Forum posts

Posted 17 years ago2007-06-16 10:54:16 UTC
in Strange shadow Post #225377
I'm saying that the skybox area might be smaller than the actual map area, and the brushes that make up the limits of the skybox are the ones making that shadow. At least that's what my problem was.
Posted 17 years ago2007-06-16 10:42:10 UTC
in Strange shadow Post #225375
Check for 'tools_sky'-textured brushes in the 3D skybox, which might correspond with that area.
I had the same problem in Railway21. I had made the map bigger, but left the limits of the skybox in the same place.

It's looking great, by the way.
I don't know if you have planned it, but you could give the ground texture an env_map mask to make the sea, rivers or lagoons be a bit reflective. It would be a great touch.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-06-11 16:38:53 UTC
in Gravity In Deathmatch Post #224950
Run a deathmatch game, and type "sv_gravity" in the console to see the value of normal gravity.
Use a lower number than that one to reduce gravity, or a higher number to increase it.

It's not that the trigger_gravity can't be triggered again. Everytime it is triggered, it gives the client the same gravity value. If you want to change the gravity, you need the player to cross another trigger_gravity with a different value.
Take for example the shuttlebay in my map "Warpcore" There are two trigger_gravity in each door to the room, and over each spawn point inside. The inner ones give the client the low gravity, and the outer ones give the player normal gravity when they exit the room.
Posted 17 years ago2007-06-11 16:23:13 UTC
in Gravity In Deathmatch Post #224947
Place a trigger_gravity under (or covering) every spawn point. Give it the value you want, and that's it.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-06-10 12:45:33 UTC
in London 2012 Redesign Compo. Post #224845
I placed "London" in the red ring so that It resembled the logo for the underground system. Although that's something they'd never do given the circumstances.
Posted 17 years ago2007-06-09 06:19:45 UTC
in London 2012 Redesign Compo. Post #224803
User posted image
w00t
Posted 17 years ago2007-06-06 11:45:02 UTC
in Paradoxes Post #224589
The unstoppable object would rebound from the other one and keep his previous speed, only in a different direction.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-06-02 09:29:35 UTC
in optimising a large map Post #224173
For HL1, the only solution are hint brushes.

For HL2, you can use hint brushes, use the 'far z clip plane' in your env_fog_controller and also use occluders to hide the props and models behind each building.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-05-31 16:06:35 UTC
in Checkers? Post #223963
It's been long since I used vtex. The photoshop plugin lets you choose compression levels.
Posted 17 years ago2007-05-30 19:44:16 UTC
in Games your mild about Post #223872
Unreal II: The Awakening.
I played it back in 2003, and I know the graphics were outstanding for it's time, and some of the scenarios were really breathtaking. But the game itself had very little else to make it special. I don't think I ever played any of the levels more than once, unless it was to show someone how nice my geforce4 was.

FarCry and GTA3 had too much freedom for me, so I eventually stopped playing. I don't have them anymore...

