Forum posts

Posted 12 years ago2012-09-11 13:52:11 UTC
in Post your screenshots! WIP thread Post #309775
Hey so, incase anyone is interested (I know Habboi might be), I asked for help on adding detail to my map, and I did exactly that!

This is kind of what the area looked like at first:
User posted image
Then I took in advice to make custom textures, I made custom wall textures and grass, this is what that looked like:
User posted image
I still wanted more detail, so I added more props, and made a blend texture between a concrete pavement and the same grass, also tried CC:
User posted image
However I thought it was still lacking something, and that was atmosphere, I was using a bad sky, the lighting was meh, it wasn't that great, so then I made this:
User posted image
The end result.
I changed the sky and lighting, added fog, and put more detail into the surrounding areas.
User posted image
User posted image
User posted image
I think I did one hell of a job considering it was pretty much my first Source map (although I did make some really bad ones 3 years ago maybe? That doesn't count!) and my first time experimenting with all these new features :)
Skals SkalsLevel Designer
Posted 12 years ago2012-09-11 09:57:03 UTC
in Post your screenshots! WIP thread Post #309771
After a few hours trying to get my materials into the darn bsp file with bspzip I gave up, I'm just going to hand them out to everyone :<
Skals SkalsLevel Designer
Posted 12 years ago2012-09-11 07:29:09 UTC
in Post your screenshots! WIP thread Post #309769
My thoughts exactly Stu, my thoughts exactly.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-10 14:48:51 UTC
in Post your screenshots! WIP thread Post #309756
Cheers Habboi!
1. Get photo of grass
2. Make it tile in Photoshop
3. Save it as .vtf with Photoshop plugin
4. ???
5. Grass
Yeah, and maybe sharpen the texture and paint some bits onto it. Oh and normal maps too!

Edit: I'm trying to insert the materials into the bsp, how do I do this? I have no idea how bspzip works, could anyone tell me the step by step process to using bspzip to insert materials into the bsp?
Skals SkalsLevel Designer
Posted 12 years ago2012-09-10 11:02:05 UTC
in TWHL Big Brother 2012 Post #309763
No sweat man, your job comes first. If you have to focus on doing your job then do that rather than some community video that you don't have to do.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 18:11:45 UTC
in Post your screenshots! WIP thread Post #309753
You asked me how I made it.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 17:26:51 UTC
in Post your screenshots! WIP thread Post #309750
With photoshop?
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 17:06:05 UTC
in Post your screenshots! WIP thread Post #309748
So I made a custom grass texture and custom textures for the building wall, it looks a lot better now (the building)
User posted image
User posted image
I should make custom textures more often, I made that sexy thing in a few minutes :P .

Also; I tried adding detail sprites to the .vmt of my texture by adding this line to it:

"%detailtype" "detail/detailsprites"

and made sure that details/detailsprites was the one selected in map properties, and yet the detail sprites did not appear on my texture. Unless I entered the wrong command, I'm going to assume that detail sprites do not work for CS:GO, so in that case, is there any other way I can add a lot of grass everywhere?
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 14:52:13 UTC
in Post your screenshots! WIP thread Post #309746
Ok, I made a custom detailed grass texture looks a bit better now! CS:GO custom textures really suck. Oh, here's a question, how do I make grass props appear on the texture like they do to most textures in ep2 for example, none of the CS:GO grass textures seem to do that either.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 13:55:12 UTC
in Post your screenshots! WIP thread Post #309743
Anyone got any suggestions on how I could make this scene more detailed?:
User posted image
This is the building I based it on.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 12:15:39 UTC
in Post your screenshots! WIP thread Post #309741
Habboi that looks a lot better since the time we tested it. Good work!
Skals SkalsLevel Designer
Posted 12 years ago2012-09-08 08:16:20 UTC
in Explain me how rendering works Post #309711
Well that explains why it only draws out polygons you can see at that time, and not everything in the map.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-08 06:34:30 UTC
in Explain me how rendering works Post #309708
What? The world moves around the camera, not the other way round? Mind blown!
Skals SkalsLevel Designer
Posted 12 years ago2012-09-05 08:01:43 UTC
in TWHL Big Brother 2012 Post #309629
It's a conspiracy I tell ya! A conspiracy!
Skals SkalsLevel Designer
Posted 12 years ago2012-09-03 11:56:07 UTC
in TWHL Big Brother 2012 Post #309594
Another Week then? :P
Skals SkalsLevel Designer
Posted 12 years ago2012-08-26 15:41:41 UTC
in TWHL Big Brother 2012 Post #309405
jeffMOD you edit blocked him! :(
Skals SkalsLevel Designer
Posted 12 years ago2012-08-26 11:07:55 UTC
in TWHL Big Brother 2012 Post #309396
What do you think I've been doing for the past two episodes? Archie simply feels like it's too explicit material for Dimbark :D
Skals SkalsLevel Designer
Posted 12 years ago2012-08-26 05:06:17 UTC
in I hate standardized Reading tests Post #309387
I doubt it, I'm pretty sure most of us can probably distinguish the the meaning between the two words, possibly. :lol:
Skals SkalsLevel Designer
Posted 12 years ago2012-08-25 18:14:08 UTC
in Team Mapping 2 Post #309380
User posted image
Skals SkalsLevel Designer
Posted 12 years ago2012-08-25 17:33:33 UTC
in Unofficial Competition 33 Post #309378
While that 'Map a sound' idea sounds interesting, I don't think anything good will become of it. Personally I wouldn't join such a competition.

