Forum posts

Posted 9 years ago2015-08-07 10:05:16 UTC
in Windows 10 Desktops Post #326641
I don't trust Win 10 yet.

If I will upgrade, I will with Win 8.1.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-30 15:08:16 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326591
Yeah, I've submitted that bug about the copy text from the compile window in the bottom screen. You must use the compile log file instead for now. :\
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-15 18:44:39 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326439
I don't know how to embed youtube here...
Pengy still have to implement this.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-14 15:26:19 UTC
in Half-Life: The Core Post #326403
Ah, you're actually right, Archie. Pengy might be able to edit the flashlight code?

"Awesome" elevator tho! User posted image

ok...
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-14 15:20:27 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326402
Of course, SugarMan. But since I use GIMP, I can move around by clicking the mousewheel.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-14 01:59:35 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326374
Well, I'll be damned...

I've never knew about that space+leftclick thingy. D:
Also, I ain't use PS. I use GIMP 2 (don't hate me, I just like free stuff).

Thanks for the info tho, Archie. :hammer:
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-14 01:55:32 UTC
in Half-Life: The Core Post #326373
Dat healthcharger is smexy, Archie.

Which size is/are the texture/s? Looks a bit blurry tho (unless it's wanted, to save some wpolies).
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-13 14:08:14 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326355
Archie, if you use the mousewheel in Hammer, it will just zoom or unzoom the view at specific sizes, you can't move up/down left/right with it. And if you click the mousewheel, Hammer doesn't do a thing.
The scroll bars are good for precise works like when using the VM Tool. Instead of unzoom and zoom again to have a proper view, scroll bars can help moving in the view more easily.
That's my own opinion at least.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-10 18:51:36 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326276
Hey Pengy, I've got an idea. It might be useful.

What about adding something that shows the degrees of the brushes' lines in the 2D views? That would be useful to help us aligning the texture to the faces.
The degrees should be shown only when we select a brush, a group of brushes or a brush entity.

Basically, we might use that to achieve something like this.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-18 14:00:40 UTC
in Post your screenshots! WIP thread Post #325292
Instant Mix, You could try to make a 3D model of the door though. I think that Tetsu0 can help you out achieving what you really want.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-16 21:35:53 UTC
in Post your screenshots! WIP thread Post #325277
Thanks Zeeb. :3 Glad you like it! :D

@Instant Mix: Have you tried to make it as tetrahedrons? You'll probably not have any off grid stuff.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-14 00:39:00 UTC
in Post your screenshots! WIP thread Post #325267
This is epic mate! :o Holy shit...
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-13 23:52:30 UTC
in Post your screenshots! WIP thread Post #325265
@Bruce: Thanks man. :D
Anyway, everything has been calculated. Since the map will be a 1vs1/2vs2, it will be small. And, welp, if I'll reach the limit, I'll just decrease the texture scaling to 0.50 on certain areas (I'm also using detail textures, so it will be less noticeable, just in case).
I'm not sure about the arches' shape actually. They're currently placeholders. But I will come up with a more original idea for sure. :)
By the way, the map is set in some sort of ancient place, and it has been transformed into a battle arena with technologic and futuristic stuff (hence why the energy jumppads).

@Kachito: Hmm, yeah. It seems a good idea. I'll try to increase the arche's lenght.
I don't think I will use those textures in the final version. But, yeah, everything is pretty much placeholder because I was mainly testing the jumppads.
The lighting, well, I hate it. I want more natural and bright light coming from the windows or from outside anyway (skybox). That's why the shadows are too dark; with that texture scaling, the -bounce parameter must be higher to be able to have a nice illumination (it's currently -bounce 16), and there should be more diffused light in the whole scene. I'm working on it.
The jumppad is ready if you want it. I'll send you a PM with a prefab. :)

Thanks a lot for the feedback, mates! ;)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-13 08:00:31 UTC
in Post your screenshots! WIP thread Post #325261
'Cuz is fun, SugarMan.

We need to experiment our shit once in a while, like this thingy that I've done:
User posted image
I was testing 512x512px textures scaled at 0.25 (all of them).
The jumppads are 2 models with four 512x512px textures for the base, one 512x512px additive texture for the blue beam (func_conveyor), and a 512x512px additive texture for the energy-field-thingy on the base (model).
This will be a 1vs1/2vs2 HL:DM map in Quake/UT style.

Feedback is very welcome. :3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-12 23:12:30 UTC
in A lighting problem Post #325259
I'm actually an idiot, indeed...

If a compile process doesn't go well because of leaks, it doesn't necessarily mean that the map isn't playable.

