Forum posts

Posted 18 years ago2006-02-25 21:52:36 UTC
in Some tips on advanced VM (shortcuts) Post #165061
I am making a tunnel that will curve at a corner about 45 degrees. Its quite large, and has multiple brushes that must curve with it. (Side walk) I was going to copy the tunnel, shrink it, then VM it to slightly curve, then clone that and rotate it, then allign with VM until its curved smoothly. My question is: Does anyone know a faster more efficient way to accomplish this? :)
Posted 18 years ago2006-02-24 21:50:18 UTC
in New Map - de_garden Post #164921
Watch those r-speeds with expensive water. Looks very nice, but the top of that stone circle in the middle with the water in it needs its texture alligned.
Posted 18 years ago2006-02-24 21:02:29 UTC
in GFX card questions Post #164915
Get the G-force 6800 256 DDR. Its about 250 or 200 I forget, but It runs FEAR, DOOM, HL2, and BF2 on Max! No chug or problems, as long as your CPU is satifactory and a sufficent amount of mem. HDR recommends a GIG of memory I believe....Also, get a new motherboard. A PCX 16x compatible is only like 130-170 and well worth it. AGP is just bad. I would recommend not getting an AGP card. I would save for the new motherboard, and the new card. Just because AGP is soooo slow at accessing the memory!
Posted 18 years ago2006-02-23 22:38:35 UTC
in WALAGATA CANCELING FREE ACCOUNTS! Post #164733
For those of you who dont know, the free file hosting site walagata.com is deleting all the free accounts at the end of Feburary. Anyone with maps/images/ anything saved there will lose it. They want money now, so :( So, make sure if you have 1337 maps linked there for dl to move them to another hosting site :)
Posted 18 years ago2006-02-23 12:57:40 UTC
in New Map - de_garden Post #164630
I think those texture choices are perfect for the scene. PERFECT! Looks just like the scenery in a real garden (when its finished of course) But it looks pwn so far! :)
Posted 18 years ago2006-02-22 23:31:55 UTC
in NODRAW texture appears in-game on disp.. Post #164568
Oh, found it out. Displacement was created on the NODRAW texture by accident, and the geometry on it was painted. I had to destroy the displacement, but thats ok the maps still in development.
Posted 18 years ago2006-02-22 21:47:01 UTC
in NODRAW texture appears in-game on disp.. Post #164565
I dispaced a rectangle with only the top texture regular, and the rest NODRAW. When I compile I got error :NODRAW on terrain surface! In the game it was actually NODRAw. Shown here:

http://img147.imageshack.us/img147/9803/nodraw0hn.jpg

Is this because I improperly used texturing and displacement? Never came across this before, so any help is appreciated.
Posted 18 years ago2006-02-22 11:50:06 UTC
in New competition idea, Remake "bad" map Post #164470
Once again JC you over anylize things. I JUST SAID all of what you just said! Gameplay is FUN! Thats what gameplay is about. YOu know your acting like a fool, and cant admit to it. Restating what I JUST SAID and saying I didnt say it is kinda stupid. Sigh.......................... :tired:
Posted 18 years ago2006-02-22 00:03:09 UTC
in New competition idea, Remake "bad" map Post #164365
Wow JC im not new to the CS comminity. Been playing for about 6 years. People dont "think" a map is fun, they know it is because its fun! Thats what I was saying. A maps popularity is from the fun it brings. Stop over-judging things. You shouldnt make assumptions about people or their thoughts either.......... :|
Posted 18 years ago2006-02-21 17:55:21 UTC
in Raising the bar Post #164317
Satchmo: Congrats. Smart people deserve recognition in achivements :)

