Forum posts

Posted 18 years ago2005-12-15 11:56:36 UTC
in Web-site update! (Photography 'n shi Post #152433
About BM:S - did I tell you already? I was to about to send you a 'Surprise! I started HL2-modding.'-email, but hey. grin - :D
One of the few times I was on IRC, remember? ;)
Heh, some good things happened to me as well. I've got something else to work on for now, I'll mail you about what's going on. :)
Posted 18 years ago2005-12-15 11:54:24 UTC
in Level Changes Post #152432
There's a workaround if you want to put the player in an exact spot. Do a level transition as normal, but add a trigger_teleport at the start of the new level and teleport the player to the desired 'start position'.
Posted 18 years ago2005-12-14 17:53:49 UTC
in Zs_hillzone Post #152297
Read up on 3D skyboxes. The lack of them in this map really puts it down to just being a displacement map with some props or brushes. You may want to choose another sky as well as the default sky looks ugly on low or medium texture resolutions...

Yeah, I'm easily put off by the look of something, I know, but you can do better, even for a first map. Keep it up. :)
Posted 18 years ago2005-12-14 17:50:14 UTC
in First Black Mesa: Source December Media Post #152296
Nice screenshot. :)
The building below seems a bit repetetive, both in shape and color, but the lighting on the dam is sweet. I like the electricity cables going up as well.
Posted 18 years ago2005-12-14 04:48:00 UTC
in Web-site update! (Photography 'n shi Post #152214
Some nice photographs. :) Where in Berlin do you live? I remember having seen some abandoned buildings but that was more towards the outer regions of town, the centre had some totally different architecture... ;)

How about a texture page on your site, bytheway? I think you could create a nice portfolio with what you're doing for BM:S now...

Good to see you again, bytheway. :)
Posted 18 years ago2005-12-13 16:55:26 UTC
in Updated version of half- life (not steam Post #152144
Why would you need an older version?

(and no, I don't have a patch for 1.0.0.8 around)
Posted 18 years ago2005-12-13 13:42:39 UTC
in need help to correct my english Post #152043
Nice idea, such a strategy overview page. Me likes. :)

I've got some (user) comments on it though: a hovering image might be nice, so it's easier to see what area's have a page of their own, and the flashing of area's after you've selected them detracts from the reading.
A list of the area's on the side of the page might be nice, too. Other than that, I like it.
Posted 18 years ago2005-12-13 05:18:40 UTC
in Measurement in Mapping Post #151992
Correct, I would go with 32 all the way. However, texturing isn't always such an issue, some textures fit on any size.
Anyway, what I meant to say is that measurement doesn't have to be that exact - go with 32 because it's easier to work with, rather than wanting a 31 surface. 32 works right and probably feels just as right as 31, whether or not 31 would be the size in real-life.
Posted 18 years ago2005-12-12 19:55:48 UTC
in the de_raid project textures Post #151964
If the texturers didn't like them, then that may happen in the future again. Might be good to find out what they didn't like, and how to change that.
Personally, I think these look too photograph-like with too strong light-sources used on them - lighting should be more or less equal in textures as lighting is done in the map itself. This lighting also makes a lot of them non-seamless.

I've spend some time creating textures as well (mainly from scratch using photographs as references) and it costs a lot of time to get at a certain quality level, so I believe feedback is essential as well as looking at other good artists and such.

Anyway, I don't believe your efforts are wasted on this - you've learned something from this, right? I've spend years experimenting with only 2 released maps, but it does pay off.

Good luck on future endeavors, bytheway. :)
Posted 18 years ago2005-12-12 16:03:49 UTC
in Mapping contest Post #151940
Mapping for money is for cheap bastards only <-----
The word 'professional' jumps to mind, suddenly... ;)
Money prizes for mapping contest aren't a bad idea imho. Interesting concept, too. It'll be interesting to see the results. :)
Posted 18 years ago2005-12-12 11:26:43 UTC
in level change Post #151890
In Depth: Level Transitions

Read up on the trigger_transition. That will probably solve your problem.
Posted 18 years ago2005-12-12 08:11:18 UTC
in Measurement in Mapping Post #151880
Since the grid size is displayed, you can always figure out lengths in an easy way by counting grid units. Alternately, you can go into clipping mode and press 'o', to turn on length display.