Point taken.
Fail absorbed.
Thanks Archie.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-10 22:00:06 UTC
in A lighting problem Post #325240
How do you manage to even compile a map with a leak though? :o

Everytime my compiles finds a leak in the map, the RAD process stops as the whole compiling process.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-03-31 18:31:45 UTC
in TWHL Tower Post #325160
Come on guys! I want to play it! ;)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-27 21:10:05 UTC
in Team Mapping - GB contest #54 Post #324461
Hey guys!

Greetings for the 2nd place! I knew that you could do it! :D
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-20 04:38:04 UTC
in Sledge (Hammer Alternative) Alpha Build Post #324254
@Tet: Aww, yeah it could be that. I've experienced something like that, but only PB managed to fix it by editing my RMF somehow. :(
I hope it's not the same problem.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-18 14:13:01 UTC
in Sledge (Hammer Alternative) Alpha Build Post #324235
@Tet: are they specific types of entities?
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-17 16:43:57 UTC
in Those Little Tips and Tricks Post #324218
User posted image Have you ever encountered the problem of not being satisfied with the position of a texture (Texture Shift) because if you move it just ONE number it's actually too much? If the answer is "yes", know that you can add from ".1" to ".9" after each number to move the texture slightly.

Example of texture shifting: X: 38.4 - Y: 56.7
User posted image
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-17 16:04:46 UTC
in Sledge (Hammer Alternative) Alpha Build Post #324216
If you scroll drag select from the right to left...
Do you mean "Paint Selection"? That would be useful to select faces a lot faster (it's annoying sometimes to select every single face with one click).

@PB: kHED has the same feature (paint selection). You just have to press and hold "Shift", click and hold the left mouse button, and move the cursor over the faces to select them as the cursor touches them (this in the 3D view).
It'd be a great time saver imho. :3

Also, would it be possible to add a full screen support with [Alt]+[Enter]? Or anyway with another hotkey ([Alt]+[Enter] is the classic one, like on DOSBox or other applications, it doesn't really matters). It'd be good to be able to have a real full screen preview. :)
On a side note, I already know about the "F5" key that makes your 3D view enlarged to the maximum limit (though not being "full" actually).

Another thing that came to my mind a few days ago, is if we could be able to choose the Primitive/Brush Type's direction (Top x/y, Front y/z, Side x/z).
For instance: if I want to create an Arch brush type, I can see it in its top side in the Top view only, while in the others I just can see the other sides. But if I want to have the Arch's top side directed to the Front y/z side, I'm forced to rotate the arch AFTER its creation, and this is a bit frustrating if I have to make measurements by using the preview feature provided with the awesome Sledge. Indeed, to do that, I need to copy those brushes where the arch should fit, rotate them, and make them facing the actual view to do this.
So, it would be better (and handy at the same time) to have an additional drop-down menu in each Primitive/Brush Type where we can select in which of the three 2D views we want the brush to be directed.

I hope it's clear enough. Sorry for my embarassing english. :nervous:
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-16 00:29:13 UTC
in Blue Shift as a "mod" Post #324153
Yeah, if you do a speedrun, you miss out all the fun.
I am a speedrunner.

I've beaten Half-Life in 52 minutes approx. But if I play a game/mod for the first time, I spend a lot of time on it because I like to explore and want to enjoy it.
I do speedruns just when I've seen EVERYTHING of the game/mod.
Also because if you want to do a good speedrun you have to know the game pretty well. There's no point in doing speedruns if you don't know anything about the game.

Don't have a bad opinion about speedrunners, we love to play and enjoy games aswell (more than doing speedruns, actually).
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-13 16:33:10 UTC
in Hammer crashes Post #324092
Oh I didn't know that PB, I was just suggesting some things to be sure.
Though, it's a really strange problem.

Anyway, the CS:GO SDK is another SDK (is "Counter-Strike: Global Offensive SDK" in the Steam's Tools), it works if launched from the SDK window instead of launching it from the bin folder like Source SDK. But I don't really know what could be the problem. :confused:
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-12 14:06:22 UTC
in Hammer crashes Post #324046
Hey Gorange. Cianez from Steam here.

Before submitting a support ticket, try to reinstall the latest version of Microsoft .NET Framework (should be 4.0), DirectX 9.0c, DirectX Redist (June 2010), and also check your operating system's updates and do all the updates.

