Forum posts

Posted 16 years ago2008-07-28 04:47:59 UTC
in HL1DM: Supplybase Delta Post #253059
Thanks:), very much appreciated!
Posted 16 years ago2008-07-27 11:27:26 UTC
in Lego: Source - New HL2 Mod. Post #253024
I doubt you will get any answer, that's how it go's with these corporations, there making money with the LEGO games, and might see you as a competitor. Even though the idea can work.
Posted 16 years ago2008-07-27 10:32:02 UTC
in Lego: Source - New HL2 Mod. Post #253022
I think you wont be able to pull this off before mister LEGO will be going after you for breaking there copyrights. I sure hope they dont and you succeed though!
Posted 16 years ago2008-07-26 16:05:34 UTC
in HL1DM: Supplybase Delta Post #252999
Thanks guys, still buzzy working on the foilage:), dont worry!

EDIT:

Made a first test model off the grass.
User posted image
Posted 16 years ago2008-07-25 14:29:41 UTC
in HL1DM: Supplybase Delta Post #252955
I modeled this fence today to replace the boring standard textures. The poles stop weapons/grenades etc. But you can freely shoot through the fence. I might add some sort of barbed wire on top of it as the old version used to have.
User posted image
Posted 16 years ago2008-07-24 14:21:00 UTC
in .wad problems Post #252930
Please give us some more data, resolution from the textures, do they show up correctly in hammer, where you placed it all, etc.
Posted 16 years ago2008-07-23 16:56:00 UTC
in Opinion on Benchmarks Post #252905
Dont expect to benchmark a laptop with crysis, it would be a pretty futile attempt.
Posted 16 years ago2008-07-23 09:04:13 UTC
in Opinion on Benchmarks Post #252887
Yup, definately.
Posted 16 years ago2008-07-23 04:55:51 UTC
in LEAF and LEAVES :P Post #252881
First of all, Fast VIS is way les accurate then full vis, it skips a few steps and is completely unreliable to check any data. all you can use it for is a quik light check in your map. So your best of doing a full VIS compile.

LEAF is the visual connections between the rooms, and if this exceeds 256 them you get this error. So wide open area's that have a lot of connections probably have this.

I think this explains it well: http://zhlt.info/common-mapping-problems.html#max_portals_on_leaf
Posted 16 years ago2008-07-23 03:35:28 UTC
in HL1DM: Supplybase Delta Post #252880
cheers:D

I still need to add a few bushes and foliage around the car, i still need to finish the tree.

The lightning is something im still not sure about, im trying to get a dawn-like setting, but il experiment with it a bit.
Posted 16 years ago2008-07-22 15:45:00 UTC
in HL1DM: Supplybase Delta Post #252855
I created a new fitting texure for the skylight in the control room, The windows are included in the texture, i made it so that it looks like there is some sort of bloom on it in-game.
User posted image
Posted 16 years ago2008-07-22 11:14:45 UTC
in Post your screenshots! WIP thread Post #252852
I presume you mean the fifth picture? it looks a bit big yeah, but that is because you cant compare the scale with other objects. If you would put a hammer or something like that along side it then you can judge if its too big or not.
Posted 16 years ago2008-07-22 06:59:36 UTC
in HL1DM: Supplybase Delta Post #252843
Cheers! I already changed the brightness a bit, is it still to dark in these screenshots?:
User posted image
User posted image
I modeled the standard Lamda car in 3Dstudiomax and put a cycler_wreckage in front of it, still need to add sound and a flickering light to it though.
Posted 16 years ago2008-07-21 16:45:52 UTC
in HL1DM: Supplybase Delta Post #252822
Actually, i dont edit that because it decreases readability? Since when did you guys became obsessed with multiple posts?
Posted 16 years ago2008-07-21 16:41:10 UTC
in HL1DM: Supplybase Delta Post #252820
Hehe certainly not, i actually model quite a lot, mainly for school nowadays, animations and such, although i prefer modeling for games:). I also made a slot machine for a school project:

http://www.white-line.org/games/JVHslotMachine.swf

Open it in Internet Explorer, i just found out that it's bugged in fireFox 3(Worked in 2). And my other game(Tiger Assault) also has been modelled in 3D.

