Forum posts

Posted 19 years ago2005-08-08 04:38:35 UTC
in Why should I put this in Hl1 forum? Post #126669
He lost his cd-key, wich seems unlikely to me since if he uses steam it will be linked to his account. And if he doesnt have steam then he should have the cd-key on his packeging.

And otherwise he could be using a illegal warez version.
Posted 19 years ago2005-08-08 04:36:24 UTC
in Laer tripmines Post #126668
You mean the tripmines a player can pick up or the ones that set-off a turret?
Posted 19 years ago2005-08-08 04:34:35 UTC
in Modeling Competition 1: Weapons Post #126666
alright then, rules are changed:

Any weapon is allowd as long as it is a assault rifle. No handguns, No Submachineguns etc.

A few examples:
M16
BAR
AK-47
STG 44

The era doesnt matter, you can pick any weapon developed from WWI(BAR) to modern day warfare(XM-8).

Please provide your reference pictures with your entry, a web link will also be accepted.
Posted 19 years ago2005-08-07 14:32:16 UTC
in Modeling Competition 1: Weapons Post #126599
Here is a quik example of what you can do within one hour:

User posted image


User posted image
Posted 19 years ago2005-08-07 13:52:50 UTC
in Modeling Competition 1: Weapons Post #126591
Treu, but i'd thaught i would start of with something relatively easy to do, since most people interested in such a compo do not know how to create models yet.

Similair to what compo? The hl1 or the source one? And how do you think we can aply this aspect to modeling, since its not only aimed at hl1/hl2 but modeling in general.

Timeframe would be the same as the souce compo one, in this case 2 months. I may be a bit long bit it gives people enough time to create something, though i have participated in compo's that only lasted for a week.
Posted 19 years ago2005-08-07 13:44:06 UTC
in Modeling Competition 1: Weapons Post #126589
Yes, i thaught about that Jaardsi, but its easier to compare work of people if the create the same weapon.

If more people disagree with this then we could change that, though we should keep it in one catogory ex. assault rifles, handguns etc.
Posted 19 years ago2005-08-07 13:26:58 UTC
in Modeling Competition 1: Weapons Post #126586
This is official modeling competion 1 thread. Here you will be able to find all the information required to enter the competion, aswell information on modeling.

You are also allowd to post your WIP renders and questions in this thread.

Model requirements:
Polygon limit of 2000.
It should be zipped in .zip file and the model should be in a milkshape or a G-max format(.ms3d .gmax)

No texture is required since most people dont know how to properly texture and create a uvmap, if you can feel free to do this.

the weapon required to model for the competition is a M16A1 Assault Rifle. I chose this weapon since it well know by most people and is one of the most populair weapons featured in videogames.
Here are reference pictures:

http://www.modelguns.co.uk/m16a1mgc.htm

For those of you whom dont know how to model with a modeling program follow these tutorials:

Milkshape:

Basic:
http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/mbasics.html

http://www.gamedesign.net/node/534

Making weapon:
http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/tmgun.html

G-max:
http://www.xs4all.nl/~dewitnel/peppersplanet/1050.html

I still have to write a article about modeling a weapon with G-max, I mainly use the box modeling technique, but you can use the same technique show in the milkshape tutorial.

Questions? Comments? Feel free to post them in this thread. If you need C&C but you dont want anyone to see, then PM me.
Posted 19 years ago2005-08-07 10:48:02 UTC
in A door's speed=How many units Post #126547
Yeah, it works in both ways, you can scale the model in hlmv, if i recall right there is a export button/save as.