If all this don't work, then go ahead and submit a support ticket.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-11 15:52:16 UTC
in TWHL Tower Post #323989
Alternatively, env_model. We're on the Spirit Engine now Alberto. :P
Oh, ok then. :3
Too bad that I haven't had the chance to play around with SoHL. :(
But hey, a good friend is willing to give me a good PC, so I will bother you on Steam for some SoHL tips for sure. :P
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-11 15:33:43 UTC
in TWHL Tower Post #323984
@Strider: You can use the cycler_sprite entity to add non-clipped models. But don't use it with the standard HL fgd, otherwise Hammer crashes.
If you're using a custom one, then go ahead, if it still crashes, use this fix I've made. :)

Hope it helps.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-09 12:09:30 UTC
in TWHL Tower Post #323816
Damn, we need this kind of stuff at GameBanana. :( It's so catchy and fun. :3

I'll try to talk to the big bosses and ask them if we could have a "Mini Competitions" section (or something similar/related), so we can submit our own stuff like this one. :3

Do you think it's a good idea?
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-09 12:05:07 UTC
in Half-Life: The Core Post #323815
Oh... That explains something. Thanks SugarMan.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-09 02:26:26 UTC
in Half-Life: The Core Post #323805
I don't get it. I feel dumb... Who the hell is "Jif"? D:
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-09 02:18:44 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323804
@Tet: Damn it! I should've asked you! The damn FGD... Indeed I'm using the CS Expert FGD 8.0.0 (cs-fgd-xp_8u). The one you were using is an older version.
I'm sorry man, I could've helped you better actually. But glad that it's solved now! :3

@Kachito: I've explained that wrong probably. Those 4 brushes are 4 different func_detail, not a single one. So they can't cut the func_group (or viceversa). I was confused by the single func_group actually. My bad. :P
Also, nice idea you got there for Sledge mate!

@PB: Is it possible to convert UV maps to Hammer texture coordinates, and viceversa? I would like to work with UV maps directly on Sledge to make precise texturing. :3
For instance, kHED can convert Hammer texture coordinates to UV map, so I thought that for Sledge too. It would be awesome!
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-09 02:03:27 UTC
in TWHL Tower Post #323803
I'm sorry but I don't feel comfortable at all to make something interesting enough for such a project with this crappy computer (perfectionist here).

So don't count me in, Urbeh. I'm sorry again. :(
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-07 23:58:10 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323738
@Tet: Change your "Base game directory" with "cstrike", and it'll work.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-07 23:57:09 UTC
in TWHL Tower Post #323737
That's interesting. I might jump in. :3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-07 13:11:06 UTC
in Team Mapping - GB contest #54 Post #323720
No problem CapT. If you want other specific models feel free to make me a list here or write it down on a text file and upload it to my Dropbox folder. :)

@Tet: I have uploaded my current .obj and .mtl with textures (and a compiled one) in my Dropbox folder so you can take a look at them and make your own edits if you want. :)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-07 12:53:13 UTC
in Half-Life: The Core Post #323719
So any updates?... Oh wait...
I [REDACTED] you, Urbeh.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-07 00:09:40 UTC
in Team Mapping - GB contest #54 Post #323707
It would be better to have them compiled instead of .rmf, CapT.
If you make everything as "null" and the faces that has to be textured with the actual textures, kHED will automatically remove every face with the null texture by default.
To compile it, just hollow a null brush around the brushwork and add an info_player_start inside the hollowed brush. Then compile it using CSG and BSP only (no VIS and RAD basically). Then upload it to my Dropbox folder. :3

@Tet: I can easily join every vertex in just few minutes, as Goldsrc brushes aren't detailed like a HP model.
I'll let you make the UV map as I'm not good at it (also because kHED has a crap UV interface).

Anyway, I think that stalactites and stalagmites can't be made of that material since they're only made of limestone IRL. Are you going to change that rock texture in the map? Otherwise, stalactites and stalagmites would be wrong placed there imho.
I thought that because: do you really know how stalactites are formed? :P
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-05 19:20:42 UTC
in Team Mapping - GB contest #54 Post #323681
I'm using kHED because it's the only software that runs on this damn calculator... Otherwise I would've used Blender or 3DS Max (Milkshape 3D crashes).

Anyway, alright CapT, I'll try to make some different ones as you wish :3 (tho I can't sculpt with kHED :<).
Also, if you would like to make them out as brushwork, I could convert them to ".obj" and then compile them to ".mdl". Your choice.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-05 12:14:16 UTC
in Team Mapping - GB contest #54 Post #323672
Hey guys, I've been a bit messed up with times these days. I'm making the models now but I'm not a texture artist so I think I need the textures for the stalagmites and stalagtites. Should I use the one you used for the cave, or some new ones?

