Forum posts

Posted 19 years ago2005-03-29 13:42:28 UTC
in griffyn knife Post #99874
No, not yet. it is just compiled as a static model to save me some time and provide a model to people, if you want you can put it in your map wiht a cycler.
Posted 19 years ago2005-03-29 12:20:02 UTC
in griffyn knife Post #99864
Here is a list wiht skinning tutorials, i hope this helps.

http://www.sourceblog.net/page.php?file=/tuts/skin/Text/textskin
Posted 19 years ago2005-03-29 11:35:28 UTC
in griffyn knife Post #99862
Maby, but i did it as a bmp to not lose any quality.
Posted 19 years ago2005-03-29 11:17:54 UTC
in Skyrocketing r_speeds!! Post #99856
Read the tutorials on the website, they help a lot. Especialy using hint and skip textures.
Posted 19 years ago2005-03-29 10:57:01 UTC
in griffyn knife Post #99852
Alright, here is the bmp, just create a colour over the group, that becomes the skin, here is a simple layout of the skin and what part the colours are, il set-up a model for people later so they can see there skin in model viewer.
skin:
http://www.xs4all.nl/~dewitnel/peppersplanet/uvmap.bmp
(its bmp for quality reasons)

The bleu parts are the handle that the person will hold it in, the grip.

The red and light bleu are the knife parts. You can slice wiht this, feel free to add a skin wiht and wihtout blood.

The green part is the base of the knife, here is the blade attached to.

The yellow and the purple parts are the wings attached to the knife.

Save it as a 8bit bmp, any photoediting program is fine, i recommend one wiht layer support, dont have money to buy one? Use The gimp:
http://www.gimp.org/
There is also a windows version.

Here is the model:

http://www.xs4all.nl/~dewitnel/peppersplanet/uvknife.mdl

And a tutorial by vassy:
http://www.twhl.co.za/tutorial.php?id=59

And a reference picture:
http://www.gungfu.com/cart-htm/knives_fantasy_hibben_2.htm

Good luck and post you Work In Progress[WIP] pictures in this thread!
Posted 19 years ago2005-03-29 10:23:08 UTC
in 'Chop Winding' Error Post #99850
Merle says, "A winding is a data structure used in the compile tools to store a set of points. As they are very versatile, they can be used to describe a number of things (surfaces, brush faces, brush sides, whole brushes, etc...). Your Warning (note: which is not an Error.) message is simply alerting you to the fact that one of these winding data structures has a larger number of points than expected, and one of the points was ignored.
"It is hard to guess what casues this as most of the typical causes (eg. brush sides with large numbers of vertexes) should be really caught earlier on in the process. Hence, it is most probably the artifact of some subdivision or modification of the points of the map itself during the compile, which makes it even harder to track down.
"I recommend using the 'Big Block' method of trying to isolate a particular area of your map that causes it, and to modify/simplify/change the general brush geometry. This is a very generic fix, but its also a very generic message."
Posted 19 years ago2005-03-28 17:41:13 UTC
in SnarkPit down Post #99756
Having a life actualy rocks.
Posted 19 years ago2005-03-28 17:39:36 UTC
in griffyn knife Post #99755
<<<<<<REVIVE>>>>>>

I revive this thread because im planning to finish the knife soon.
I finaly got around learning to do a decent uvmap, so i can do a good one now. But im not the best skinner so im planning on setting up a competition in wich people can create there own skin for the model, if the skins are decent enough i can distribute them wiht the model, But im not sure if anyone would like to participate in a contest.
The only thing you would need is a paint program like The gimp ore Photoshop ore Paintshop pro, it atleast need to have the ability to save your skin as a 8bit bmp.
Posted 19 years ago2005-03-28 09:14:56 UTC
in The other view on 9/11 Post #99697
hehehe, i wont ever go in discussion wiht him about this subject, we kinda kept stallin on the same subject all the time. And from then on i decided not to go into discussion on this subject :)
Posted 19 years ago2005-03-28 08:42:23 UTC
in The other view on 9/11 Post #99691
Agreed, but hey. Finaly something else, and it makes sense to me.
Posted 19 years ago2005-03-28 08:19:44 UTC
in MY HL SONG Post #99688
It definatly needs a few good guitar rifs, maby this:


1----5-5-4----------------------------
0----3-3-2----0-----------------------
0-0--3-3-2--0-0-0-0------------------

Dont forget to throw in some heavy distortion. And maby a reverb, thats up to you.
Posted 19 years ago2005-03-28 08:15:05 UTC
in The other view on 9/11 Post #99684
Indeed, the pentagon had blast resistance windows. they tested them on a special range, they put a fosforsulfaatbomb(dont know the english word) behind the window of a few kilo's. the window stayed intact.

