Forum posts

Posted 7 years ago2017-09-03 11:08:53 UTC
in Post your screenshots! WIP thread Post #337258
Posted 7 years ago2017-09-03 10:15:49 UTC
in Now Gaming: ... Post #337256
@Strider
"The encounters started getting monotonous because they all followed the same formula: enter obvious arena - destroy hell nest - fight off the horde."
Agreed. The levels are also completely linear. The so-called "secrets" are super easy to find - just stop following the main path and you'll find one.
Posted 7 years ago2017-09-03 10:12:46 UTC
in Post your screenshots! WIP thread Post #337255
"According to that, the cliffs by Windawz would kill IdTech 2 (Quake engine)."
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The whole terrain is actually a huge func_detail. I know that the cliffs will chop eachother because of that, but I was just lazy to tie every cliff to func_detail. I'd also need to set different detail levels for each cliff.
But it's pretty hard to hit the limits by making terrain this way. VIS also takes seconds to finish.

And don't confuse people, idTech 2 is the engine of Quake 2. Quake 1 runs on
the Quake Engine, or in my case on the Darkplaces engine.
Posted 7 years ago2017-09-02 21:56:44 UTC
in Post your screenshots! WIP thread Post #337246
@Snehk

Thanks. Actually I tried to make a mappack called "The Shift" a long ago. Made two unfinished maps and then switched to another project.
I'll probably upload some of my unfinished maps so someone else can finish them.
Anyway, to make a nice mappack for Q1/HL, I'll need to team up with somebody.

Nice hammer by the way. I need to try Wings3D.
Posted 7 years ago2017-09-02 16:26:19 UTC
in Post your screenshots! WIP thread Post #337242
Posted 7 years ago2017-09-02 15:56:37 UTC
in Half-Life: C.A.G.E.D. Post #337240
This looks so good... The levels remind me of Max Payne for some reason.
Posted 7 years ago2017-09-02 15:54:05 UTC
in Now Gaming: ... Post #337239
I didn't like it. At some point it got so boring I just uninstalled it. I enjoyed first two Dooms more. What made Doom 1 and 2 so good is the level design, but instead Doom 4 devs went for blood and gore.
Posted 7 years ago2017-09-02 15:45:02 UTC
in TWHL Pockets Post #337236
"There is no way to strip it in vanilla goldsource"
Wait, so suit charge strip is a SoHL feature?
Posted 7 years ago2017-09-01 17:07:34 UTC
in TWHL Pockets Post #337216
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13k faces in-editor.

So, what do you think?
Posted 7 years ago2017-09-01 10:16:11 UTC
in Invisible texture bug Post #337208
"I kept having that issue in Sledge with an angled roof on one of my maps"
I guess switching to Jackhammer is the best solution then.
Posted 7 years ago2017-08-31 15:04:26 UTC
in Invisible texture bug Post #337191
@savvaisnotagirl

Try tying it to func_detail as Solokiller suggested.

This might also be a VIS error. What compilers do you use?
Posted 7 years ago2017-08-31 09:16:52 UTC
in TWHL Pockets Post #337186
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I don't know if I should replace it with a spiral staircase... I wasted so much time making this texture.
Posted 7 years ago2017-08-30 19:18:55 UTC
in Half-Life 3 released! Post #337177
Well, there are actually no viruses I guess. False alarm.
Posted 7 years ago2017-08-30 15:41:22 UTC
in Half-Life 3 released! Post #337173
Well, I expected this to be a joke, but I didn't think I'll get a virus on my PC xd.
Posted 7 years ago2017-08-30 15:19:01 UTC
in Half-Life 3 released! Post #337170
Too late.

Time to get an antivirus...
Posted 7 years ago2017-08-30 14:49:53 UTC
in Half-Life 3 released! Post #337168
Lol.

Gonna try out this piece of art.
Posted 7 years ago2017-08-29 10:06:55 UTC
in TWHL Pockets Post #337154
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I guess my map isn't gonna make it to the final mod.
Posted 7 years ago2017-08-28 19:37:23 UTC
in TWHL Pockets Post #337147
Maybe we should stop discussing this in a mapping thread?
Posted 7 years ago2017-08-28 15:39:13 UTC
in Post your screenshots! WIP thread Post #337142
Posted 7 years ago2017-08-28 04:28:04 UTC
in TWHL Pockets Post #337123
@MistaX88

Why the whole map is red?
Posted 7 years ago2017-08-26 21:48:42 UTC
in Some example maps. Post #337084
Texlights specified in the lights.rad file are the same for every map you compile.

Info_texlights allows to specify texlights individually for each map.

Light_surface is even more advanced, but you have to use separate light_surfaces for each texture you want to emit light.

