Forum posts

Posted 18 years ago2006-02-11 19:21:35 UTC
in Need an idea, please help Post #162734
The barrels should automatically respawn if they are in a prop_physics_multiplayer. I dont know if traps are a good idea for deathmatch. Most players will quickly learn what to avoid and how to avoid it, so the fun and surprise will soon be gone. Unless the traps are integral part of the map, such as the crossfire airstrike.
Posted 18 years ago2006-02-10 16:05:46 UTC
in Something for Mac haters Post #162512
That was quite good!
Posted 18 years ago2006-02-07 20:17:32 UTC
in Cake Decorating Contest Post #162008
User posted image
The Mummy returns..again
Posted 18 years ago2006-02-07 10:55:13 UTC
in Classical games that you wanna play. Post #161891
I really miss the first "Megarace"game that came with my computer in 1994. It had nice graphics for a 60 mhz computer. Last time I tried to play it was in a P II 400 Mhz, and the game was running so fast it was unplayable. I guess the CPU clock speed was too high.
The second version had even better graphics (Image1 Image2) and still worked on the my 60 Mhz Pentium. It was done with prerendered video. If you went backwards the view consisted of fixed camera views :D
Posted 18 years ago2006-02-07 10:10:40 UTC
in Xbox 360 Titles Post #161877
I think the 360 has some good looking games, but they dont look that good compared to xbox. Some of the titles (COD2, Quake4) perform much better in a PC. I guess the step from one generation to another will never be as dramatic as the 2D >> 3D transition. I bet the 360 looks nice with HDTV, but this console generation still suffers from lack of anti-aliasing - yuck!