And yes, you can hold a tail section on your hand, there not 5 by 5 metres. he probably held a piece of the rudder ore elevator whom got balsted of the plane wiht impact.

And the blackbox could have been located in the tail section, that can differ with each plane.
Posted 19 years ago2005-03-28 07:59:09 UTC
in The other view on 9/11 Post #99679
But its treu, if they would need to scramble for everyplane that lost communications then they wouldnt even need to land. i mena whne you lose communications wiht ground in a airplane you got over the airport flashing landing lights/ nav lights so the tower knows you have no communications and you intend to land. then they can clear a runway for you.
Posted 19 years ago2005-03-28 07:36:49 UTC
in The other view on 9/11 Post #99676
So far i like this article a lot. It uses some commen sense and not hysteria.
Posted 19 years ago2005-03-28 05:35:44 UTC
in Song you are listening to [closed] Post #99669
John Mayor - Daughters
Posted 19 years ago2005-03-27 18:19:39 UTC
in Save the Chickens! Post #99469
Nice fella's around there at snarkpit. they just dont like you. And they have enough reasons for it in my humble oppinion.
Posted 19 years ago2005-03-27 17:04:20 UTC
in Wads Post #99461
de_dust was the first map to use the defuse system in counterstrike, and davej made it as a offcial map, he was in the cs dev team when he created it.
Posted 19 years ago2005-03-27 10:50:40 UTC
in a domain name for twhl! Post #99350
Why are you doing this habboi? We had this conversation in the times of the old forum if im right.

And that is long ago.
Posted 19 years ago2005-03-27 08:18:08 UTC
in Compo 13 - [closed] Post #99307
I dont think it will, this site is mainly aimed at HL1 so i hope they will stay wiht it. And editing for hl1 is more fun then for 2.
Posted 19 years ago2005-03-27 07:53:09 UTC
in Music in Half-Life Post #99304
Thanks, il give it a try soon!
Posted 19 years ago2005-03-27 06:43:58 UTC
in Music in Half-Life Post #99301
As some of you may know im working on my own singleplayer mod. Im doing everything myself, so also the music. I did do some tests on my guitar and to see if i could make it into a fitting theme, but how should i record the song, i got a mic. And how should i compile my song? Are there any formats i should use, a certain type of frequency?

I have no experience in creating music on this way.
All help is welcome.
Posted 19 years ago2005-03-26 19:01:12 UTC
in Story 4 [closed] Post #99254
Wich was killed by a evil pepper.
Posted 19 years ago2005-03-26 12:51:23 UTC
in New mod... New models... New problems... Post #99196
Hmm, odd. It should use the AI of the game itself and start walking.
Posted 19 years ago2005-03-26 12:50:20 UTC
in 3DS Max .mdls Post #99195
Agreed, only you dont have Nurb support and no advanced splines, and offcourse no rendering and..... a long list.
Posted 19 years ago2005-03-26 05:44:48 UTC
in Book your reading currently Post #99142
Just read : The bourne supremacy
Just started : The bourne ultimatum