You could also recompile the edited qc file, and last but not least import the model in milkshape and export it again, obviously you need to scale it before exporting.
Posted 19 years ago2005-08-07 10:43:45 UTC
in Extreme Hammer Lag Post #126546
About the textures:

When i first opened hammer and loaded the texture window i experienced extreme lag, but after loading it serval times the textures are loaded in the memory, this speeding up the loading times and decreasing lag in hammer.
Posted 19 years ago2005-08-07 10:38:59 UTC
in sleeping zombie Post #126544
Indeed, a dead animation would be best, though the transfer to standing wouldnt be smooth, so if you want it to jump out from something, make sure that you trigger that object to explode/move and then the monster_maker, this would probably work best depending on your situation.

here is another situation with the use of sprites:

1 model: dead zombie animation
1 monstermaker: creating alive AI zombie
1 multimanager: triggering sprites

first, create a room/situation, il use a zombie near a steam pipe.

Put your zombie model there in its dead animation.
Put a few sprites near it with the same name and the flags:
start off
play once

make a env_render trigger the zombie model, make sure you put render fx to texture and fx amount to 0.

As soon as the player passes the trigger the mm gets activated. This mm triggers the env_render and the smoke sprites at the same time, making the zombie model disappear, a 0.5 second later you should trigger the monster maker and spawn your zombie.

Depending on the sprites you should chose the spawn times, i took this as a example.
Posted 19 years ago2005-08-07 08:38:32 UTC
in modelling competition Post #126521
G-max got more better and more tools for modeling low-poly then milkshape, one of the more inportant one for me is TIR viewport support. Still trying to get it work in G-max though :glad: .

But, in exporting it sucks, they wanted the companies to pay money for a exporter, only a dozen did, valve didnt.

So that is why you export to a .md3 format(download tempest gamepack(quake3)) and import it in milkshape.

Also G-max has a Uvmap function, thus saving work in lithunwrap.

The only con of G-max is that is has a extremely high learning curve compared to programs like milkshape 3d and Valve hammer editor. Took me roughly 12 hours to figure out everything and get myself going.

Some milkshape tutorials, with these i learned it:

http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/mbasics.html
http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/tmgun.html
http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/mshouse.html

http://www.gamedesign.net/node/534

G-max:
http://www.xs4all.nl/~dewitnel/peppersplanet/1050.html(not finishd yet)

Follow them in the given order and im sure you got the basic for modeling, especialy when you mapped before.

Edit:

Il set-up a modeling compo, just for a starter we will keep it simple, il put the guidlines and rules in a other with all the required info for modeling and how to submit your entry.
Posted 19 years ago2005-08-01 04:55:40 UTC
in modelling competition Post #125085
Wont work very well, you can see some serious errors on the models. And offcourse it wont look how you want it to look.

Did you saw the soldier model on the site? Extremely ugly and out of proportions.

But, im going to pack the car for vacation, il be back next week. up to that time deciced for yourself what program you like.
Posted 19 years ago2005-07-31 17:44:10 UTC
in modelling competition Post #125012
All depends on knowdledge and experience of modeling and the program, milkshape is a easy to use program with plenty tutorials around the web, but programs like XSI and G-max have heaps of usefull features that can speed up the modeling if used right.
Posted 19 years ago2005-07-31 09:56:18 UTC
in Creative Commons beer Post #124888
What about open source airplanes or cars? wouldnt want to de-bug those :glad: .
Posted 19 years ago2005-07-30 17:13:51 UTC
in Rep system Post #124781
Flightsim related ones :glad:
ATC
CP
SP
FAA
ICAO
ILS
VOR
j/k

We shouldnt work with ranks, probably creates elitism, though i could be over reacting.
Posted 19 years ago2005-07-28 08:43:01 UTC
in London Post #124097
LOL, nice pictures.

But jazhel, you say we are blind and under influence by propaganda, but to me are you the one whom doesnt wish to change its oppinion dispite reasoneble arguments.