The last 3 main consoles were pretty much the same in terms of graphics and they also had similar games. I think the PS2 controller was the best though. After owning a Sega Genesis and a Playstation, I decided not to get a videogame console again until I earn my own money. These gaming machines are getting too expensive for what they really are.
Posted 18 years ago2006-02-04 19:29:05 UTC
in I want cs source sdk ! plz Post #161490
Source SDK is only downloadable through steam and you need to be running steam to open it. You need the sdk updates too.
You'll have to be very patient if you dont have broadband, but I think there is no alternative.
Posted 18 years ago2006-02-04 17:07:22 UTC
in Mohammed caricature boycott Post #161474
It's just a guess, but I doubt any other culture or religion would respond to religious caricatures like this:
User posted image
Posted 18 years ago2006-02-04 12:00:30 UTC
in Cool competition idea, High fps! Post #161440
chuggiest highest fps
I think he meant r_speeds instead of fps.
This idea is a bit silly. I would make a single cubic brush, give it a one-colour texture and a texture scale of x=0.01 y=0.01 and I would win. Texels are what make up polygon numbers, not weird brushes or bad leaf-threading. Those make the chuggiest compile times.
Posted 18 years ago2006-02-04 11:39:05 UTC
in Mohammed caricature boycott Post #161436
It wasnt a whole country and much less the western world who made those pictures. Yet I've just seen the burning of flags on TV and even a drawing of the Danish designer being slaughtered with knives.
This is hypocresy, no doubt. Muslims rightfully complain about people wrongfully considering them as terrorists, yet we are seeing them put all danish people in the same bag as the ones who drew the pictures.
They ask for an exemplary punishment... sorry, Europe doesnt work that way. The tie between government and press is not the same as in dictatorships, and for that same reason the Danish government should not apologize for anything.
That doesnt mean I agree with posting those pictures. It's provocative and they knew people would be offended. But the reaction sort of proves how radical some (not all) of these people are.
Posted 18 years ago2006-02-02 18:54:43 UTC
in Mapping .vs Playing Post #161205
It's obvious that I map more than I play. I did play a lot back in 2001-2002, so I know how a multiplayer map should work.
I also make maps which are unrelated to any gameplay mechanics because they are projects or real buildings. I see Hammer and HL as a design tool.
Posted 18 years ago2006-02-02 15:59:42 UTC
in Cast your vote for the Urban Project. Post #161166
I vote for a source version. I have also recently learned how to make bumpmap, reflective and refractive materials, and the possibilities are endless. But you should be the one to decide.
Posted 18 years ago2006-02-02 15:42:31 UTC
in History of PC games Post #161157
The very first game was in fact a very early version of Pong created by William Higinbotham back in 1958. It ran on an oscilloscope.
You should read the book "Trigger Happy" by Steven Poole. It's quite interesting.
Posted 18 years ago2006-02-01 16:10:11 UTC
in Old TWHL vs new TWHL Post #160962
I dont see where the problem is. If valve's version of CS doesnt satisfy you just play the original. Some people actually like the maps in the Source version.
Valve has not issued an update that erases your CS 1.6 files nor have they forced you to buy their Source games. I would understand it if some people complained about Quake 4 saying that Raven Software has no clue about what Quake is and they had been waiting for that game for years. But you apparently werent waiting for CS:S, so I just dont get it. :confused:
Posted 18 years ago2006-01-31 18:00:40 UTC
in Old TWHL vs new TWHL Post #160817
Speaking of absent members, I contacted K7, the author of "Carbaseus" in October. There's a chance he'd release the rmf file of that map for a Source conversion. Anyone interested?
Posted 18 years ago2006-01-31 17:46:53 UTC
in Old TWHL vs new TWHL Post #160811
I dont think the site has changed so much in the 567 days I've been here. I still dont read forum post that dont interest me, and neither do I download some of the pointless CS maps that flood the vault. I try to answer forum questions even though my entity knowledge isnt that great, and I try to give tips on how to make potentially good maps be even better. There arent that many conspiracy threads by Jahzel these days, but everything else is similar.
Posted 18 years ago2006-01-30 19:31:34 UTC
in New map,de_Dam with screen: Some idea&#3 Post #160594
Are you using only point lights?
I think the red light looks too bright the way it is. Try using a light_spot and see what you can get.
Posted 18 years ago2006-01-29 22:44:55 UTC
in Bad maps, why are they played?! Post #160437
Visuals are the reason we're not playing atari and NES.
A good looking map with bad gameplay is nice to look at. A bad looking map with good gameplay can be fun, but gets boring quickly and hurts the eyes. Specially when its simplicity is due (most of the time) to the mapper being lazy. Game and visuals, game and visuals, you can't have one without the other.
When I see a good looking map with bad gameplay I think: A lot of work has gone into this map, but it wasnt properly playtested.
When I see a bad looking map with good gameplay I think: this could have been great if the mapper had put interest into what he was doing.
My conclusion: If we just wanted to have fun, we'd be playing Duck Hunt instead of these new games.
Posted 18 years ago2006-01-29 20:50:04 UTC
in Bad maps, why are they played?! Post #160420
My thoughts about that: people who can't appreciate good maps don't deserve to play in them. Let them play in those maps. They'll never know what they are missing.
And as I have mentioned several times in the forums, if you give your map a name like cs_assault256, fy_iceworld3002 etc, people will actually download them even if they're crap.
Posted 18 years ago2006-01-29 19:29:37 UTC
in Blueprint Post #160406
So do I, but It's not the best thing to do if you have trouble making things fit with each other at the end.
I also detail things as I go, because otherwise I would probably forget to go back to detailing certain parts.
Posted 18 years ago2006-01-29 15:47:51 UTC
in Great Maps. Post #160336
Another great level, this time from Jedi Academy, is "Sith Crypts" in planet Korriban. The level design in Jedi Academy wasnt anything we hadnt seen, but the addictive gameplay made it a great game, maybe too short. At least I liked it much more than the repetitive Jedi Outcast.

Sanctuary of the Scion from TR1
Alien Planet Unreal II
Posted 18 years ago2006-01-29 13:57:29 UTC
in Great Maps. Post #160311
I think Unreal II had some of the best designed levels I have ever seen. There's also good variety in themes (desert planets, snow, inside a gigantic organic alien, in an alien city etc) Strangely, the gameplay was very average, so It makes you wonder if great mapping makes great gameplay. Visually pleasing, but... where was the fun?

I must say some of the levels in the first Tomb Raider were awesome (Obelisk of Kahmoon, Sanctuary of the Scion etc) They are huge levels and they were the first 3d levels I played after Doom I and II. One wonders how a 33mhz Playstation is capable of moving so many polygons...
Posted 18 years ago2006-01-29 12:24:07 UTC
in Tinnos:Source Post #160286
HL1 textures were mostly 128x128. The originals here are 64x64, so I can safely say they look pretty good given the circumstances. It's some sort of remake, so the point is they have to look similar. I've seen some Source maps with HL1 textures and they dont look that great either. And I think they are not meant to, right?
I'll fix the normal map of the zigzag texture, because a part of it is not straight where it should be.
If you still have any doubts, switch between these two screenshots and decide if they are different :)