The Legend of Zelda, Ocarina o Time. While this one was heralded as the best game ever, I really got bored once the dynamics of the game were clearly established: Go into a dungeon, solve the puzzles, beat the boss and get the item. Repeat several times. While some effects like the twisting corridors were definately great, the game felt too arcade-y for me, such as leaving a room and then finding the monsters (some with fixed paths) had respawned on my return. That and the retro-like sounds whenever you picked something up or solved a riddle. I loved hyrule field, the sunrise/sunset.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-05-25 11:17:08 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223435
I can't seem to find it in my books, so I'd say it's a Rimrookish column ;)
By the way, do you have to break things or hit enemies at close range in 6-D?
Posted 17 years ago2007-05-25 04:44:10 UTC
in Jokes! Post #223398
A blonde woman was speeding down the road in her little red sports car and was pulled over by a woman police officer (also a blonde). The cop asked to see the blonde's driver's license. She dug through her purse and was getting progressively more agitated. "What does it look like?" she finally asked. The policewoman replied, "It's square and it has your picture on it." The driver finally found a square mirror, looked at it, and handed it to the policewoman. "Here it is," she said. The blonde officer looked at the mirror, then handed it back saying, "Okay, you can go. I didn't realize you were also a cop!"
Posted 17 years ago2007-05-25 04:28:09 UTC
in Cool gaming moments Post #223397
Is it just me, or did anyone else enjoy the under-the-bridge segment in Half-Life 2?
I would've enjoyed the coastal levels more if the water had been refractive or reflective in most areas. I'm talking about the ones where you saw water from high ground, including the bridge. I'm guessing the surfaces were too big and they decided to make the water a part of the skybox instead of part of the map.
Posted 17 years ago2007-05-24 20:50:58 UTC
in Cool gaming moments Post #223360
I also remember how thrilled I was when I first beat "Death Egg Zone" in Sonic & Knuckles. Unfortunately my Sega Genesis froze right afterwards. That was a shame, and it wouldn't be the last time I'd see it happen.
Posted 17 years ago2007-05-24 17:32:40 UTC
in Cool gaming moments Post #223341
Cool gaming moments:
-Doom2, the level was called "Barrels o' fun". No need to explain more.
-Tomb Raider 1, the first time I looked down into the main room of St. Francis' Folly.
-Final Fantasy VIII, the Great Salt Lake dissapears revealing the City of Esthar in all its glory.
-HL2, exiting the train station and looking up at the Citadel.
-F.E.A.R., the final sequence.
-Prey, the first sequence inside the alien ship, seeing planet Earth and weird stuff going on with the aliens.
Posted 17 years ago2007-05-23 19:59:25 UTC
in How do you use custom maps in CZ? Post #223252
I have no experience with CZ, but I think it might be calculating the waypoints for the bots or something like that. In the CS:S, the process can take a long time.
Posted 17 years ago2007-05-22 14:41:10 UTC
in My 3D skybox lighting is messed up Post #222976
Lame.
The question is 16 months old. I almost thought Xyos was back.
Posted 17 years ago2007-05-22 13:46:52 UTC
in objects that i can push around? Post #222967
Select the object, tie to entity, and choose func_physbox.
The main problem is that the object will stay with the same lighting it had when you compiled it. The sides that were in shadow, will stay than way even if you rotate it and move it around.
Posted 17 years ago2007-05-21 13:01:57 UTC
in *Mapping Update* Post #222841
The env_fade part works better if the map is outside-only. If you were doing this in Source, it would actually be possible to activate the env_fade only if you have a window in sight.
Posted 17 years ago2007-05-21 12:21:49 UTC
in *Mapping Update* Post #222837
First make a multimanager. The multimanager would be multithreaded. It would trigger the lightning at different intervals. Like for example, every 10, 60 and 90 seconds. It would target itself at 92 seconds, for example.

The lightning would be done with a white env_fade (ticking the "fade from" flag).

To add different thunder sounds, you would add each of those ambient_generics in the multimanager list after the lightning (which are the env_fades).

To add an extra cool feature, I would make a really bright func_wall_toggle set of entities over each window of the mansion, which would be triggered on and off some milliseconds before the env_fade entities.
Posted 17 years ago2007-05-21 11:50:20 UTC
in *Mapping Update* Post #222830
It looks nice.
Fill it with puzzles and riddles. Secret passageways in a library, behind the fireplace, etc.
Posted 17 years ago2007-05-20 15:13:44 UTC
in Virginia Tech Shootings Post #222742
Clearly you do not know how effective the illegal arms trade is
Yes, I know. But my point was, could a tech student buy those weapons with such ease? I'm not talking about the IRA or criminal gangs. I'm talking about individuals with no apparent relationship to crime groups...
Posted 17 years ago2007-05-20 14:38:58 UTC
in Virginia Tech Shootings Post #222734
Criminals will always find ways to commit crime. They will always find ways of getting firearms to kill people or rob people.
Yes, but they won't always use guns if they are not easily available, and if they know that their law-abiding victims don't have them either.
Even when a gun ban is in place, guns are still available; there will always be gun crime.
Let me see. Guns are illegal in my country. Someone like Cho would need to contact the mafia or rob a cop in order to get a weapon. That kind of reduces the chances of a killing, doesn't it?
It?s like saying, ?Let?s ban all knives?
No. Knifes are used for productive things like cooking or eating. And you can't go into a university campus and knife down 35 people just like that. You just can't compare them.
Posted 17 years ago2007-05-20 14:25:52 UTC
in Virginia Tech Shootings Post #222731
That kind of takes away many options for defense, doesn't it? Because criminals will still carry a concealed weapon either way...
This post was made on a thread that has been deleted.
Posted 17 years ago2007-05-20 13:58:28 UTC
in Virginia Tech Shootings Post #222727
What Zombieloffe was referring to was countries where initially, law-abiding citizens haven't had the chance to own a weapon.
In a country where guns are not for sale, only a certain type of thugs end up using them. The rest will use the first thing they find. A pocket knife, for example.
In a country where guns are sold, the number of potential thugs with firearms is much higher. You just can't deny that.
Plus, How many good citizens carry their weapons with them everyday in case they might be robbed? I wouldn't feel free If I had to carry one. On the contrary, that would mean my life is always at peril.
Posted 17 years ago2007-05-19 08:24:38 UTC
in Kasperg Projects! Post #222618
I'll see if that's possible. I'll still focus more on architecture than props.
By the way, what I said is still valid:
My maps start too look alike and it's harder and harder to find a motivating theme. I think it's better if I let mapping be just a handy tool for uni, and not a time consumming hobby.
In this case, I can consider this map related to university stuff, kind of.
Posted 17 years ago2007-05-19 07:33:32 UTC
in Kasperg Projects! Post #222613
More progress
http://img228.imageshack.us/img228/8792/csiteox8.jpg

