Forum posts

Posted 12 years ago2011-10-12 11:41:28 UTC
in Beautiful Arcades Post #299933
How else? You can't make a structure like this by hand. I don't know Source too good but it's made either with a crushed half of a torus or with displacements. But I can guarantee the process is automated.
Posted 12 years ago2011-10-09 10:31:38 UTC
in Beautiful Arcades Post #299855
Yeah, use only triangles and just practice...
Posted 12 years ago2011-10-07 12:52:49 UTC
in moving tanks Post #299827
You can try zhlt_noclip 1, it makes any brush entity non solid, however it still blocks bullets.
Posted 12 years ago2011-10-07 10:44:42 UTC
in moving tanks Post #299823
There are a lot of ways to do it but it depends on exactly what you need.
Posted 12 years ago2011-10-07 08:12:53 UTC
in moving tanks Post #299820
If the target is static then you could make the scene completely staged with only a single tank and a bunch of env_explosions and sprites or whatever instead of func_tanks. You could also use 2 separate func_trains for the tank, one for the tank itself and the second to rotate the cannon on top of the tank.
Posted 12 years ago2011-10-06 17:39:41 UTC
in moving tanks Post #299807
A dozen of env_renders.
Posted 12 years ago2011-10-04 16:13:53 UTC
in Sculptris Post #299762
5 minutes of total nonsense
User posted image
Posted 12 years ago2011-10-01 15:57:51 UTC
in "Enemy Type" keyvalue for &quo Post #299674
Player: shoots you, Ally: defends you, Random: shoots everyone
Posted 12 years ago2011-09-30 14:11:38 UTC
in Blocking player but not npcs Post #299621
Try to avoid such situation. Terribly unrealistic :D

But yes, like Urby said, try trigger_push.
Posted 12 years ago2011-09-30 07:14:31 UTC
in Fix Pitch Black Spots? (pics) Post #299612
Models are lit by using brightness and color values from the surface beneath them. But they only can take it from world brushes, they can't take it from brush entities. And since there is no ground beneath your bridge, the model don't have where to take those values and thus is pitch black. If you would have ground (road, sidewalk or something) instead of sky then your models would take the values from it. You can also try to put a NULL brush inside the bridge.
Posted 12 years ago2011-09-29 11:07:32 UTC
in Competition 31 Post #299571
Sounds have nothing to do with textures. It the same as not allowing to use custom architecture or custom lighting. Allow it.
Posted 12 years ago2011-09-29 10:53:43 UTC
in Competition 31 Post #299569
It's ludicrous not to allow to use custom sounds.
Posted 12 years ago2011-09-29 10:50:09 UTC
in Lightdata Post #299568
Because -lightdata is a shared option and must be set with the same value on both BSP and CSG.
Posted 12 years ago2011-09-22 08:50:31 UTC
in Competition 31 Post #299251
bla bla bla are you done? :D
Posted 12 years ago2011-09-22 08:43:15 UTC
in Competition 31 Post #299248
You're lucky I haven't quit by myself.
Posted 12 years ago2011-09-22 06:47:48 UTC
in Competition 31 Post #299245
Don't cry you pussies. Learn to empty your god damn clouded mind and accept the truth.
Posted 12 years ago2011-09-22 06:28:44 UTC
in Competition 31 Post #299242
And who the hell are the judges? This is all bullshit. Everyone in the community should be the judges. Or at least let us choose them from time to time.
Posted 12 years ago2011-09-21 14:42:47 UTC
in Competition 31 Post #299213
No, they're pretty good. I just mean that all the entries are going to be random because the textures doesn't have any theme and there is nothing to aim at for the mapper... So like zeeba-G said (dust, aztec) we need something more thematic or a short description of the map along with your themeless textures.
Posted 12 years ago2011-09-21 14:30:39 UTC
in Competition 31 Post #299211
Is there going to be a poll?
Posted 12 years ago2011-09-21 10:05:58 UTC
in Competition 31 Post #299197
This is pointless. If there are zero rules and restrictions then why couldn't we use our own textures? This is only going to restrict our imagination yet the maps are going to be totally random because there is no restricted theme at all.
Posted 12 years ago2011-09-20 19:14:44 UTC
in Competition 31 Post #299160
To tell you the truth, most of these textures look too TF2-ish
Posted 12 years ago2011-09-20 18:36:57 UTC
in Competition 31 Post #299155
Well then tell us the theme.
Posted 12 years ago2011-09-20 17:56:33 UTC
in Competition 31 Post #299153
If there is dozens of all kinds of textures in the pack then it becomes pretty pointless because the maps are going to be completely random. We need either a basic concept of the map or a smaller texture pack with a more fixed theme.
Posted 12 years ago2011-09-20 11:22:40 UTC
in Desktops of September Post #299138
That's your fucking problem.
Posted 12 years ago2011-09-20 11:06:09 UTC
in Desktops of September Post #299136
and I'm right all the time.
Posted 12 years ago2011-09-20 11:00:11 UTC
in Desktops of September Post #299134
Haha, what an idiot. That's the purpose of desktop.
Posted 12 years ago2011-09-20 10:36:12 UTC
in Competition 31 Post #299131
One more idea:

most beautiful 10 000 w_poly
Posted 12 years ago2011-09-20 06:15:32 UTC
in Desktops of September Post #299129
My new Windows 7 PC:
User posted image
Posted 12 years ago2011-09-19 12:01:08 UTC
in Competition 31 Post #299114
Just make a god damn poll.
Posted 12 years ago2011-09-19 05:21:43 UTC
in Competition 31 Post #299107
I meant not necessarily a story, but at least a simple description where the map is set and how it looks. The colors, the atmosphere, just about everything. We would write a lot of small details on how it looks. And we can either use our own textures or a texture pack. With a texture pack it would be easier I guess.
Posted 12 years ago2011-09-18 17:54:26 UTC
in Competition 31 Post #299076
Oh, you lazy man. We aren't rushing anywhere, are we? We can do something more interesting than that.
Posted 12 years ago2011-09-18 15:32:03 UTC
in Competition 31 Post #299067
I always wondered if we could together write a description or story of a map, how it looks, plays and so on. Then everyone of us would recreate the level from our own imagination and finally we would vote which map reflected the description the best.
Posted 12 years ago2011-09-18 12:42:51 UTC
in Post your screenshots! WIP thread Post #299061
Sure, I would love to see that!
Posted 12 years ago2011-09-18 10:45:12 UTC
in Competition 31 Post #299055
1024 space is total crap. Texture pack is better but I think we can come up something more unique.
Posted 12 years ago2011-09-18 10:40:25 UTC
in Post your screenshots! WIP thread Post #299054
Posted 12 years ago2011-09-18 07:36:44 UTC
in Post your screenshots! WIP thread Post #299049
Tried something with metal. From this:
User posted image
To this:
User posted image
Posted 12 years ago2011-09-17 12:43:23 UTC
in Post your screenshots! WIP thread Post #299016
v2:
User posted image
Posted 12 years ago2011-09-17 11:11:14 UTC
in Post your screenshots! WIP thread Post #299013
A friend taught me a bit how to draw textures with Photoshop.

I used this as a base:
User posted image
And this is what I came up with:
User posted image
Posted 12 years ago2011-09-16 17:17:16 UTC
in Launch from shortcut issues Post #298996
Try using hl2.exe from the game folder as shortcut instead of Steam shortcut.
Posted 12 years ago2011-09-16 10:10:22 UTC
in Sky VS NULL Post #298994
What you mean exactly by light errors? Sounds interesting.
Posted 12 years ago2011-09-15 09:47:42 UTC
in Sky VS NULL Post #298962
That's no what I mean... I mean if you have a brush with some faces textured and some texture with BEVEL then those normal textured faces which shouldn't be non solid sometimes become non solid.

what an idiot...
Posted 12 years ago2011-09-15 09:35:16 UTC
in Sky VS NULL Post #298960
I rarely use BEVEL because it's very problematic. Some faces, especially curved can become non solid or you can just fell in the ground where it's a bit more complex geometry and so on. However, it can help in some places.
Posted 12 years ago2011-09-13 12:11:32 UTC
in Post your screenshots! WIP thread Post #298910
After a bit more calibration:
User posted image
Also, to not be mistaken by the size of it:
User posted image
Posted 12 years ago2011-09-13 09:18:43 UTC
in Post your screenshots! WIP thread Post #298904
You wanted to see it compiled, so there you go:
User posted image
User posted image
The shape of curved structure itself is made by removing and connecting certain segments of a simple circular arch. The curved slopes are made of triangles to avoid any invalid structures. To texture it nice and seamlessly I used a very simple trick: flatten the whole structure, apply texture to world and expand again.

Some experimenting with stained glass:
User posted image
It's done by making the glass opaque to block light and using zhlt_customshadow to change the color of the shadow.
Posted 12 years ago2011-09-11 20:20:46 UTC
in GoldSrc is powerful Post #298853
Are you blind? I have explained how to do everything I ever showed. Why the hell do you think I'm doing this at all? All I want is to show you something interesting and have a nice discussion. Can't you wait a bit till I explain how it's done? You fucking lazy ignorant bitches.
Posted 12 years ago2011-09-11 18:11:32 UTC
in GoldSrc is powerful Post #298842
There is no problem creating a whole map with such quality at all. You just need experience to be able to make everything as efficient as possible.

As one man said: "A wise man can learn more from a foolish question than a fool can learn from a wise answer."

What I mean, is that you can create a map which will look 100 times better than a map with 100 times more polys. It's all about efficiency.
Posted 12 years ago2011-09-11 16:31:34 UTC
in GoldSrc is powerful Post #298837
Then you don't know GoldSrc good enough. Those who do, do see.
Posted 12 years ago2011-09-11 16:09:55 UTC
in GoldSrc is powerful Post #298834
Damn people, my English isn't perfect. I don't know exactly what emotions are behind what I write. Yeah, sorry for "then you suck". I just wanted to say that you're doing it wrong then, Striker.
Posted 12 years ago2011-09-11 15:57:24 UTC
in GoldSrc is powerful Post #298831
platoon: I'm showing texture work, not architecture. Maybe you're confusing this with Source's displacements?

The Mighty Atom: It's a mess of work with just about every tool in Hammer. I'm still experimenting, when I'll get it perfectly stable I'll show how it's done.
Posted 12 years ago2011-09-11 15:27:31 UTC
in GoldSrc is powerful Post #298826
what? I'm calm as hell. Get out if you don't have what to say. Why you always flood my topics with this shit.