And after that : The davinci code
Posted 19 years ago2005-03-25 19:02:29 UTC
in Return an item if thrown into a trigger Post #99086
What do you mean by item? Can you give us a more specific question?
Posted 19 years ago2005-03-25 18:57:28 UTC
in Terrain Post #99085
Posted 19 years ago2005-03-25 16:00:04 UTC
in Compo 13 - [closed] Post #99051
Indeed 7th, it was my idea at first. But since i dont have much time atm i wont make it for the compo.
Posted 19 years ago2005-03-25 06:40:38 UTC
in Compo 13 - [closed] Post #98971
Its not that hard to do, the he-111 stayed in formation enroute to the target, so they wont break. saves me work, then 1 only need to make a animation for a p-51D enroute to the bombers. And wiht spirit i can set-up the sprites to create fire/smoke etc.
Posted 19 years ago2005-03-25 05:37:25 UTC
in GMAX Origins (3DS Max) Post #98964
You define the origin by creating joints. by lining up those joints and defining them into frames you make animations.
Posted 19 years ago2005-03-24 17:58:11 UTC
in Compo 13 - [closed] Post #98870
Though il definately make a little 'hunt the Heinkel HE-111 in a Republic P-51D Mustang' map it wont be anytime soon. Exams come first.
Posted 19 years ago2005-03-23 06:42:07 UTC
in No models visible Post #98667
Broken link.
Posted 19 years ago2005-03-23 04:05:29 UTC
in restricting classes in dod Post #98656
They dindt include it in the map, but i have no idea how they done that, i think it is in a team specific entinty, just as well as you can make the allies english ore equip the germans with the para-trooper weapons(zweibein and zielferohner)
Posted 19 years ago2005-03-22 13:29:16 UTC
in Compo 13 - [closed] Post #98579
IT probably will, because no one else will be able to create it:)
Posted 19 years ago2005-03-22 10:17:40 UTC
in Compo 13 - [closed] Post #98552
What if i would be able to show a dogfight? Would that count as original?
This post was made on a thread that has been deleted.
Posted 19 years ago2005-03-21 05:21:24 UTC
in 3DS Max .mdls Post #98336
Posted 19 years ago2005-03-20 17:21:35 UTC
in 3DS Max .mdls Post #98241
1. Google

2. smd exporter

3. search for tutorial
Posted 19 years ago2005-03-20 17:19:22 UTC
in Three Wishes! Post #98240
The world.
A army of fire snarks.
the moon.
Posted 19 years ago2005-03-20 12:57:22 UTC
in The many "unused" of HL2 Post #98164
There not rich.
Posted 19 years ago2005-03-20 12:56:29 UTC
in SURRRRRRRRRRPRIIIIIIIIISE!!!!!!!!!!! Post #98163
Long time no see sir!
Posted 19 years ago2005-03-20 05:46:25 UTC
in The many "unused" of HL2 Post #98103
They dindt like skipping the hydra part themselves, most of the team spent a lot of time refining that part.
Posted 19 years ago2005-03-19 20:08:58 UTC
in Bush and the Nazi's Post #98045
China's economy is growing wiht a astonishing 8%-10% a year. They try to cool it down but it still isnt much. And i dont think china will be communism for long, if they want to keep trading with other countries they have to change there policy.
Posted 19 years ago2005-03-19 09:43:33 UTC
in Compo 13 - [closed] Post #97855
Sweet looking shots trapt. It gave me more insight of what to do for the compo. Nice looking models of trees!
Posted 19 years ago2005-03-19 07:29:48 UTC
in Bush and the Nazi's Post #97845
Indeed, amerika wont be a super power for long i geuss. wihtin 50 years china is. China has a far superior economy, also much stronger. Amerika imports more goods then it exports, and that was wiht a difference of 40 billion a month. Though im not sure how it is now, that was last month. I think the economy in amerika will crash very soon.
Posted 19 years ago2005-03-19 05:55:32 UTC
in A model request Post #97824
alright, il try something!
Posted 19 years ago2005-03-18 17:01:25 UTC
in Real World Half-Life 2 photos Post #97742
Well, that could be one of the many construction sites in holland. nothing special and it doesnt look like hl2.
Posted 19 years ago2005-03-18 16:53:24 UTC
in A model request Post #97741
Im having a little problem, suurland doesnt have the right blueprint and onno took down his blueprint site deu to technical problems, i have no idea when it will be online again.
Any other car?
Posted 19 years ago2005-03-18 16:49:51 UTC
in A model request Post #97739
2 func_trains wiht the same path, though you got to make them all rotate along a y-axis if im right, i used this trick before.
Posted 19 years ago2005-03-18 11:00:45 UTC
in A model request Post #97681
Good-job on derailing this topic!