However, who cares about a crate of 31 or 32 units heigh... what matters is if it feels right, and works right. ;)
Posted 18 years ago2005-12-11 19:09:12 UTC
in Is it possible to make a roating train.. Post #151795
You can specify an angle in a path_corner if I remember correctly, so combined with a delay on each path_corner you can make a train rotate.
Posted 18 years ago2005-12-10 20:37:17 UTC
in Current Projects? Post #151580
Bumpmapping can technically be simulated at a high texture memory cost, yes. I've tried some stuff a few years ago as well. Some things worked, some things looked awfull, in the end it's just too much of a hassle.
Dynamic bumpmapping may be doable as well, though limited and with some more significant overhead of trickery.

In other words, I'd go with HL2 all the way... ;)

Then again, I'm probably just stating the obvious...
Posted 18 years ago2005-12-10 14:48:56 UTC
in My New Mod - Sub Zero Post #151512
Overall, texturing and lighting need some more work, textures don't really fit always and the lighting is bland at points. Architecture is ok, though the rocks in the 1st pic could do with some height difference and some area's look cramped, but that's about it.

Of course, this is early, so perhaps a layout overview or some action shots would do it more justice for now, but for this stage, it's good. Keep it up. :)
Posted 18 years ago2005-12-10 14:45:33 UTC
in An idea for a type of compo. Post #151510
A custom .wad file could do, Elon. Restricting to the halflife.wad wouldn't really be a good idea, I think, but providing a custom .wad could be a nice compo idea.
Posted 18 years ago2005-12-10 05:47:39 UTC
in hl sdk Post #151437
If you don't know how to use it, leave it alone. You'll need to be familiar with programming (in C/C++) before it's of any use to you. I'm talking about the HL SDK (2.3) here, not the Source SDK, which is a completely different thing.
Posted 18 years ago2005-12-09 21:31:29 UTC
in change level Post #151405
Copy'pasting is no problem here, as long as you change the level name the trigger_changelevel points to and move it so the player doesn't end up in the trigger_changelevel when he is inserted into the level. That's all.
Posted 18 years ago2005-12-09 19:01:55 UTC
in Windows Post #151357
You mean, the shiny windows on the buildings just after the train station? Those are just textures that use env_cubemaps for reflections. You can read up on them on the Valve Wiki.
Posted 18 years ago2005-12-09 18:59:00 UTC
in It's Not Over... Until I say it is - Post #151350
Citidel?

That little misspelling distracted from an otherwise nice comic page. The bloom doesn't really fit with the darker background I think, but apart from that it's a good comic. Keep it up. :)
Posted 18 years ago2005-12-09 09:20:29 UTC
in basic lighting question Post #151252
1000 is brighter. It doesn't change the distance the light is casted much, though. That's what the linear value is for. Check the source of dm_lockdown (provided with the SDK) to see how they did their lighting. Helps a lot.
Posted 18 years ago2005-12-09 06:28:04 UTC
in anyone got killer prefabs? Post #151233
I use my own prefabs, do you look down upon that?
No, not at all. It's a usefull system for saving time and adding consistency.