JC: Wow every fuckin time you post you say some Asinine remark. God your fuckin annoying. Dont bother retorting to my statement, cuz I dont give a DAM!!!!!!!!!!!!!!!!!!11111111111111111111
Posted 18 years ago2006-02-21 12:22:19 UTC
in HL2 is being blocked Post #164267
Remember when updating a driver DISABLE virus scan while doing it, and before installing the new one, remove the old driver from the add/remove programs first!
Posted 18 years ago2006-02-20 14:14:50 UTC
in New competition idea, Remake "bad" map Post #164089
JC, do you actually think that if a mass audience calls a map "fun" that it will influence others to think the same? Playing the map with others determines fun. You cant force someone to believe what they are doing is fun, thats stupid. I personally love custom detailed maps that took time and effort. (The only good one ive came upon online was de_rats) I remember once in HL1 I downloaded a really cool looking nicely made movie theatre map. It was well done, and had cool features and custom textures, but it played like crap! No one would join it, and the ones who did explored, played 2 rounds, then quit. Iceworld is fun, but it took about 5 minutes to make.
The point of this thread was to have a competition to take these fun, but shitty looking maps and use our skills to better them. Maybe the winner version would catch on online? I think this is a good idea for a contest. :) Just decompile the chosen map, get the proportion, delete all of it, and start mapping! This could be done in Source, and HL1! Since the maps are simple, more time could go into it. COME ON GUYS, LETS DO THIS!!!!! :)
Anonymous member: "I agree, lets do it!"
2nd Anonymous member: "I second that! DO IT!"
3rd Anonymous member: "Give me one of those things, you know, oh ya, give me one cheeseburger!" (That means do this competition)
Posted 18 years ago2006-02-19 17:38:11 UTC
in New competition idea, Remake "bad" map Post #163986
JC, the originality I refer to is the competition idea, not the "remaking of bad maps" as you call it. Maps need to be fun as well as good looking. This simply completes what Iceworld, (and many other maps) should of been. Its easy to lose track and forget that gameplay is key. (Only if you want for multiplayer of course) Detail is also very important as it augments a maps feel, plus shows the work and thought that went into it. :cool:
AS for graphics distracting you: Only when its your first time in a new map for about 5 minutes. (I guess people entertained by a shiny nickle would be distraced in CS, right?) After that any owning to you is because you just dont play well.
Posted 18 years ago2006-02-18 21:35:18 UTC
in New competition idea, Remake "bad" map Post #163898
Thats not totally true. Its success comes from its small design for quick matches, and weapons on the ground. Re-making it would be purely for fun, not for gameplay. (Im sure some people would appreciate the upgrade.......)
Posted 18 years ago2006-02-18 21:33:39 UTC
in Contents solid problem in compile log Post #163897
Ya I removed lights, and high compile time items to compile fast and get a new pointfile load to find the leaks. Found like 10 so far each ONE unit gap from level to void. Good thing I split my level in 2. After 10 more Im just going to re-do the outside...................:(
Posted 18 years ago2006-02-18 20:52:14 UTC
in Contents solid problem in compile log Post #163890
Ya I got the water/players/ etc all correct. Everytime I fix a leak in the map the compile log shows another. (Each compile shows one leak, then next compile after fixing the 1st shows another) Its little things like decals outside map, cuz I had to shift a wall around and forgot to select all :( Load pointfile does the same thing as the compile log. One at a time. Guess Ill have to keep going and get dem all :( THanx again for the help :)
Posted 18 years ago2006-02-18 20:20:44 UTC
in Contents solid problem in compile log Post #163887
It was that Habboi. I vertex manipulated brushes and they were at different angles, and snapped uneven by 1/2. Thanks :) But now I have a bigger (literally) problem. I compiled my map, but I could not spawn as CT or T. I flew around spectating for a while, then saw something distant in the void. I flew there (took literally 4 minutes to fly there) and it was a GIGANTIC version of my whole map! When I say gigantic, I mean doing the opposite of what a 3d skybox does. Scaling the regular map 16 times bigger!!! IT WAS INSANE. Whats weird is that the water I added wont show in the regular map, but in the giant version it does. Isthis some 3d skybox error? Very weird. Can anyone help?
Posted 18 years ago2006-02-18 19:37:37 UTC
in Contents solid problem in compile log Post #163879
I never encountered this before, so im wondering what it means, and how to fix it. Can anyone help?