What I would like however, is a competition (like blitzkrieg stated) - detail a 256x256 space. But I'd prefer if it was bigger than 256x256. Or how about the playable space is only 256x256, but you can have objects outside of it for detail, and skyboxes or that type of thing, but there must actually be something preventing the player getting outside the box, not just an invisible wall... that would be slightly different than what we had before.

Well I would prefer something that was quick, rather than having to make some massive map that took a month to create.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-25 14:33:02 UTC
in Team Mapping 2 Post #309375
ew, no, just no.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-25 06:13:44 UTC
in Team Mapping 2 Post #309368
I like the idea of an estate early in the morning, could get some ultra sexy hdr lighting in there.

Be careful with that theme though, cause CS:GO already has one estate like map, although it is quite different from this idea. We can do something very similar to estate from cs1.6, where you can access all of the estate plus the garden area around it and slightly outside of it.

A castle theme would be very nice too. Actually I would prefer it. But where will you pull the reference images? :P
Skals SkalsLevel Designer
Posted 12 years ago2012-08-24 17:24:19 UTC
in Team Mapping 2 Post #309338
May I propose something along the lines of Urban debris, perhaps some abandoned Russian block styled buildings, that type of thing if you can imagine, and the terrorists are using these abandoned buildings as hideout, and have placed the hostages there. That could be a pretty good theme for a hostage/rescue map.
The way I am imagining it is, on the outskirts of a somewhat large city somewhere in either Russia or eastern Europe (where the Russian block buildings are common), there is a set of abandoned concrete buildings, it's not a big open area, instead imagine something like assault where it's surrounded by tall buildings, and the fighting takes inbetween them and inside some of the buildings.

If anyone doesn't know what I mean by Russian Block houses, this is what I mean:
User posted image
User posted image
This one is kinda cool:
User posted image
Imagine the first and second floors being accessible, and the players could have a shootout in between the two buildings, with the hostages having to go across from one building to the other through that hot spot.

Of course this theme is quite realistic, because it's very common for the Communists to abandon one of these buildings half-built as they move on to a different area, so there are a lot of them empty all over Eastern Europe.

It's just one idea. If y'all guys don't want to map something like this, that's fine. Just putting idea number.1 across. Keep the ideas coming!
Skals SkalsLevel Designer
Posted 12 years ago2012-08-24 15:52:53 UTC
in Half-Life: The Core Post #309330
You should make the shirt lightish red.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-24 14:28:59 UTC
in Team Mapping 2 Post #309322
Ok, me and Stojke can do the layout. Stojke here probably being the biggest cs freak out of anyone.

We need a theme, ideas for buildings, you know that kind of thing.

Assault theme sounds nice to me, and asymmetrical is good too, with team swap I agree that having slightly unbalanced sides will do no harm.

Let's just first vote on a proper theme before we start making anything. We need a country/location, style of building etc. Also some reference images of the theme that has been chosen will be of great help too.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-24 05:36:08 UTC
in Lightning in GoldSrc Post #309312
env_fade.

set the colour to white, amount to 255 (max), set the flags to fade from. make it last for about 0.1 second and fade out for about another second. Then you will have a white flash.

Trigger it like you would trigger any other entity, but to make sure everyone gets flashed, not just the guy that triggers, tick the 'global' flag.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-23 16:17:30 UTC
in Worldcraft crashing when re-opening the Post #309280
lol Worldcraft. What century are we in?
Skals SkalsLevel Designer
Posted 12 years ago2012-08-23 15:32:57 UTC
in Team Mapping 2 Post #309276
I would like to join this project!
Skals SkalsLevel Designer
Posted 12 years ago2012-08-22 06:52:41 UTC
in Help for noob Post #309251
Check your map for entities, any entity that uses sprites sounds or models can cause this. It could be that you put a wrong path to one of your sprite/sound/model files, and that's why this is happening.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-22 06:35:16 UTC
in TWHL Big Brother 2012 Post #309250
^ Mother of god.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-21 17:17:40 UTC
in Help for noob Post #309231
What was the name of that file... .res I think, for servers. Did you make the .res file? If yes, make sure it has no models listed in it that you don't use in the map, like player models. Sometimes when you compile the .res file it has player models listed because you have a player_start in the map, but the model shouldn't be in the .res file, and then the server has issues with the file. This error is on the server side I believe.

Or is this not for servers? Are you getting this when simply trying to launch the map in counter-strike on a lan game by yourself?