You also say te media is spreading wrong information, but how do you know prisonplanet is right? They could as well be wrong, did you see those things yourself? Where you there?
Posted 19 years ago2005-07-27 17:00:48 UTC
in help, default models ? Post #123958
If your using steam you probably need to use a program that is capable of extracting content from the .GCF files; Google for GCFScape.
Posted 19 years ago2005-07-27 07:19:16 UTC
in Development News Post #123807
The brown colour on the frontpage 7th, doesnt fit. Make it lighter.
Posted 19 years ago2005-07-27 07:04:22 UTC
in Song you're listening to now Post #123800
Rolling stones - Sympathy for the devil
Posted 19 years ago2005-07-27 07:03:22 UTC
in modelling competition Post #123799
And why shouldnt i? Give me one good reason.
Posted 19 years ago2005-07-27 07:02:38 UTC
in Development News Post #123798
I agree, dont like it neither, and the smilies span 6 rows in height right now.
Posted 19 years ago2005-07-26 14:17:26 UTC
in Full brightness Post #123696
Year ago yes, been here for a few months already i geuss. Aint visiting as much as i did before though. Got to much other things.
Posted 19 years ago2005-07-26 13:54:58 UTC
in Full brightness Post #123693
Then my best guess would be that your tools are damaged, delete the zhlt zip and files and redownload them.
Posted 19 years ago2005-07-26 11:24:34 UTC
in Why garry's Mod rocks so much Post #123675
I made a 360 control artilery, turned out that with the right ammo it works a bit to well, with some pully's i was even able to control the angle of attack.
Posted 19 years ago2005-07-25 16:25:08 UTC
in Competition 16 Post #123524
The roof texture in shot 3 doesnt fit.

Yeah, it looks ok,but i cant work with props, still got to get used to that.
Posted 19 years ago2005-07-25 16:22:11 UTC
in modelling competition Post #123522
aye, same as with XSI i assume?

though now im just saving a couple of bucks for 3d studio max, that won my heart :heart: .
Posted 19 years ago2005-07-25 13:03:12 UTC
in Competition 16 Post #123465
Posted 19 years ago2005-07-25 05:23:47 UTC
in modelling competition Post #123347
Posted 19 years ago2005-07-24 16:38:41 UTC
in Full brightness Post #123249
I already found the error, it dindt copy the map.bsp to your hl directory, make sure this is set-up right in your compiler/hammer.
Posted 19 years ago2005-07-24 16:36:37 UTC
in Full brightness Post #123248
You tryed using a batch compiler?
Posted 19 years ago2005-07-24 16:29:06 UTC
in UFO (I must be going insane) Post #123246
Search the forums, there was a topic about it a while ago.
Posted 19 years ago2005-07-24 16:04:26 UTC
in London Post #123242
Cant live a day without hard sarcasm eh? zl?
Posted 19 years ago2005-07-24 15:35:35 UTC
in Full brightness Post #123232
Agreed, no errors in the compile log, do you see any shadows when walking in your map?
Posted 19 years ago2005-07-24 15:30:41 UTC
in Global Trams Post #123230
I think they its a one way transition, so that means you respawn in a new train each time you changelevel. You tryed that?
Posted 19 years ago2005-07-24 15:28:30 UTC
in Spawning repels Post #123229
I cant really see a problem, you tryed deleting all entinity's involved in the sequence and re-creating this part?? Dont forget to back-up first. This worked once for me.
Posted 19 years ago2005-07-24 15:26:23 UTC
in UFO (I must be going insane) Post #123228
Yes, but how do you know if they also excist in space, you can recreate it in a laboratory, but that is all extremely small.

There just isnt enough proof.

I still do believe they excist, dont get me wrong.
Posted 19 years ago2005-07-24 15:24:49 UTC
in hl to hl2..... Post #123227
Its fake, you can obviously see its a render, its not possible to archive this ingame.
Posted 19 years ago2005-07-24 11:23:16 UTC
in Development News Post #123155
Just a sec

grabs a jerrycan with oil

speards oil around IEMC

lights a match and throws it at IEMC

So, do i have the flame award? :glad:

IEMC, this would only stimulate bad behaviour, that is a thing we should avoid.
Posted 19 years ago2005-07-24 11:21:28 UTC
in UFO (I must be going insane) Post #123154
I believe its both only a theory, though i do believe to that they excist. Just as the famous black material or anti-mattter seen in so many siencefiction movies.