As I add more things to the map, it's becoming more apparent why the Source engine was a better choice...
Posted 17 years ago2007-05-17 19:06:30 UTC
in The Citizen Preview Post #222478
I love how the building looks like from the exterior in the first shot. And the smaller one next to it also looks great. From my POV, you could add even more buildings to the skybox, it looks kind of empty from those angles.
On the second picture, I see you changed the sun angles for the map. While it still looks good, now sunlight only reaches the floors and not the walls (the sofa with npc sitting on it can explain what I mean).
Other than that, it's looking better. The rest of the 100% Playbus maps look as good as (some even better) the others.
I'd like to contribute with at least another area. I was thinking of turning the "construction site" type of map I'm making into a playable arena. PM if you think it's possible to incorporate something like that, and we'll talk about more details.
Posted 17 years ago2007-05-17 10:17:39 UTC
in few minor problems Post #222410
is there anyway i can fix this other than making the door smaller vertically by 1 unit?
There is one way. Transform that side of the door into a 4-sided pyramid only 1-unit tall, pointing downwards. That way, the surfaces will never share the same spaces, while it will look almost the same as it did with your current version.

For the ugly looking wall, make sure the brush doesn't extend beyond the snow slope. It could be taking lighting properties from somewhere else. Clip the brush at the line where it meets the slope. It might help.

As for batch compiling and armour entities... never used them, so no idea.

And I don't really understand the question about the wads...
Posted 17 years ago2007-05-16 21:41:51 UTC
in Help! Math problem in mapping Post #222372
I want you guys to help me out by giving me the mathematical solution.

if the whole track around the wheel is r2*pi =~ 3141.59, and angular velocity of the wheel is 21 degrees per second, then the velocity of gondola should be 3141.56/21 = ~149.6 (time it takes to do a full rotation)
So, if it takes 149.6 seconds to rotate 360 degrees, it will move at 360/149.6 = 2.40642 degrees per second
I don't know if we can get more mathematical than that :D
Posted 17 years ago2007-05-16 21:22:29 UTC
in Kasperg Projects! Post #222363
Steel beam grids, haven't they been around since the early 1900s?
These are actually concrete, but yes. Steel structural technology goes back as far as the 19th century (railroads etc). Not surprisingly, structural brick walls were still used for a long time, while they were cheaper than steel or concrete structures.
Of course, the benefit of using a grid of beams and pillars is endless. For example, you can make a window of any size without worrying about making the structure weaker. The weight of each floor is transferred to the flooring blocks, the joists, beams, pillars, and finally the concrete pads in the foundation.
I'll try to include all these elements in the map (as well as other terrain-related issues) and maybe some sort of game_text comments. For this reason, I will need to use quite a few displacement surfaces. The shadow detail and the need to use some existing props are other reasons to go for Source... But there will be good screenshots and high-def videos for those who can't run HL2, I promise.
Posted 17 years ago2007-05-16 20:12:12 UTC
in Kasperg Projects! Post #222336
Besides making a HL1 exception and mapping for Hostage Situation in my laptop, I have decided to make an example map (non playable) showcasing the most common methods of making buildings. For those who wish to know more about this particular field of study, the map will show you the ins and outs of a building in different stages of construction. Hopefully, someone might decide to think twice before making a brick wall break into solid concrete or making paper-thin walls or floors! :P
User posted image
I'm not sure how long it will take me to do this.
Posted 17 years ago2007-05-16 19:54:05 UTC
in Half-Life: Hostage Situation Post #222328
If your entry for the 2006 Snarkpit competition has something to do with that, I think I unconsiously started using a similar theme. :)
But I still need important details.
Is this facility out in the desert? In the middle of a forested area? Where?
Posted 17 years ago2007-05-16 11:07:28 UTC
in Multiple entities Post #222215
There are a lot of things you can't do with normal HL, and it's been surpassed in these type of features by Spirit of HL and of course, the Source engine.