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2299.0, 2048.0, 605.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2299.0, 2048.0, 1867.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2574.0, 2048.0, 1333.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2574.0, 2048.0, 71.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2835.0, 2048.0, 1120.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 2560.0, 1120.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 3072.0, 1120.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 2048.0, 825.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
Posted 18 years ago2006-02-18 19:01:54 UTC
in New competition idea, Remake "bad" map Post #163876
I was thinking about re-making Iceworld in kind of an industrial setting in Source. Putting lots of detail and cool stuff in it. Kind of a side project to have fun with. :)

BTW Strider I liked your other Avatar better. It was much more pwn :)
Posted 18 years ago2006-02-18 12:52:41 UTC
in New competition idea, Remake "bad" map Post #163842
What I mean is remake fy_iceworld to play the same, but actually make sense and look good. Maybe put it in a city, but same game play aspects. Same with Aim_AK_colt. Make them make sense where you are fighting and look good. Just an idea trying to be original. It could go from HL1 to Source. Since they are small more detail and time can be put into the visuals. What do ya think?
Posted 18 years ago2006-02-18 12:43:20 UTC
in Lighting glitch CS:S Post #163840
I had an error similar to this. Did you use a 3d skybox? I placed a cubemap in the 3d skybox attatched to all the faces in the 3d box, and one cubemap under the enviornment light and attatched that to the faces of the sky texture. Maybe that will work?
Posted 18 years ago2006-02-18 12:40:46 UTC
in Does displacement add leaf threads? Post #163839
It was a leak. :( I found it and fixed it. 1000 thank you Kasperg :) :) :)
Posted 18 years ago2006-02-18 12:39:27 UTC
in Great rooms in maps. Post #163838
Those are awsome! Espically castle Rimrooks floor. It has reflective properties in HL1!!! I didnt think you could do that. Thats so pro!
Posted 18 years ago2006-02-17 14:15:37 UTC
in Dear Tech Support Post #163762
Wow thats great! I actually "Laughed out loud!"
Posted 18 years ago2006-02-16 23:24:32 UTC
in Does displacement add leaf threads? Post #163699
I made a displacement face with water on top of it. Similar to CSS the swamp area in Aztec. After doing this it took 3 minutes more to compile, plus the water was not visible. Is this due to the water covering the entire displacement landscape? Also, the displacement goes through the normal ground sealing off the void. Should I VM it not to? (Does Displacement cause leaf threads is what IM really asking in that second question)
Posted 18 years ago2006-02-15 16:18:53 UTC
in Headshot! Post #163457
Wow, Satchmo you are obviously a libral.......Cheney is like any other human being. He made a mistake. (The owner of the property they were on witnessed the accident) Two old guys hunting. People get shot hunting all the time. (Personally I think hunting is stupid) His friend wont press any charges from an accident, and hasnt if I believe. I dont like Cheney, but still I hate people who mimic others opinions from TV without making their own... Use common sense, and dont look at things with a bias............This is a democracy not a monarchy. People shouldnt pay attention to governmental officals lives, its idolizing them which is wrong. THey are to serve the people, so stop judging peoples personal lives.
Posted 18 years ago2006-02-15 15:13:50 UTC
in Ya 200th login! Whats your login numba? Post #163446
I know there are members with 10's of thousands of logins, I just wanted to advertise my 200th! :) WOOT 200! YA DAWG!
Posted 18 years ago2006-02-15 15:04:52 UTC
in Ya 200th login! Whats your login numba? Post #163437
Ya got 200 as login! :) LOL, so how much you up to?