The walls on the generator are indeed still a bit bland, but i already added details on the other side(name, owner, type, doors, vents etc). Lightning has been rendered on it, thanks to rim for the tut on that!
Posted 16 years ago2008-07-21 16:14:52 UTC
in HL1DM: Supplybase Delta Post #252818
Created 2 new models today, a power generator , and a powerline, the powerline still needs to be properly textured.
User posted image
Posted 16 years ago2008-07-21 14:41:47 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #252807
It indeed is something:D

Looks very good rim, looking forward to the full package!
Posted 16 years ago2008-07-21 13:01:36 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #252797
As they say at Duke Nukem Forever: Its done when its done!
Posted 16 years ago2008-07-21 10:30:19 UTC
in What Half-Life Tools do you recommend? Post #252790
Tools are made to complete a certain task. If you can give us any hints on what your going to need it for then it might be easier to recommend anything.
Posted 16 years ago2008-07-21 06:54:07 UTC
in HL1DM: Supplybase Delta Post #252783
Finally got the transparency to work on the models:
User posted image
Posted 16 years ago2008-07-21 06:04:14 UTC
in Sarge's War Game MOD For HAlf-Life Post #252779
Looks like a pretty decent start!
Posted 16 years ago2008-07-21 06:00:01 UTC
in Mirror's Edge Post #252778
It's not supposed to be realistic saw. There was an article about this on gamasutra awhile back.
Posted 16 years ago2008-07-20 16:35:01 UTC
in [UTILITY] Half-Life Launch Pad Post #252749
Oh well, it was plausible, i think:).
Posted 16 years ago2008-07-20 16:33:45 UTC
in [UTILITY] Half-Life Launch Pad Post #252747
I think it means that he already is working on V1.0.3 and modified a portion of code that 1.0.2. tries to acces.
Posted 16 years ago2008-07-20 13:47:18 UTC
in [UTILITY] Half-Life Launch Pad Post #252741
Excellent! It works perfect now! Great that the program stays open when you launch it from the main screen!

If you still dont have this, then get it right NOW, it really makes a great workflow together with the compilator!
Posted 16 years ago2008-07-20 09:29:23 UTC
in [UTILITY] Half-Life Launch Pad Post #252736
Im afraid it neither works in the tray, the old version did that just fine.
Posted 16 years ago2008-07-20 05:46:14 UTC
in [UTILITY] Half-Life Launch Pad Post #252732
That would be pretty cool!

Muzz, could you make it so that it doesnt close down when you launch it? Also, the short-cut doesnt seems to work for me.
Posted 16 years ago2008-07-19 14:15:05 UTC
in Cannot select in 3d window Post #252695
It's likely the most stupid decision i've seen a card manufacturer make. They basicly ruled out the whole opensource and freeware community.
Posted 16 years ago2008-07-19 12:00:13 UTC
in i dont like cs souces Post #252689
I love pissing off those 12 year olds by correcting there grammar in-game. It's like tickling an atomic-bomb and calling it names at the same time!
Posted 16 years ago2008-07-19 11:54:12 UTC
in [UTILITY] Half-Life Launch Pad Post #252688
Yahz! I recognize the map selected :lol: :P :D
Posted 16 years ago2008-07-18 16:24:21 UTC
in Ati Radeon HD 4850 Problem Post #252634
A driver problem is considered a major problem in hardware and coding circles.
Posted 16 years ago2008-07-18 11:26:03 UTC
in DAMN!...Watchmen movie trailer!...Got to Post #252625
Looks very mediocre, i would say they cut the budget on FX. Heck, if they got the 300 director then its obvious that this movie does not have a big budget.
Posted 16 years ago2008-07-18 10:02:21 UTC
in Ati Radeon HD 4850 Problem Post #252623
ACtualy, the 9800 chip has been based of the 8800. ATI's cards are OK, but if you really need power then you can squeeze the most out of Nvidia, that is why a lot of people prefer that stuff. I got to say though, ATI made some great cards in there history(9800 radeon).
Posted 16 years ago2008-07-18 09:25:59 UTC
in Ati Radeon HD 4850 Problem Post #252621
It's called a new product, as has been the usual way since the stone ages. When a new card arrives it's bloody expensive, but the prices start to drop as soon as a follow up comes, and they get lower each month, really simple and everyone knows that. ATI plays the very same game, so that really isnt an argument.
Posted 16 years ago2008-07-18 03:34:06 UTC
in what is a mod Post #252606
If they would have licensed the engine then it would be an independent game.
Posted 16 years ago2008-07-16 17:22:45 UTC
in Episode 3 Concept Art Post #252569
I honestly never did either:)
Posted 16 years ago2008-07-16 15:16:53 UTC
in Episode 3 Concept Art Post #252567
Urb: I didnt play EP1 and 2, havent had any time to do so yet.
Posted 16 years ago2008-07-16 03:25:01 UTC
in Need extreme help... big idea, small tim Post #252558
hands the popcorn to Tosse
Posted 16 years ago2008-07-15 13:14:06 UTC
in Need Mod Help Post #252542
IF you'd want to learn how to code the Microsoft visual studio express editions are a good start, start with a OOP like C++ or C#(both are very similair). Also XNA can be a nice playground.
Posted 16 years ago2008-07-15 02:58:44 UTC
in Need extreme help... big idea, small tim Post #252535
Lots of E-drama these days.