Edit: I can't really check your map, I don't have vhe installed on this PC.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-21 16:54:03 UTC
in Help for noob Post #309229
It means you have too much entities in your map. There is a limit to how many brush based entities you can have. One brush based entity = one model.

Fix = tie more of these objects together into the same entity rather than giving a different entity for each object, or remove some entities.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-21 14:03:58 UTC
in TWHL Big Brother 2012 Post #309213
Dimbark, I'm hiding under your bed, waiting.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-21 12:56:10 UTC
in TWHL Big Brother 2012 Post #309208
I vote Dimbark, won't spoil why. Oh and, Urby, again? Wtf!
Skals SkalsLevel Designer
Posted 12 years ago2012-08-21 07:06:05 UTC
in Half-Life: The Core Post #309195
Half-Life had a lot of floating objects not connected to the ceiling, like ceiling lights, and the rails for example. This was because you could not see what's above them while you are in-game. Only if you noclip and hover around can you see that the rails are actually jut floating and not connected at any point.
Edit: Looks like you guys have been hard at work at this! Doing a pretty good job thus far!
Skals SkalsLevel Designer
Posted 12 years ago2012-08-16 17:54:24 UTC
in TWHL Big Brother 2012 Post #309109
He was a boy, she was a girl. Can I make it any more obvious? Lol I'm sorry I had to.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-14 19:17:45 UTC
in Now Playing: ... Post #309064
RHCP - Venice Queen One of their best songs.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-14 19:16:47 UTC
in TWHL Big Brother 2012 Post #309063
Well that's Urby for you.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-14 17:35:18 UTC
in TWHL Big Brother 2012 Post #309058
That was great, although I found first episode funnier :D

I vote Urby gets punished - he should be ashamed of himself :D (and the gnome never forgets).
Edit: Who saw the gnome? Haha, that was some creepy shiz.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-14 15:59:44 UTC
in TWHL Big Brother 2012 Post #309056
Dimbark, I didn't know you pay Archie to make this :)
Skals SkalsLevel Designer
Posted 12 years ago2012-08-13 20:10:57 UTC
in I hate standardized Reading tests Post #309015
What kind of retarded exam is this?
Skals SkalsLevel Designer
Posted 12 years ago2012-08-11 20:19:20 UTC
in TWHL Big Brother 2012 Post #308965
Yeah, tickle. haha.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-10 18:36:47 UTC
in TWHL Big Brother 2012 Post #308945
Irony!!!
Skals SkalsLevel Designer
Posted 12 years ago2012-08-10 13:01:14 UTC
in TWHL Big Brother 2012 Post #308942
I want to see this, but I am sad because I must wait :(
Skals SkalsLevel Designer
Posted 12 years ago2012-08-10 07:18:21 UTC
in Source 2? Post #308929
It all makes sense to me.
When Valve was creating Half-Life2, it was top secret stuff, and they released the amazing new Source engine that smashed everything and still looks good. It could be that for the past few years that they have been working on a new engine, for a Half-Life3 game, to finish their Half-Life franchise with a big bang and an amazing new engine.
Also another thing I'd like to point out is that Valve are starting to add their games to Xbox and PS3 consoles, so perhaps they are developing Half-Life3 for the new consoles as well as PC, it would make sense that for a new generation they would use a new engine. -The development kits have already been devilered to developers after all.

...and half-life was supposed to have episode 3, but they haven't said anything about it when It was supposed to release a year later, so it makes sense to me that they might have scrapped episode 3, and went for Half-Life 3 instead, which obviously takes much more time to make.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-10 07:11:19 UTC
in Compile freezing Post #308928
Is there even such a program for Source?
...and the map is quite complex, but it lacks detail. It's very vertical, and has some complex structures. I read somewhere that everything should be made func_detail that doesn't block the space. I'll try that and see if map compiles.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-09 19:08:53 UTC
in Black Mesa: Source video leaked Post #308908
Why are you guys hating on the voice acting? Seems just fine to me.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-09 18:40:13 UTC
in Compile freezing Post #308907
How complex is what, the map? Complex in what way?
Skals SkalsLevel Designer
Posted 12 years ago2012-08-09 18:29:00 UTC
in Compile freezing Post #308905
Hello, I am trying to compile an episode 2 map, but every time I try to compile it, the process freezes at an early stage, and does not respond from there on.
I set the options to fast on both vis and rad, and it compiled quickly in about a minute, but every time I do normal compiles, it goes to "not responding" about 10 seconds in. One time I tried leaving it there for about an hour, came back nothing happened, still not responding in exact same place.

Does anyone know why this problem happens and how to fix it?
Skals SkalsLevel Designer
Posted 12 years ago2012-08-09 05:07:41 UTC
in TWHL Big Brother 2012 Post #308891
Only... After a couple of minutes I realized there are no girls and this has the perfect ingredients to turn into a... gay show. Seeing Skals approaching Blitzkrieg almost naked in the bed confirmed this.
Well not all of us are homophobes that can't take a joke.
Skals SkalsLevel Designer