if sun is under clouds) you might need like 50 entities to get the shadow smooth. My picture is only 4 degress and I used 17 entities.

Things you must remember: you have to remove ambient lighting (sky lighting) from all the entities except one by setting _diffuse_light 0 0 0 0. Also if you want sun's brightness to be 200 and you have 20 entities then you have to use only 10 brightness on each of them which combined will give you 200 (10x20=200).

As I always say it's all about efficiency. GoldSrc always had so much hidden potential which costs nothing. Like bounce depending on texture color and this method.
Posted 13 years ago2011-11-06 09:21:18 UTC
in Post your screenshots! WIP thread Post #300521
DiscoTsu you are absolutely right!
Posted 13 years ago2011-11-05 16:12:19 UTC
in Post your screenshots! WIP thread Post #300505
TJB: But you're probably right!

Joebama: If you will show me at least one map I will be very surprised. What it has to do with being dynamic? Do you even understand what is is?
Posted 13 years ago2011-11-05 12:47:03 UTC
in Post your screenshots! WIP thread Post #300501
User posted image
Sun spread angle done first time in GoldSrc history. Made in vanilla HL. I'm thinking of making an entity for it in collaboration with vluzacn in his custom build of ZHLT.

Guess how it's done.
Posted 13 years ago2011-10-30 21:11:50 UTC
in Post your screenshots! WIP thread Post #300387
Thats why artists are useless. Art is just a word, don't concentrate over it. There is no such thing as art. Fucking philosophers..
Posted 13 years ago2011-10-30 20:54:24 UTC
in Post your screenshots! WIP thread Post #300383
Keep it to myself? Shut the fuck up for once you lazy ludicrous little man. I'm trying to move and achieve something rather than being lazy useless creature like you and sit at the same spot and do nothing. So please, if you don't have what to say just shut up. And my crititism, or whatever you call it, says all I want to say.
Posted 13 years ago2011-10-30 19:14:23 UTC
in Post your screenshots! WIP thread Post #300380
Far more interesting for those who don't use their brains. Anyway, I completely agree that there is such thing as pure art without too much purpose, I mean we're still humans. We eat thing like these everyday. That's what I consider what keeps us alive. Food just fuels our body. Emotions, thoughts and questions created by art is what fuels our minds. But in my opinion when there is thought behind art it reaches higher level. And gaming has nothing to do with it. Game design or real architecture, movies or whatever - all the same shit. And don't call me ignorant. Trying not to be one is one of the things I do all the time. I try to see everything as it is, analyze it and express it honestly.
Posted 13 years ago2011-10-30 18:17:36 UTC
in Post your screenshots! WIP thread Post #300377
I don't see where else you could use so useless and pointless architecture and overall design rather than in some kind of futuristic city purely for aesthetics. Ok, maybe I'm too rational... But then tell me the idea you have in your mind.

Why Bruce is doing this all the time? He loves to be proven wrong.
Posted 13 years ago2011-10-30 06:12:46 UTC
in Post your screenshots! WIP thread Post #300358
I like ninja defuse's idea of cityscape. It could be some sort of futuristic skyscraper shop or hotel or whatever. Benches and flowerpots would add a lot more life to it. Try adding some advertisement boards like ones in Hong Kong streets only more futuristic and in several languages perhaps.
User posted image
This would at least give some purpose to it.
Posted 13 years ago2011-10-28 07:16:56 UTC
in Need help finding texture Post #300307
cs_siege
Posted 13 years ago2011-10-23 06:49:30 UTC
in bunny hop Post #300187
Yes, real bunny hop without losing speed was removed long ago maybe in 2001. You can get old WON version of HL. Or you can do what all speedrunners do, use a mod called HL Bunny Mod which enables real uncapped bhop. Search for it.

EDIT: It's called "HLSP Bunny"
Posted 13 years ago2011-10-20 14:59:30 UTC
in Post your screenshots! WIP thread Post #300129
Have I said there is something wrong? Yes, it's art and it's nice to look at but I like to look at art with logic behind it even more.