P.S.: Damn Rim, sorry to see you go. :( I hope we can work toghether on another project in the near future. :)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-03 20:40:47 UTC
in GldSrc Model Transparency Post #323638
You just need Jeb's HLMV. :3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-03 20:33:05 UTC
in Mod's that never were... Post #323636
I was working on 2 mods. A puzzle one and a horror one. But since my workstation has been uhm... "compromised", I can't go ahead.
So, as soon as I'll have a new pc, both of them will be finished if I find/can create the needed resources.

You will hear me again! Muahahahahaha! :furious: :walter:
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-03 20:22:44 UTC
in GldSrc Model Transparency Post #323635
Does the recent build of GoldSource support model transparency?
Does Counter-Strike 1.6?
Yes. :3
It works the same as the in-game textures (256th color must be solid blue/red/green).

Don't try with WON Half-Life and its mods because it doesn't work. I've also tried to use the Steam version's DLLs with it, but I got no luck.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-02 00:42:29 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323609
I'd normally do that by making both groups a func_illusionary and maybe then wrap it in a clip brush, so I'm not entirely sure of what would be the benefit over my method.
No benefits.
All of your brushes in that entity (if touching like mine) would cut each others. So you'd be full of unneded VIS leafs, increasing compiling times and decreasing performance in-game as the wpolys would go higher. ;)
Also, if you have a metal surface and apply a clip brush around it, you'd hear the default step sound instead of the metal one. Indeed, I would use a func_wall with a metal texture instead. :)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-01 11:26:51 UTC
in Microbrush 3 Post #323599
Looks Really cool! :o

Maybe you and Penguinboy can trade some development secrets and improve both programs in the process :)
I agree!

I've seen Microbrush once, Shrinker (I also love your "customizable" website! :D). But I remember that it was a bit hard on working with it though (imho). But I would like to learn how to use it because it's a really interesting program, indeed. :3

Also, thank you for adding Sledge to your "Other hobbyist level editors you should know about" section! :D

Much appreciated. Keep up your great work. :)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-01 10:32:23 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323597
So it's kind of a non-entity func_illusionary? Or at least, that's what I thought "passable" used to mean.
Uhm yeah, kinda. But a func_group entity is still a simple solid so it cuts all the other touching solids as a normal brush would do.
Basically, it's very useful when making those unreachable places in a map, since it's pointless in having collisions on solids that you'd never touch in any way.
It can also be used between multiple func_detail brush entities, since func_detail entities (if touching each others), would cut each others like simple solids, you can avoid this by adding func_group entities to prevent cutting, and so making economy in the clipping hulls (decreasing compile times and increasing performance in-game).
Example images:

This is a single func_detail:
User posted image
And this is a single func_group:
User posted image
Since func_detail doesn't cut simple solids, I tied to func_detail the ones that touches the ground's brush (so I don't create unwanted cuts in the ground's brush), while all the others are func_group, so func_detail doesn't cut because they're not touching each others. :)
Oh and, both entities has the "Passable: Yes" option, which means that they don't have collisions (like func_illusionary). For the collisions, I've used a func_wall with a wood top texture (the rest is "Null"), so the step sounds will be of wood like the planks.

I hope it's clear enough now. :3

Screenshots made with Sledge. <3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 23:54:55 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323592
The func_group entity works exactly like the classic "Group", but with that you can select the option "Passable: Yes/No", to save memory on the clipping hull, and so decreasing compile times. :)
Here's the entity description from the official "zhlt.fgd" from Vluzacn:

// func_group
// It is not a real entity. Brushes in this entity are still world brushes.
@SolidClass = func_group : "Solid brushes"
zhlt_noclip(choices) : "Passable" : "" =
	"": "No"
	1: "Yes"
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 23:42:55 UTC
in Team Mapping - GB contest #54 Post #323591
Oh ok I thought I needed to wait for a PM here. :P

Thanks CapT. ;)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 16:12:04 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323578
perhaps make it mandatory for a group to have AT LEAST two objects.
As long as it doesn't make conflicts with the func_group entity, I'd say. I use it on single solids too, because I can select the "Passable: Yes" field without tieing it to a "real" brush entity (like func_detail). It saves clipping hull memory, ya know... :D
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 16:07:08 UTC
in Team Mapping - GB contest #54 Post #323577
Alright, Capt! ;)

I'm still waiting for the Dropbox. :D
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 14:47:45 UTC
in Team Mapping - GB contest #54 Post #323573
...if you don't want to use skype...
It's not that "I don't want", it's just that "I can't because my computer crashes". Which is way different (as Zeeba already explained). :P

Why don't we use the damn Steam? D: Skype is 3 times heavier goddamit...

Anyway, ok CapT. I'll start this evening or monday (tomorrow I'm busy all day). ;)
Alberto309 Alberto309weapon_spaghetti