http://img359.imageshack.us/img359/8962/old0pb.jpg

http://img54.imageshack.us/img54/6289/bmap29kw.jpg
Posted 18 years ago2006-01-29 00:19:51 UTC
in Tinnos:Source Post #160181
Strange, since those reflections are not cubemap related, they are real-time reflections with expensive water. The effect dissapears when you move into the room.
Posted 18 years ago2006-01-29 00:16:01 UTC
in New map,de_Dam with screen: Some idea&#3 Post #160180
I like the screenshots, they look promising. Although the hall with the machinery still looks too long a repetitive (even if you're going to change textures) so it might be a good idea to add some walkways over the hall and perpendicular to it, even if they are not accesible in-game. That's what i think.
Posted 18 years ago2006-01-28 17:19:25 UTC
in Tinnos:Source Post #160113
Look at the last screenshots! The textures are much better now
Posted 18 years ago2006-01-28 15:06:56 UTC
in direct3d, openGL, software.. wtf Post #160097
Have you tried the console command "+showbudget" ?
It might help you see if there's a problem with the game running on your hardware or if there's actually something outside the game affecting performance.
Posted 18 years ago2006-01-27 15:57:26 UTC
in Tinnos:Source Post #159921
I have, but not all of them. I dont know the final position of the spotlights, so I cant tweak the lightmap grid right now. It also slows RAD a bit.
Posted 18 years ago2006-01-27 15:35:07 UTC
in Tinnos:Source Post #159918
Textures are high-res, or at least 4 times higher than my HL1 map. Since the previous textures were 64x64 at a 1.00 scale, these are 256x256 at a 0.25 scale. Detail is not bound to appear the second day I start the map.
I very happy with the results of the texture conversion. Who would have thought that the tiny 64x64 tiles of Tomb Raider III could look so good when bumpmapped:

http://img54.imageshack.us/img54/4200/bmap14cr.jpg
http://img54.imageshack.us/img54/6289/bmap29kw.jpg
http://img54.imageshack.us/img54/2032/bmap32yy.jpg
http://img54.imageshack.us/img54/7097/bmap43vm.jpg

What say you know, you? :P
Posted 18 years ago2006-01-27 10:26:17 UTC
in Tinnos:Source Post #159805
"Refract"
{
"$model" "1"
"$bluramount" "1"
"$surfaceprop" "glass"
"$refractamount" ".1"
"$refracttint" "{100 100 100}"
"$scale" "[1 1]"
"$dudvmap" "yourfolder/texturename_dudv"
"$normalmap" "yourfolder/texturename_normal"
"$envmap" "env_cubemap"
"$envmaptint" "[.5 .5 .5]"
"$REFRACTTINTTEXTURE" "yourfolder/texturename"
}

To prevent it being shiny, I think you'd have to remove the lines of "$envmap and $envmaptint, but I'm not sure.
The HL2 wiki has tutorials on how to make the _normal and _dudv versions of a texture.
Posted 18 years ago2006-01-26 23:51:23 UTC
in Tinnos:Source Post #159763
Since I'm a bit lost when it comes to singleplayer mapping, I have decided to leave my "Carceri" map (Pic1, Pic2) alone for an undetermined period of time. I might eventually transform it into a HL2DM map.
My next Source map will be a partial remake of Tinnos. (I know Freshed wants the new version of "Sacrifice", but it will require much more time if I want to make it teamplay). The map will have a couple of rooms from the HLDM version (which I consider some of my all time best) and I have converted most of the textures into materials. Instead of 64x64, they're 256x256 and will be fully bumpmapped in the near future.

