Forum posts

Posted 8 years ago2016-06-07 17:19:49 UTC
in Displacements in Jackhammer? Post #330370
It's not that complicated with the clipping tool. You basically make a square brush, and cut it diagonally, thus making 2 triangles, and then copy that polygon brush to make an area of triangles.

Just make sure that they're NULLed, and then apply a visible texture on top of them.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-05 05:26:57 UTC
in Im not sure if HINT is working... Post #330346
I'll tell you something, to be honest. I am a mapper with 1.25 years of experience, and I've never used SKIP or HINT. I've only used some clip textures, then a lot of nulls, and a bevel there and there.

But I'll certainly see if this map has problems. Basically, hint brushes alert the VIS, and thus help it, to optimize the map. Of course, it happens if they are used well.

Also, there's a texture called 'SKIP'. Using that, you can paint only one side of the brush with hint, and the other sides will be ignored by VIS.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-04 05:39:56 UTC
in Post your screenshots! WIP thread Post #330333
Looks so wrong to have high resolution shadows on a surface directly next to ome with blobby, low resolution shadows...
That's not true in some cases. If, let's say, a box is on a surface with hi-res lightmaps, next to a surface with low-res lightmaps, that would be perfectly OK. But only if there was an object far away from the low-res surface. Only then, a blurry shadow would make sense.

It commonly happens in real life. Bodies far away from their surfaces cast blurry shadows. Also, it depends on the intensity of the light itself.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-03 20:07:56 UTC
in 2 textures with one name Post #330331
In GoldSRC, the names of textures (for use with some sounds) are located in materials.txt. I'm unsure about Source.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-03 14:45:28 UTC
in 2 textures with one name Post #330327
It accidentally happened to me, when I was making an HD texture of a Half-Life crate. I named it the same as the original one, and I used the HD one in the editor.

I think it depends on the order by which you've added the texture, or it might also depend on the alphabetical order of the wads.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-01 20:09:17 UTC
in Help in "3x1" Post #330299
I immediately noticed the problem with the brush.

It will be hard to understand, if you're new to this, but I'll try:

I noticed how a vertice is slightly offset, it's not in the right place. You should try moving the vertice with the VM Tool. Of course, you'll get a non-planar brush, but you can solve that by using Ctrl+F.

Ctrl+F is a command which splits a face into 2 separate ones. You basically select 2 vertices of a face, and you select 2 edges (which don't connect to each other), and then you press Ctrl+F.

If you don't understand maths very well, you might have a problem. Here's a resulting face after the process:

__________
|........./|
|......../.|
|......./..|
|....../...|
|...../....|...Ignore
|..../.....|....the
|.../......|...dots
|../.......|...please
|./........|
|/.........|
Simply said, it creates 2 triangles on a face.
So, by using this, you can fix the brushwork problem.

Now, as for the turret thing:

You just need to assign the rotating part a "func_tank" entity, which should shoot something at you. Of course, do not forget to add an origin brush.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-05-28 06:48:48 UTC
in Post your screenshots! WIP thread Post #330237
I was making a joke map for some time, here's the outcome:
User posted image
"Roki's burekkia/burek shop"

Still, it's not finished and it's going to be integrated into de_stroyschool.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-05-23 19:22:47 UTC
in Any way to have moving laser pointers? Post #330204
Yeah, a func_tank, sith Render Mode set to Additive. As for the 'going-through-the-wall' problem, just pretend those are a new type of "see-through" lasers with an effect similar to polarization, but through stuff other than glass?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-05-23 19:04:57 UTC
in HL3 Post #330203
And I'm waiting for Valve to make a decision about porting Day of Defeat to Source 2. It would be a nice idea.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-05-14 05:38:01 UTC
in TWHL World - Community Project Post #330125
Hmm-hmm! Jackhammer's .rmfs can be opened in Sledge, but only if you save them as a .map file and open them in Sledge, and then save as an .rmf. That may cause several glitches, but works perfectly for Valve Hammer Editor importing.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-05-08 06:56:16 UTC
in Driveable car Post #330073
Alright, just to clear some things up...

In CS:GO it is possible to have both 'prop' vehicles and brush-based vehicles. However, for these prop vehicles I'm unsure how they're made, but you have to parent the player to a 'prop_vehicle' when you press an invisible button which you've added to the car. It worked barely once, but that's just a prototype I'm developing for CS:S.

As for the brush vehicles they are very easy to make. You just need a button, a 'func_physbox' brush (the body of the vehicle), and 4 cylindrical 'func_physbox'es (wheels), and in order to control it, you'll need a few thrusters, and don't forget to make the wheels spin around the axis' of the vehicle.