gets a bucket of popcorn
Posted 16 years ago2008-07-14 16:57:56 UTC
in Episode 3 Concept Art Post #252518
Arent those flying things the alien that breen always talked to when you warped into his office?

edit: http://members.shaw.ca/halflifestory/timeline.htm
Posted 16 years ago2008-07-14 11:37:30 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #252487
Soo... It's Eight days now. From when you said Seven days.
RIOT TIME! Get the pitch forks and torches!!
Posted 16 years ago2008-07-13 12:57:06 UTC
in SoHL Noob Question... Post #252476
There was something about that in the manual if i remember correctly.
Posted 16 years ago2008-07-12 14:30:32 UTC
in HL1DM: Supplybase Delta Post #252448
Working behind the scenes, mainly by optimizing the map, and changing a few things here and there. The control room has lockable doors, the garage door is almost done and working, the airduct has also been added. Which will feature my favorite cuddly creature from Half-Life; The Snark!!A airflow will come to live when a button is pushed from the control room. This airflow will then push out a bunch of snarks that will fiercely feast on any unaware opponent standing below.

Alas, no opponents yet behind this duct:
User posted image
Posted 16 years ago2008-07-12 12:27:58 UTC
in Competition 25 Post #252445
Aaah, i love the smell of E-drama in the morning.

I think a portal only competition wouldnt really work since many members dont have portal. I know i havent(i did play the first slice thingy demo). But a portal inspired competition could be pretty cool.
Posted 16 years ago2008-07-11 05:47:35 UTC
in HL1DM: Supplybase Delta Post #252385
yeah it indeed is :biggrin: .

I also figured out a easy way to organize the tetrahedrons, all you need to do is take the pointy part that sticks out of the back and align it to a certain grid point. this way you always know which is the back one and it actually makes modifying the terrain easier and less prone to errors.
Posted 16 years ago2008-07-10 17:26:41 UTC
in HL1DM: Supplybase Delta Post #252375
yes, in a skyboxed testmap, it actualy seems to decrease it if everything has been properly nullified and boxed in the right way. the test map, wich was basicly a copy from my terrain with a skybox and ground beneath it had a leafthread over 14000. Now i combined it with the good map and lined it all up and now ist 8872, with, decent compile times. So i wouldnt say there are any cons to this technique unsless badly applied.

another thing, i used my terrain that i made in the triangular way, and then tetrahedron'd it, maby this is easier to work with and avoids a messy workscreen when your still testing everything. offcourse its way more time-consuming.

EDIT: Works like a charm, R_speeds are down to 700 when in the open area and looking round to the rocks, 1200 tops when looking at it from the inside, and i still got to optimzie a few rocky parts.
Posted 16 years ago2008-07-10 15:59:08 UTC
in HL1DM: Supplybase Delta Post #252373
Did a bit of optimization Daube's way, took me a good 2 hours, and then i still got a few rocks left, although i think this will get the current Wpoly down quite a bit.
User posted image
Posted 16 years ago2008-07-10 15:13:28 UTC
in HL1DM: Supplybase Delta Post #252372
This should help you out:

http://twhl.co.za/tutorial.php?id=146

Works like a charm for me, its eating the Wpoly like a dinner when doing a full VIS compile, i must say that the compile time in the map will increase dramaticly.
Posted 16 years ago2008-07-10 13:46:31 UTC
in HL1DM: Supplybase Delta Post #252368
It does increase the compiling times exponentially though