I recommend you to use light_surface since it's more flexible.
Posted 7 years ago2017-08-26 21:08:05 UTC
in Some example maps. Post #337080
Make sure you have zhlt.fgd mounted:
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You'll also need an extra .wad file "zhlt.wad" to use some of the features ZHLT/VHLT offers.
And, just in case, what compilers do you use?
Posted 7 years ago2017-08-26 07:33:04 UTC
in TWHL Pockets Post #337064
Only now I realised there's no way for the player to get to the final floor. Dammit.
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Posted 7 years ago2017-08-25 17:46:11 UTC
in Post your screenshots! WIP thread Post #337048
@SSB
"My J.A.C.K.10.12x from steam version same Windawz."
I use the free version actually.
Posted 7 years ago2017-08-25 09:30:52 UTC
in HL2: Episode 3 Post #337020
Well, it's still better than nothing.
Posted 7 years ago2017-08-25 02:15:14 UTC
in Post your screenshots! WIP thread Post #337011
@Instant Mix

If you have any missing faces in your map, try tying the problem brushwork to func_detail. Or you can try UMVHLT as SSB suggested. It should work for GS.
Posted 7 years ago2017-08-24 13:04:34 UTC
in TWHL Pockets Post #337007
I need to clarify something:
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The upper level goes beyond the limit, but it's not accessible in any way, even though it looks like it is. Is it alright?
Posted 7 years ago2017-08-23 08:41:29 UTC
in Post your screenshots! WIP thread Post #337003
So Quake doesn't have texlights... Great
Posted 7 years ago2017-08-23 06:20:53 UTC
in Post your screenshots! WIP thread Post #337001
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I wonder if Quake supports texture lighting.
Posted 7 years ago2017-08-21 11:10:03 UTC
in Post your screenshots! WIP thread Post #336977
@Instant Mix
"After playing that (rather hilarious) HLDM match on Saturday"
What was your nickname by the way?
Posted 7 years ago2017-08-20 21:16:11 UTC
in Post your screenshots! WIP thread Post #336967
"If I do, however, I know who to pick for my mod team.
@Windawz I'm looking at you. wink wink"
Uhh...
Posted 7 years ago2017-08-20 17:04:32 UTC
in Post your screenshots! WIP thread Post #336960
Posted 7 years ago2017-08-19 09:12:45 UTC
in TWHL Pockets Post #336935
@SSB

Raise the fake shadow a bit and texture the side faces with NULL. This should look fine.
Posted 7 years ago2017-08-18 23:43:09 UTC
in TWHL Pockets Post #336933
@SSB

Well, first of all make a fake shadow of your rotor with thin brushes textured with BLACK. Then make it a separate non-solid func_rotating with "Render Mode" set to "Texture" and "FX Amount" set to a number you want.

You can download Stalkfire from the Map Vault, there's a fan/rotor on the map that casts a fake shadow. As far as I know it has a .rmf file included, so you can open it and see how it's done.
Posted 7 years ago2017-08-16 15:36:18 UTC
in TWHL Pockets Post #336914
Posted 7 years ago2017-08-16 15:12:47 UTC
in Post your screenshots! WIP thread Post #336913
Beautiful...
Posted 7 years ago2017-08-13 23:04:07 UTC
in TWHL Pockets Post #336877
@Urby

Set the "Render FX" to "Constant Glow" to stop the sprites from resizing.
Posted 7 years ago2017-08-12 17:34:22 UTC
in TWHL Pockets Post #336864
Posted 7 years ago2017-08-12 16:20:07 UTC
in Post your screenshots! WIP thread Post #336862
Who cares? It's Quake.
Posted 7 years ago2017-08-09 02:21:51 UTC
in TWHL Pockets Post #336814
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EDIT:

More progress
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Posted 7 years ago2017-08-08 07:35:10 UTC
in TWHL Pockets Post #336805
What about Mediafire?
Posted 7 years ago2017-08-08 00:08:42 UTC
in Post your screenshots! WIP thread Post #336799
@SSB
"Remember that Tools -> "Lock rotate / scale" and "Lock movement" than you move completed brushwork to connected room or hallway."
Sometimes I think that people here take me as a complete noob.
"Wait I see like background of OpenTK viewport? Or Jack has changing color of background."
Yes, Jackhammer supports the customization of the background color in the 3D viewport. Blue just seems more calm to me.
Posted 7 years ago2017-08-07 23:21:01 UTC
in Post your screenshots! WIP thread Post #336794
One of my maps I've stopped working on a long ago:
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Made a few edits to it. Maybe I'll even finish it someday.
Posted 7 years ago2017-08-07 22:06:33 UTC
in TWHL Pockets Post #336788
@Urby

I think it works not only with func_detail. Did you try the "zhlt_coplanarpriority" value?

EDIT: Nevermind. It seems to be working with func_detail only.
Posted 7 years ago2017-08-07 19:22:25 UTC
in Post your screenshots! WIP thread Post #336789
@Snehk

It's way better now.
Posted 7 years ago2017-08-06 19:22:29 UTC
in TWHL Pockets Post #336749
@SSB

We misunderstood eachother once again. I found out that func_detail with "Detail level" set to 0 won't cause z-fighting (that weird effect when two faces overlap) with world brushes.
Posted 7 years ago2017-08-06 18:04:06 UTC
in TWHL Pockets Post #336747
Yep, embedding one brush into another can save you a lot of time. Plus you can use it to place custom decals, I think.

EDIT:

The links SSB are pretty useful though, especially the last one. I wonder if 'zhlt_coplanarpriority' works on other entities too, not just func_detail. It should.
Posted 7 years ago2017-08-06 14:41:17 UTC
in TWHL Pockets Post #336743
It appears that you can avoid z-fighting between a world brush and a detail brush embedded into it by setting the detail level of the dbrush to 0:
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Something I didn't know until now.
Posted 7 years ago2017-08-05 23:49:31 UTC
in TWHL Pockets Post #336741
Posted 7 years ago2017-08-05 20:24:13 UTC
in cs_alley1 ~ remake them Post #336738
@vodka95-ICR

Judging by the vid, that map needs some serious improvements. Some buildings on the background, for example.
Good luck out there.