Ya, screen here!!!:
http://img391.imageshack.us/img391/69/13372ip.jpg
Posted 18 years ago2006-02-15 15:00:17 UTC
in cs_office_css - WIP Post #163436
I dont know what u thought I meant, I was saying that in a good way.(Like I cant believe he made that touchdown would be a good refrence example) I guess I could of worded it better, but cant change that now. Anyway, It looks like an enormous amount of time went into that, and looks to be crazy! Those 512 textures might bite u later with performance, but still it looks like a crazy insane Uber 1337 godly pro map!!! (I dont know if more than 8 people could play on it, but still its nice) :)
Posted 18 years ago2006-02-15 14:46:35 UTC
in computer crashes when compiling Post #163430
I dont know if u know this or not, but always line brushes up exactly with one another, and NEVER inside eachother. This causes leaf errors, and LONNNNNNNNNNNG compile times. USe the magic tool Vertex manipulation to fuze verticies, and line up shapes with others...Clipping is inferior to VM
Posted 18 years ago2006-02-14 18:21:08 UTC
in New map,de_Dam with screen: Some idea&#3 Post #163304
Well, my 2nd semester in college is getting pretty beefy workwise, so Im gunna have to put off my mapping until like april, so you wont see a post here for an update for a while, but dont forget about it! What I have added is looking awsome, and what I plan to add will be awsome :) Ive got like 4 reports due in 2 weeks, so :( I want to finish this, but time is an unforgivable mistress..........So, c u in a few months......
Posted 18 years ago2006-02-13 14:27:46 UTC
in cs_office_css - WIP Post #163045
Im having trouble believing thats the 1.6 engine..... If it is, exporting the materials to .wad files for CS1.6 to use must of took awhile, as for proportion..... I would of extracted the .map file from CS1.6 office, and used that as a size layout, and replaced the textures, windows, different elements, etc. Obviously it is the 1.6 engine (I think) and the difference would be more apparent in gameplay. I still cant believe thats 1.6! How could the plant model look so well rounded with HL1's engines limited shape abilities??? Im sorry, I just cant believe its 1.6...............
Posted 18 years ago2006-02-11 22:28:03 UTC
in Why do people get jealous of good maps? Post #162771
None of this was about positive helping on maps. I just said that wrongful opinions on maps based on information that is false is wrong. ZombieLoffe, why do you pay close attention to spelling mistakes in a forum online? Research papers, job reports, etc you pay attention to spelling, not when you are arguing with some igonrant fool about a forum post. Well, this the last time I look at this thread. All I wanted was to post something of my opinion, not to be taken seriously, but seems that you took it in that direction. :( Unfortunate, but thats ok. Peoples opinions (no matter what) should be read carefully and considered. Reading it once and assuming I meant something that I didnt is foolish. Blocking peoples opinions and words leads to worse things...................Weel, if you want to annoy me more, then PM me :)_
Posted 18 years ago2006-02-11 22:03:08 UTC
in Why do people get jealous of good maps? Post #162765
Its called philosophy......Wait im sorry, you probably dont know what that is..........It applies to everything, go learn something, cuz your boring me.......nice little sentence at the end too, real intuitive of you :roll:
Posted 18 years ago2006-02-11 21:47:50 UTC
in New map,de_Dam with screen: Some idea&#3 Post #162761
First off, thanx J3r3my for the screens, they are very helpful.
Now, I have remade the generator room. Its about 1/15th complete, so bear that in mind while reviewing the screens. Final lighting will be totally different. Im wondering what cool little things I can add on the wall to make sense, and not look repetitive (like pillers, supports, computer towers) Walls here are not complete. Its just to show where its going........ :)

http://img154.imageshack.us/img154/6061/dam17po.jpg

http://img154.imageshack.us/img154/4779/dam22yv.jpg

http://img73.imageshack.us/img73/9003/dam30qa.jpg
Posted 18 years ago2006-02-11 21:43:33 UTC
in Why do people get jealous of good maps? Post #162760
WHat I meant in my post was people who are new to mapping judging someone elses map and giving it negative scores based on faulty beliefs. I dont judge people. I mean if people truely use common sense without their personal view and bias in the way that they can give an accurate score. (Assuming they are proficient in mapping) ZombieLoffe, you need to see through text and see the meaning behind the words I chose. Everything I retorted here against your post is said but in a different way. You are seeing things in words that are not there. A common misconception. You (like most people) cannot accept other opionions in a logical way. Either that, or your immature. One or the other, its the same none the less.........
Posted 18 years ago2006-02-11 20:48:43 UTC
in Why do people get jealous of good maps? Post #162750
To judge something that is very good bad is wrong. People are entitled to free thought, but Im talking about ignorance, and under indulgence, and using common sense to see something is good, not putting down positive criticism.........You should read my post more carefully next time Zombieloffe and stop looking for instances to make yourself look just......
Posted 18 years ago2006-02-11 18:26:39 UTC
in Why do people get jealous of good maps? Post #162730
What I mean is giving a great map here like 2 stars when it deserves 5. Ive seen this on some of peoples maps that are excellent, but somehow dont get 5 stars. Most people on this site are talented mappers, but its the people who make maps like cs_assault old (crappy source map) that ridicule good maps. It makes me sick to see untalented people post negative things about good mappers.
:x All I have to say to them is :thefinger:

End Rant communication...................
Posted 18 years ago2006-02-11 17:58:03 UTC
in I dont know what I did... Post #162727
Its funny, about 4 days ago I posted a topic exactly the same as this one in Source discussion. L to the O to the L.
Posted 18 years ago2006-02-10 15:48:38 UTC
in Something for Mac haters Post #162509
LOL thats awsome! :)
Posted 18 years ago2006-02-10 15:42:43 UTC
in Hit a wierd mapping problem, need help Post #162508
For a complex thing like that I would VM it and try to merge verticies as often as given. Carving is so hard to get the right shape with complex shapes such as that. Try Vertex manipulation, or displacement on the outside, then recreate the inside with different brushes. I dont know even why there is a carve option in SDK, so evil! I bet that takes 10 minutes to compile................
Posted 18 years ago2006-02-10 13:53:07 UTC
in Map vault idea, might help... Post #162475
well, then :(
Posted 18 years ago2006-02-10 13:26:56 UTC
in Map vault idea, might help... Post #162465
I believe something like this has been around before, but it would be nice to have sections dividing HLDM, HLSP, CSS, CS, etc instead of lumped together. Its probably of been said, but its just a suggestion.
Another suggestion would be add an additional parameter for completed maps. What I mean is a section like the map vote star thing, but another one for if a map should be hosted on the TWHL server. (Source and HL1) Like a yes/no rating for hosting for multiplayer services. Now, this site is great without this, but im just posting my opinion :)
Posted 18 years ago2006-02-10 13:22:37 UTC
in Weird Lighting in SDK editor? Check out. Post #162464
I believe (now correct me if im wrong) that its used for alligning objects on a 3d grid. Just another helpful visualization of the 2d grid
Posted 18 years ago2006-02-10 11:45:21 UTC
in Weird Lighting in SDK editor? Check out. Post #162454
I cant believe I never knew this :( Man do I feel stupid...........
Posted 18 years ago2006-02-10 11:44:10 UTC
in Building cubemaps, a question Post #162453
Thanks :)
Posted 18 years ago2006-02-10 00:58:12 UTC
in Building cubemaps, a question Post #162369
OK, Ive got a question. When you compile and run your map and buildcube maps, does that final lighting effect after building the cubemaps stay when I quit and export the BSP? And if so, if on HDR will HDR and LDR effects after building remain also?
Posted 18 years ago2006-02-10 00:41:19 UTC
in Weird Lighting in SDK editor? Check out. Post #162367
I was editing a wall in SDK, and I zoomed in and this was displayed. Is it the lightmap grid, or some glitch? Im just wondering, it was kinda weird......... Is it a lightmap grid??

http://img480.imageshack.us/img480/2605/question7zh.jpg
Posted 18 years ago2006-02-09 00:51:36 UTC
in New map,de_Dam with screen: Some idea&#3 Post #162171
OK, I have completely took apart the interior and created a new one. Now the outside isnt complete, just put off so I can focus on the interior. This screen is simply a wall, columns, a turbine, windows, and color schemes. The lighting will change, since for the sake of compilng I boxed the level in (just to get the screen). Its not even close to being finished, but I think I got the colors right.........I really want this to be a 5 star map, so I appreciate all your feedback btw. :) :lol:

http://img147.imageshack.us/img147/3060/revamp1tr.jpg

EDIT: gtg, got to sleep. 11 oclock here, and go college at 8. I shall return!!!1111 :)
Posted 18 years ago2006-02-07 22:28:18 UTC
in Questions involving prop lighting,decals Post #162019
Wouldnt displacement mapping elevate the landscape causing a distinct difference? What I need is no elevation, but a different texure to simulate a sidewalk. I guess one unit on the z axis wouldnt hurt..........