Forum posts

Posted 12 years ago2012-02-24 17:32:15 UTC
in Going crazy with hint brushes Post #303694
So I cant use hint/skip on func_detail or yes?
Posted 12 years ago2012-02-22 01:13:06 UTC
in Light intensity Post #303612
Whateverrrrrrrrrrrr. Back to mapping. (ty)

camplo
Posted 12 years ago2012-02-20 15:49:28 UTC
in Light intensity Post #303588
while we are on the topic of lighting and to save starting another noob thread, can I not control the resolution of the light map? I know that scaling up textures lowers w_poly and also cause lighting to be of a lower resolution...if I could cap the lighting resolution wouldn't that be a form of optimization?
Posted 12 years ago2012-02-20 04:15:35 UTC
in Going crazy with hint brushes Post #303577
Does too

better act like you know.
Posted 12 years ago2012-02-20 03:57:55 UTC
in Going crazy with hint brushes Post #303575
How about making my clip brushes func_detail?
Posted 12 years ago2012-02-20 03:31:06 UTC
in Going crazy with hint brushes Post #303572
Bruce I am beginning to get that feeling. I can't imagine hint brushes will hurt anything if they intersect, let alone, compile times. So far my compile time is like 1 minute 45. Big whoop right...
Posted 12 years ago2012-02-19 21:44:31 UTC
in Going crazy with hint brushes Post #303569
I've used hint brushes correctly in the past but tend to not like them because of how tedious it can be. I was wondering if you can get away with letting the hint brushes intersect with world brushes and other hint brushes.

.
Posted 12 years ago2012-02-16 19:53:28 UTC
in Light intensity Post #303449
I am sorry ...for being a noob... Laugh. Ok well back to mapping I guess. Thanks for the help.
Heres my crazy looking map I'm working on.
http://img29.imageshack.us/img29/7214/ulikey.jpg
Posted 12 years ago2012-02-16 19:17:57 UTC
in Light intensity Post #303447
ok for example GlowlightR is maybe, 182 22 19 255. The RGB ratio is the shade of light I want and the 255 is supposed to be the light intensity, correct? 255 aint enough...But isn't 255 the limit?
Posted 12 years ago2012-02-16 19:03:56 UTC
in Light intensity Post #303445
How can I make it so certain texture lights are extremely bright/potent, even compared to my light spot?
Posted 12 years ago2012-02-16 00:36:59 UTC
in Why would I want my func_detail to cut? Post #303422
I did a side by side comparison of a spot that had a few brushed that I turned in detail extruding of a wall. Also in that are were clip brushes that I decided to turn into detail with the setting on 2... I gained 30 w_polys...
Posted 12 years ago2012-02-15 23:41:33 UTC
in Why would I want my func_detail to cut? Post #303419
I think the post pretty much tells the story. I am novice so I don't understand why I would want any more cuts than necessary but func_detail provides options to cut or not cut and I don't get it. Can someone explain.
Thanks in advance

Camplo
Posted 12 years ago2012-01-30 00:06:10 UTC
in Mop viewer with grid? Or decomplile only Post #303048
Is there a program that will let me view bsp files with a grid so that I can see how tall a hallway is or how long a tunnel is and or etc etc Now in the case that there is no such thing I would be forced to decompile a bsp but who do you do that when they do the tricks they do to keep you from decompiling them?

Thanks in advance.

Camplo
Posted 12 years ago2012-01-25 15:11:08 UTC
in Animated textures-n-Sprites Post #302946
I pretty much took my water texture made it scroll and overlapped to func_conveyors like many suggested above. I turned out great. I'm wondering is it possible to have a scrolling texture with transparencies in it? You know, the (0,0,255) type.
Posted 12 years ago2012-01-24 19:27:40 UTC
in Animated textures-n-Sprites Post #302923
You sir, are a genius.

Ok first....its a shallow pool of water. I used one of the optimization tricks to create the effect without the water so it sounds like water....if you land on it, it won't hurt, just like water......but its a func_illusionary. I'm going ot have to make the func_illusionary water "invisible" and then over lap it with two func_conveyors. I can dig it.
Posted 12 years ago2012-01-24 16:25:23 UTC
in Animated textures-n-Sprites Post #302921
Nothing in your post says anything but basic information on a animated texture.

I need to make realistic looking wavy water, without func_water.

So I need to change the texture frame by frame while keeping it seamless. If you've ever made a seamless texture then you would understand where I am coming from. I don't even how fast the frames are going to be played.
Posted 12 years ago2012-01-24 14:24:14 UTC
in Animated textures-n-Sprites Post #302919
I don't want to make it a func_water because of the lag it creates since I am making a map for an online server. It is a terribly small amount of water but I am going for maximum optimization.

I would like to take the water texture I made and animate it. I know I can do it frame by frame with photoshop but that seems to be the hard way. Just seems there would be an easier way.