It's not that I really look down on using others prefabs as well, but I see many downsides to doing so, hence my rant on them. ;)
Posted 18 years ago2005-12-09 06:24:01 UTC
in quick texture question Post #151232
Just use the zhlt.wad. It gets included automatically so it doesn't give you any trouble and saves you the hassle of creating some already-existing textures.
Posted 18 years ago2005-12-08 20:51:13 UTC
in Missing Entities Post #151202
The standard hl.fgd should be included with Hammer. Look in the fgd folder for it. Be sure Hammer uses it, bytheway. You may have configured Hammer incorrectly.
Posted 18 years ago2005-12-08 20:48:49 UTC
in anyone got killer prefabs? Post #151201
I think uniqueness just matters more to me than to you, Bratty. That's just fine. :)

Mapping is a process with many different sides. There's the technical side which will cause quite some problems first but you'll get over that if you invest some time learning things and experimenting (and here I agree with Bratty that the maps of others are useable - as examples and such).

Then there's the design part, roughly divided into a visual part and a gameplay part. They're related somewhat but there's still quite a difference between them. I believe this part requires the most insight or talent. You will need insight in how the game plays, in what makes maps fun to play and what not. Again, others have written about this and playtesting helps with experimenting here. The visual part is developing a feeling for what fits together, what looks good, where detail is best spent, and so on.

There's still more to it than these things. Besides the technical side there's the art side as well. Creating textures, models and so on can be considered as part of the level-design process.

Conclusion ;)
I know this is sort of a chaotic rant about my view on mapping, but what I'm trying to say is that it's best to experiment with the technical side a bit before attempting a map you intend to release. Creating a map goes much better once you're a little familiar with the tools and all.

As for what I'm mapping for, mainly HL2DM at the moment.
Posted 18 years ago2005-12-08 20:33:58 UTC
in change level Post #151197
Ge hebt volledig gelijk, Muzzle. Ik moet het maar eens afleren. :)
Posted 18 years ago2005-12-08 16:32:20 UTC
in [CS:S] - de_venetia (WIP) Post #151144
Interesting. Are you planning some playtests soon? I'd like to check out this map in-game. Looks promising.
Posted 18 years ago2005-12-08 16:31:13 UTC
in change level Post #151142
I've checked and indeed, there's no such loop, apparantly they are programmed to be disabled when a player spawns in them. So the programmers intercepted this loop problem, but since it's a wrong setup anyway, it doesn't matter. You shouldn't leave them in the same place. I believe this is common sense and with even a little experimenting you would've found out the solution on your own.

As for guesses and the like, guesses or idea's can be valuable, whether they're correct or not. I was wrong in this case about the infinite loop (my post contained the solution to your problem nevertheless), but that gives you no reason to react in such way. You aren't in the position to tell us what we can reply and what not - you're looking for a solution for your problem, not for trouble, I assume.
Your attitude is starting to annoy me. Try to take things more easy, there's no problem with people carrying on suggestions or assumed solutions.
Posted 18 years ago2005-12-08 16:09:45 UTC
in FGD Entity Creator Post #151137
I was laughing at something else
Heh, ok. My bad. :)
So am I understanding correctly that anything you do with this editor, dosen't make that entity available unless you have some custom code to go along?
Indeed, changing the .fgd doesn't change the gamecode one single bit. I coded the GMG once myself, for fun. Actually, it was just lazy copy'n'paste work - moving 3 lines of code did the trick. Good results for such little effort... :P
Posted 18 years ago2005-12-08 06:38:21 UTC
in Xen Assault [HL1] Post #151025
After this argument,I once again realized that how many un-trustworthy people were here...
I'd say, after this argument it's clear you need to work more on your map and take the comments into account. They're more valuable than you think they are...
In fact, I ask for feedback on about 5 mapping sites for my maps nowadays. Greatly helps improving the quality and pinpointing flaws.

And yeah, have fun mapping, but personally I also go for improving skills and maps along the line, Muzzle... that's part of the fun for me... ;)
Posted 18 years ago2005-12-08 06:31:00 UTC
in contests Post #151024
You don't have to map for competitions only... if there's no-one around, just start a map of your own. It's for fun, not for competitions primarily... ;)

I won't join any compo soon because of time constraints, but I've got a HL2DM map in the works which has been well-received on playtests so far. That gives me more of a kick than winning a competition. :)

Not that having two compo's running at the same time is a bad idea, but for now it's just not going to happen, so, let's make the best of it.
Posted 18 years ago2005-12-08 06:16:23 UTC
in Source Frustration Post #151022
You don't need GCFScape anymore, VTF Explorer can also browse and extract from the .gcf files (and you can view .vtf's with it as a nice extra, plus it can also browse normal folders and show the .vtf's in them).