But, being given the situation of creating a snowmobile, I', sure how you won't need wheels, so it's purely made out of the body, thrusters, and a button to activate the game_ui which controls the vehicle itself.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-04-21 20:33:15 UTC
in I need my heartbeat. I need music... Post #329941
If you're really looking for a song with a good voice, then nobody beats Scatman!

Skabadabadibibubugege-rongrrongrrongrron-ge-gedubedo. I'm the Scatman! (those are my own transliterations)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-04-20 11:18:02 UTC
in I need my heartbeat. I need music... Post #329939
This is what I listen to.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-04-02 07:19:48 UTC
in Hello... English inarticulate again... Post #329623
I think that a glowing sprite in the middle of the func_rotating could give a nice effect to it, for the sake of looking nice.

I apologize for hitting this thread, but I saw people speaking languages other than English.

"Pa šta čekamo? Odoh ja praviti mape."
So what are we waiting for? I am going to make maps. (that's my native language, Bosnian, even if it's very similar to Croatian and Serbian, and I speak those 2 too)

"Modelleri yapma çok zor bir iş."
Making models is a very hard/difficult job. (I'm, however, not very good at Turkish)

And I know a very tiny bit of German, but it's easy to understand on some words. "Ja, Deutsche ist leicht, aber, ich spreche nicht..."

Seriously, I didn't use Google Translate, so there are probably some errors.

Edit: It seems that some special letters are messed up...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-04-01 18:44:56 UTC
in Invalid solid structure Post #329617
I am used to Jackhammer, but VHE still has the same feature...

You don't have to cut it up into triangles, nor tetrahedrons, since you can simply split the faces using the Ctrl + F command.
It's done inside the VM tool, you just select 2 'white' vertices, which are, umm, adjacent to each other, and then you apply the command.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-04-01 17:58:45 UTC
in Texture Types Post #329613
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-03-31 19:40:02 UTC
in Texture Types Post #329597
Alright, alright... I'll upload an example map with all of the 6 directions: up, down, left, right, forward, and backward.

Just realize that it's not "!cur_", but "!cur_0" as it shouldn't contain any additional letters. Or maybe it's not "!cur", perhaps it's "cur". In any case and/or situation, I am going to make the map to prove my accidental re-discovery.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-03-27 05:44:22 UTC
in Texture Types Post #329566
Dr. Orange, I don't think that "!cur_" is a prefix. As much as I remember I had a texture named "!cur", or "!cur_90". Without any additional characters. I went through some trial and error to get it working.

But they work very well, even if you can't change some of the parameters (Render Mode) without turning it into an entity. I have the .wad file, and the test map itself. I'll upload an example map (along with the .rmf and a .wad) as soon as possible.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-03-25 16:03:31 UTC
in Cs sdk? Post #329546
I only found source code of the beta version of Counter-Strike, and I'm not sure if it's original or just a mimick. I found it on a site called gamer-lab.ru, I think, but I am unable to connect to it for an unknown reason.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-03-24 21:20:55 UTC
in Texture Types Post #329541
I assume how 50% of the mappers don't know this:

There is a water current texture. It can be used in rivers to push players in the direction of the water. Hold on, I saw that somewhere on "The Tommy of Escondido", it is a mapper's site, which contains some interesting information.

I think the prefix for currents is '!cur_', however, not just that, you can also set it to go down, up and in certain directions: !cur90_, !cur180_ !cur270_, etc. It acts as if it's a water brush, and I don't think you need to turn it into a func_water entity. It's interesting, I tested it once, and if I remember correctly, the speed of the current is affected by how much you stretch the texture.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-01-16 18:15:10 UTC
in Is the site dead? Post #328302
TWHL is easily comparable to the community of Far Cry 1.

They are there (like me), talking (like me), but rarely even make content anymore (except me, for FC, of course) (which I can't exclusively say for all the content on TWHL, probably the tutorials).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-01-16 18:01:52 UTC
in Dynamic lights in GoldSrc? Post #328301
Probably if you add a second func_train which acts like the dynamic light.

If the elevator is a func_train then we could, maybe add another func_train which has the FADE texture applied to it, but if you only set the Render Mode to Additive.

The effect was used in Opposing Force (multiple times), in the train ride, and in the map with lasers, too, which had a red alarm, which was an illusion of a dynamic light, but it was (I think) a func_rotating with a red texture.
Admer456 Admer456If it ain't broken, don't fox it!