After some google, looks like working with photoshop is my best bet. My goal is too take my water texture and make it look choppy and and some type waterspray to where the waterfall hits the pool. Wish me luck
Posted 12 years ago2012-01-23 19:38:53 UTC
in Animated textures-n-Sprites Post #302905
I'm mapping for goldsource and I need some rolling water not running. Like some wavy type shit.
Posted 12 years ago2012-01-23 16:29:01 UTC
in Animated textures-n-Sprites Post #302902
I understand the principle of how they work......frame by frame...I could animate my water texture using photoshop but that don't seem like the best option ever. What software are people using to create animated textures and sprites.

Where can I find some animated sprites and textures. I need some animated water and steam/waterspray for a waterfall. I rather make my own from scratch but there are no tutorials on either.
Posted 12 years ago2012-01-02 04:06:02 UTC
in Sound format Post #302350
Well it took a day or so but I finished my sounds. They sound great. My map has simulated stereo while many others do not. Big plus.
Posted 12 years ago2011-12-31 21:57:21 UTC
in Sound format Post #302314
My problem is I want to have a pair of sounds play together in sync without getting of track. But I don't think that, is possible. I have an area in a map that I did where there were 3-4 separate ambient generics of the same sound file and it created a nice stereo effect but it did not always play in sync even though it was the same sound file....
Posted 12 years ago2011-12-31 21:09:42 UTC
in Sound format Post #302311
I have the tutorial on sound from this sight but if I'm not mistaken, I can use 16bit mp3s now for gold source? Or is 16bit mono wav file the only option I got?

camplo
Posted 12 years ago2011-12-31 21:07:28 UTC
in Decompile Protection Post #302310
I get it. I also make music so I understand where you guys are coming from. Thanks for the advice.

camplo
Posted 12 years ago2011-12-30 19:48:02 UTC
in Decompile Protection Post #302268
Can anyone fully answer the question?....Specifically Cs 1.6, since everything Ive found thus far is concerning source...
Posted 12 years ago2011-12-30 17:51:49 UTC
in Decompile Protection Post #302265
I know there is more than one way. What are the best ways, Preferably the ways that wont change to much the performance of the map online and /or how I construct the map.
Posted 12 years ago2011-08-20 01:29:29 UTC
in Hint Brushes are a B Post #298217
OK finally I got my answer. After days of digging I found one of the only tutorials explaining how vis leafs see each other.

http://optimization.interlopers.net/index.php?printable
Posted 12 years ago2011-08-20 01:03:30 UTC
in Hint Brushes are a B Post #298216
Sorry if I keep answering my own question. Im going to guess that if I didnt texture the ceiling with sky that it have worked. That doesnt sound right to me... hmmm
Posted 12 years ago2011-08-20 00:58:24 UTC
in Hint Brushes are a B Post #298215
Ok so check this out. same test vis room room with wall in the middle. One hint brush horizontal over one side of the room. One hint brush, vertical, going up from the wall in middle on the side that has no vis brush above it. In theory as long as you on the side of the wall that has the vis brush on top of it you should be able to see the other side of the wall. But I can. Why is this...
example
wwwwwwwwwwwwwwww
wsssssssssshssssssssssw
wsssssssssshssssssssssw
whhhhhhhhhwsssssssssw
wsssssssssswssssssssssw
wsssssssssswssssssssssw
wsssssssssswssssssssssw
wwwwwwwwwwwwwwww
Posted 12 years ago2011-08-20 00:52:50 UTC
in Hint Brushes are a B Post #298214
Omg I feel so stupid, I had a leak for vis at the bottom of the wall. Whoops. Brushing is so much simpler in microbrush.

ok I fixed bottom of wall and all is fine. I dooo understannnd I doooo. Now I can begin hint brushing my map.
Posted 12 years ago2011-08-20 00:04:07 UTC
in Hint Brushes are a B Post #298212
wwwwwwwwwwwwwwww
wsssssssssssssssssssssw
wsssssssssssssssssssssw
whhhhhhhhhwhhhhhhhhw
wsssssssssswssssssssssw
wsssssssssswssssssssssw
wsssssssssswssssssssssw
wwwwwwwwwwwwwwww

Ok then...
W would = the brushes, h = hint brush, s=just space.
Ok in the normal example the hint brush would spread across the top of the whole "upperlevel" in essence forming a kinda ceiling over the top of the two rooms. My problem is i cant understand why if I take the two rooms and have two hint brushes both running into the wall in the middle. That should still cause a new leaf area above the hint brushes thus not drawing the other side of the wall....but it hasn't worked for.

If I was talking about the picture you posted my example would have one hint brush at the door from a to b, then a separate hint brush at the door from b to c. Why does this not work.
Posted 12 years ago2011-08-19 08:40:57 UTC
in Hint Brushes are a B Post #298170
Man I really dont want to have to make hint brushes but I'm going to have to if this thing is ever to be played on line. I am trying to understand why this wont work.

A room like this h being a hint brush.

| h |
| h |
| h h h h h|
| | |
|________|________|

I seems to me that this should also cause vis to block each side of the wall in the middle but I cant get the results. We all know this example usually looks like this

| |
| |
|h h h h h h h h h|
| | |
|________|________|

When I do this vis blocks both sides as expected. I dont get it. If the brush doesnt reach a brush thats touching the void it dont work? Thats the only conclusion I have at this time. I am so tired. must go sleep now. ty