But, you cant say that they excist as in we know how it looks and works, its only been prover because there has to be something to fill up the space and slow down the expansion, thus ending in a hughe collapse resulting in a big-bang. Offcourse this would destroy all intelligence and civilazations on planets.

Just one of the theory's, other scientists say that it wont collapse and just keeps expanding until we feel very lonely at night wachting at a black sky.

Got my point?
Posted 19 years ago2005-07-24 11:16:45 UTC
in modelling competition Post #123152
Still havent got around to test/buy Maya, probably somewhere in the distant future il throw myself at it, for now il just abuse G-max up to i got 3dsm 6 or 7.
Posted 19 years ago2005-07-24 09:05:30 UTC
in modelling competition Post #123134
I already got a milkshape tutorial up, G-max tut is about to go up any day now.

Milkshape is payware and G-max is freeware. And offcourse there are a dozen other programs out there you can use, just a small grab:

Anim8tor : http://www.anim8or.com/
Blender3d : http://www.blender3d.org/cms/Home.2.0.html
Wings3d : http://www.wings3d.com/

There all fine programs, blender is probably the best for game modeling.
Posted 19 years ago2005-07-24 07:06:37 UTC
in modelling competition Post #123120
Agreed, If you need some practice with speed painting check Psi's forum on the sword one, i still have to enter though, my last mech dindt really turn out well.
Posted 19 years ago2005-07-24 05:55:51 UTC
in modelling competition Post #123100
Lets do it in speed modeling then, its a modeling version of speed painting, you make a model in 1-2 hours, no longer.

Or a combination!! speedpaint your ref pics, you can make a real painting or open up your favorite paint program.

Then make a model of it!

Though here are a few points:

poly limit = do we want one?
optimizing = should we? Depending on used technique?
game = hl1 or hl2? Or a universal file type?(.max .obj .mdl(1,2,3,4))
program =G-max? Milkshape? anim8or? etc.(wiht one program you model faster then others.)

Just a few points we should take into consideration, also, should we texture the model? How few modelers excist, even fewer texture artist are here. I for once only know so much of texturing that it looks ok.

I can provide tutorials on the modeling part for G-max and Milkshape, that shouldnt be the problem.
Posted 19 years ago2005-07-23 15:13:38 UTC
in London Post #123004
That is what i call effective shooting from point blank.
Posted 19 years ago2005-07-23 10:31:02 UTC
in London Post #122933
So much for a conspiracy theory eh? Jazhel?
Posted 19 years ago2005-07-23 10:18:44 UTC
in UFO (I must be going insane) Post #122932
There is no physical proof or anything like that to believe black holes excist. They probably do so, but we cannot proof there excistance.
Posted 19 years ago2005-07-23 05:52:41 UTC
in Texture usage max - 4mb? Post #122903
Only people whom run in software mode wont be able to run the map if you pu the texture limit higher, and some old cards may go crazy, though i never encountered that problem.
Posted 19 years ago2005-07-21 17:23:56 UTC
in Changed names? Post #122590
You should have thaught over your name before you joined. Somehow i have the feeling you didnt.
Posted 19 years ago2005-07-21 17:21:09 UTC
in hl to hl2..... Post #122588
The train symbolizes the power and control of the G-man over Freeman, its obvious that somehow the G-man got Gordon in BMRF in the first place.
Posted 19 years ago2005-07-20 16:14:55 UTC
in sub models?? Heads?? Wha!? Post #122349
I have never tried using multiple skins on one model, never liked the idea of 2 identical people wich look a bit different, i'd rather go with a new model for that.

My best geuss on your problem would be that your selecting the skin wrong, i believe its defined by numers ranging from 0 to 9. I also cant confirm this, since i havent used multiple skins.

And how is this in the model compiled, the error could be there.