Hmm, I'll take a look at that VTF Lib, so far I've used vmtCREATE but this looks interesting as well.
Posted 18 years ago2005-12-07 20:21:04 UTC
in Models Don't Show In Gallery Post #150988
Just wait before the beta release goes gold, so to say. There's full model preview support rather than some images.

I believe there was something with color depth or such that prevented those images to show up, or something else, you could do a search on the subject on the VERC forums if you want to.
Posted 18 years ago2005-12-07 17:52:12 UTC
in 8x8 = 13x5 Post #150963
Anyone for a sudoku solving program? I didn't take the time to add backtracking to it but apart from that, it can solve most medium sudoku puzzles in it's current shape.
Posted 18 years ago2005-12-07 17:49:54 UTC
in anyone got killer prefabs? Post #150961
No need for prefabs - they kill consistency and are easily overused. The prefab system is nice for maps that use a certain lamp or door a lot, you could create your own prefabs to add to the consistent feeling of your map, but using other peoples prefabs often doesn't result in very good maps.

Plus, quite some prefabs often contain problems...

And another thing, you can spend a lot of time on details only to find out you're stuck with the layout you've got so far and you don't see a way to finish a map. Doing the rough layout first helps a great deal preventing this. You can add details in a much more focussed way later on once you got the general shapes done as well. Saves you time and yields a much better result than inserting random prefabs.

/rant
Posted 18 years ago2005-12-07 17:45:17 UTC
in GUNMAN laser turret Post #150959
Afaik gunman isn't playable under Steam, not directly (perhaps you could do it with some work by putting it into a HL mod shape).

I was really disappointed by that game, though. Bad quality textures and an average gameplay, leave alone a lacking story that felt more like a cheap imitation of Half-Life's way of telling it than a well-thought out immersive story. For a mod, it's ok. For a retail game, it wasn't up to par.

Soo, in other words, are you going to map for Gunman or such?
Posted 18 years ago2005-12-07 17:38:00 UTC
in FGD Entity Creator Post #150957
Nice little tool, Muzzle. Good to see you're catching up on programming. :)
CP? hahahaha
Actually, I do know a bit about coding custom weapons... the grenade machinegun was a lot of fun to play with against Muzzle and another friend of mine, for example... ;)
Posted 18 years ago2005-12-07 17:35:43 UTC
in 8x8 = 13x5 Post #150956
1 + 1 = 3

Statistics department. It's true for large values of 1.

;)
Posted 18 years ago2005-12-07 12:44:17 UTC
in Brush Displacement Method Post #150864
It takes a while to get used to if you haven't worked with terrain-based engines (3D RTS games use them a lot), but they're really usefull. Look at other maps to get inspiration on how to use the tool (mat_wireframe mode is usefull in-game to see how dismaps are done).
Posted 18 years ago2005-12-07 11:25:12 UTC
in Simple Trigger Door Post #150845
It's quite straightforward once you actually check out the several filter names.

The difference between onplayertouch and ontrigger is simple: ontrigger also reacts on other entities that trigger this entity, while onplayertouch only reacts on, well, you know the deal. ;)
Posted 18 years ago2005-12-07 09:27:05 UTC
in New map Im working on Post #150831
How would model based trees affect r_speeds compared to a simple 4 brush tree?
Try it. A model face is generally rendered 10+ times as fast as a world brush face.