However, there are tricks you can use thanks to env_render entities to make two entities seem like one, if you time their appearance properly. But, it won't let you make an entity rotate and move at the exact same time.
Posted 17 years ago2007-05-15 08:07:59 UTC
in Half-Life: Hostage Situation Post #222037
I still need a bunch of details about what I'm mapping.
Where is this facility? At what time of the day does the player reach it? How would the building(s) look from the outside? What type of enemies are expected? etc
Posted 17 years ago2007-05-15 07:50:11 UTC
in Half-Life: Hostage Situation Post #222035
Some teaser screenshots.
User posted image
Posted 17 years ago2007-05-13 17:59:40 UTC
in Bloody Steam Post #221889
But don't they? If you right-click on any game or tool, go to Properties, and swap to the Updates tab, you can turn auto-updates off.
The problem is, you don't really know if those updates are going to be useful (like the one that finally showed models and displacements in the 2D views when selected) or if they will mean trouble (Hammer crashing when introducing certain props and models into the map, or opening a map that had those models).
Posted 17 years ago2007-05-13 11:23:18 UTC
in Bloody Steam Post #221827
Steam, the eternal debate...
On the topic of updates, it sure works better than looking for those big .exe files for the WON version.
BUT, they should change it so you decide when to install them, just like Windows does. I mean, I'm certainly not the only one who has been unable to map in Hammer4 because of some senseless automatic update...
Posted 17 years ago2007-05-11 17:18:27 UTC
in NS2 - New Concept Art Post #221683
They really look nice, even though I can't say I love that theme. NS, Unreal II, Doom3, Quake IV... I like these type of settings more in films (Alien series, for example) than in videogames, in which I think it's time for more innovation.
Another comment, would be the role of concept art. I'm certainly not against it, since it usually helps the mapper visualize the areas he's told to map (in the case of the one who thinks up the area and the one who makes the actual map being different people. Otherwise going into so much detail is only good for the extras, not essential to the level design.)

To give you an example of what I want to say. Concept art is sometimes used to trick people into thinking the final product will look like this or that. As a level designer, I don't find it entirely ethical. Real screenshots should be enough. Otherwise, you might even dissapoint people! Look at these "Tomb Raider Anniversary" pics. The first one showed up much earlier, and I really liked it:

Concept art

However, the actual in-game area looks nowhere as good, evocative in light/color or in nature detail:
Real thing
Posted 17 years ago2007-05-09 18:23:05 UTC
in Half-Life: Hostage Situation Post #221530
I obviously haven't read every page of the two HS threads, so I don't know what the consensus is regarding r_speeds. Having a max of 500 or a max of 1000, for example, could change the way I plan the maps in their earliest stages.
Posted 17 years ago2007-05-09 03:18:17 UTC
in Help! Math problem in mapping Post #221468
What about the speed I suggested?
Didn't you try that one out?
Posted 17 years ago2007-05-07 22:53:07 UTC
in One-way mirror effect? Post #221359
I think you mean a one-way glass, nothing to do with a mirror.
Check this example map
http://twhl.co.za/mapvault_map.php?id=4068