Screenshot1
Screenshot2

Besides the conversion of these textures, I will apply my recently acquired skills creating Source materials to make this type of physboxes (refractive, reflective and bumpmapped) which will solve the problem of grav gun objects to throw around. (the vast majority of HL2 props are out of place in a map like this)
Posted 18 years ago2006-01-26 12:52:06 UTC
in NEW MAP! "Poison Garden" Post #159670
for HL2, rain and snow, fog, reflections, and all of that nice stuff is automatic and anyone can click around and make a nicely ambient map
Rain and snow dont work in HL2 afaik. They are CS:Source effects. It's not THAT easy to make a good map for HL2. But if it is, then mappers can concentrate on other things. For example, I worked several hours nonstop until I was able to make my first refractive+bumpmapped texture for HL2.
For this type of map, I do agree that HL1 is a better choice. Still, one wonders how your maps would look with a 3D skybox, displacement surfaces and reflective water.
Posted 18 years ago2006-01-26 12:41:32 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159667
Its looking better everty time. Try moving the lift vehicle around in the room to see if lighting improves. Vertex-lighting has those problems...
Posted 18 years ago2006-01-26 11:07:26 UTC
in NEW MAP! "Poison Garden" Post #159656
Neat. As I said in my first comment, the map has a unique identity. That's a big step towards a memorable map.
By the way, have you considered having making stairs have the same width in some places? It's the only thing that looks strange in the layout.
User posted image
Posted 18 years ago2006-01-26 00:55:31 UTC
in New map: De_Nexus (based off SC) Post #159610
Hints can also be used outdoors, look for more tutorials. Well placed hint brushes can also help reduce compile time a lot.
Posted 18 years ago2006-01-25 23:39:44 UTC
in Hammer Screenshots Post #159602
Hey, that's true! I haven't used the alt+print screen combination for ages! Someone told me that print screen worked the same way so I never gave it a second thought...
Posted 18 years ago2006-01-25 22:58:26 UTC
in Next compo? When? Post #159596
The current compo is this one, although it's not officialy posted yet. The next one (also HL1) will follow almost immediatly.
Posted 18 years ago2006-01-25 22:12:58 UTC
in Hammer Screenshots Post #159592
You might want to toggle your taskbar to hide automatically so it doesnt show up in every screenshot.
Posted 18 years ago2006-01-25 21:38:35 UTC
in Hammer Screenshots Post #159588
Print Screen key? paste in paint and save as jpeg?
Or are you speaking about a video tutorial?
Posted 18 years ago2006-01-25 20:28:18 UTC
in GoldSource Mapping Tips Post #159580
use the regular light entity and see how it looks, insted of using texture lights, they always seem so unrealistic
I disagree. Point lights are much less realistic. They can be used in certain spots where the light source is not clear (over a pool of mystical powers for example) but placing them under a fluorescent light is noobish, I'm sorry to say. I understand that a light bulb can shine light in a spherical way, but fluorescent lights do not.
Unless I'm wrong, texlights can be triggered on and off with the proper settings, so pointlights should only be used for testing or ambience, never instead of a light emitting texture :
Posted 18 years ago2006-01-25 19:02:25 UTC
in Competition 19 Post #159561
I am not participating in this one, in case anyone wants to know.
Posted 18 years ago2006-01-25 00:17:13 UTC
in auto play Post #159435
Posted 18 years ago2006-01-25 00:15:02 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159434
And the same thing that happened with the lamps, well I think it applies to the arches too. Try compiling it with half the number of arches and see what happens. Detail is good, but more so when it serves a purpose and is not random :)
Posted 18 years ago2006-01-24 20:26:46 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159415
Hey, no need to apologyze.
User posted image
@Xyos212: remember that big maps with detail will result in long compile times ;)
Posted 18 years ago2006-01-24 20:20:05 UTC
in Game project... Post #159414
I agree with Captain P. The question we are asking ourselves is not "Do you have the money for the license?". We are asking ourselves what it is about. Imagine that instead of a game you are making a movie: People won't join you unless they know if they'll be making a romantic comedy or the best sci-fi flick of all time...
Posted 18 years ago2006-01-24 13:35:23 UTC
in .mpeg dvd burning - quick way? Post #159361
Just use the software that came with your Pioneer drive and record a Data DVD with the files.
Posted 18 years ago2006-01-23 20:04:49 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159283
It looks nice so far, but you might want to reduce the number of lamps. It's unrealistic to have so many of them so close to each other.
Posted 18 years ago2006-01-23 18:37:37 UTC
in Making everything a func_detail,yes/no? Post #159273
Use world brushes to define visibility, use func detail to detail the world. Arches, pillars, low walls, etc. The work exactly like world brushes, but they dont block visibility and do not affect the VIS process.
However, I have found problems with func_details, such as light coming from underneath a wall, etc.
Posted 18 years ago2006-01-23 17:27:48 UTC
in .mpeg dvd burning - quick way? Post #159258
DVD files are vob, and you are capturing mpeg. The conversion process will never be automatic.
What I would do, is just burn the mpeg files in a recordable DVD disk. I'm sure your player will read the files and you can fit quite a lot in a 4,7 disk. Unless there's a super special reason for it to be DVD video format...
Posted 18 years ago2006-01-23 10:13:42 UTC
in To Mod or not to Mod...? Post #159198
I want to play those 7 mb of architecture! Estimated time of release?

@Elon: I find it hard to beleive that a screen would determine the ability to use opengl. A screen can actually limit the output resolution of the gfx card, but I didnt know it could affect the way things are rendered...
Posted 18 years ago2006-01-23 03:59:21 UTC
in [CS:S] - de_venetia (WIP) Post #159171
I can see it. Some parts stick out more than others. Maybe you could do something more dramatic in one of the buildings so their facades dont look like straight walls... Its just a suggestion.
User posted image