Lighting looks good in those shots, but the ladder in the first ones looks very rough. Smaller steps look better (and make it less steep if that fits). Aside from that that room looks ok. The third shot is somewhat undetailed - a little trip brush or such could do, or a small machine or wall-mounted apparatus or such.
Posted 18 years ago2005-12-07 09:23:00 UTC
in change level Post #150830
If you copy that area, make sure you change the positions of the trigger_changelevels somewhat, otherwise you'll end up in the trigger_changelevel in the other level -> infinite loop.

If it's still buggy, why not upload your map so we can take a look?

@Seventh: there's not automatically a 'same room'. You're in another level, nothing is guaranteed to be the same. Hence the difference between some area's in some level changes - small texture alignments and other things and of course, a blocked off corridor.
Posted 18 years ago2005-12-06 17:30:19 UTC
in change level Post #150719
No, the distance between the landmark and the trigger_changelevel doesn't need to be the same in both maps. It's actually better not to for practical reasons.

The landmark entity is used as a point to 'tie the levels together'. If you go into a trigger_changetarget and you're 25 units to the left of the specified landmark in that level, you will start in the next level 25 units left of the landmark in this second level. That's what it is - a landmark entity. No restrictions for locations or distances or what.

It's indeed a good idea to copy and paste a small part from the first level into the second level to have an easy start and to ensure both parts match up. However, you don't need to have those parts to be exactly the same - it will not cause errors or such if you haven't.
In fact you can create a whole new area instead of recreating a part of the previous level. This was done in HL when you teleported into Xen, for example.
Posted 18 years ago2005-12-06 17:25:14 UTC
in Funny Avatars. Post #150714
Because TWHL only allows small avatars.
I tend to find the current avatars quite large, actually. For me TWHL can do with smaller ones. Less distracting and all.
Posted 18 years ago2005-12-06 16:16:48 UTC
in Locking a sprite around it's axis? Post #150691
It's the same method as the damping coffee a scientist held in the first level of HL. I've used multiple beams with different scrolling speeds to create fire, like in my map Guidance, as an alternative use of beams. You may find other creative ways to use them... have fun! :)
Posted 18 years ago2005-12-05 10:30:57 UTC
in Current Projects? Post #150522
Reminds me of Morish architecture. Something like seen in Granada or Sevilla. I once created a map in that sort of style in HL, but indeed, framerates weren't so good... ;)
Posted 18 years ago2005-12-05 10:28:06 UTC
in Source Frustration Post #150521
vmtCREATE and VTFexplorer are nice replacements for vtex. That creating materials is harder than in HL times is no surprize to me - they take much more time to be painted anyway, so converting them to the right format doesn't take significantly more time.

A -textureinclude command would be easy, yeah, and a batch compiler for simple textures, but besides that, it is just going to take more time. That's the cost of the better looks, imho. Not that I'm against easier, faster tools, I think better ones will be released eventually by the community (the community has already done a great job), but for now, this is what we got. Besides, I don't think it's even that complex or time-consuming if you invest some time in it.

EDIT: Pakrat does a good job including custom stuff bytheway, you can scan for custom content and autoinclude it with that tool. Sortof what you want with -textureinclude, but better. :)
Posted 18 years ago2005-12-05 09:12:06 UTC
in Source Frustration Post #150514
Textures are images, I dont know why I have to use notepad to make them.
Welcome to today, Kasperg. ;)
There's much more to textures now than just an image. How would you do alpha transparancy, reflective parts, bumpmapping, options like changing the appearance based on outside actions? :)

I'd say, check out VTFexplorer. Usefull tool.
Posted 18 years ago2005-12-05 07:20:45 UTC
in Source Frustration Post #150505
There were a lot less textures in HL, and we've worked with it for a much longer time than with HL2, so it's obviously harder than HL now.
Posted 18 years ago2005-12-04 23:12:23 UTC
in Camera with Path_Corner Post #150486
Just use the spaceship as the focus for the camera. You can follow any entity with camera's. Func_trains are nice things for such purposes.