Forum posts

Posted 20 years ago2004-05-22 07:05:24 UTC
in Admitting Defeat Post #28183
It also has something to do with that monitors don't fill your real view totally, so a 180 degrees (this differs from person to person, and isn't simply a 180 degree field of view, I refer to the 'shadow' sides of your view that react on movement) in a computer game wouldn't look so good too.
Posted 20 years ago2004-05-22 07:02:49 UTC
in Half-Life 2 Post #28181
At least it has a lot more possibilities to express your own idea's, less limits! And maybe that's even the most interesting... :)
Posted 20 years ago2004-05-22 05:44:06 UTC
in Half-Life 2 Post #28176
You forget new standards of implementing physics engines into gameplay, Pepper. And standards of interactivity with NPC's... :)
Posted 20 years ago2004-05-22 05:13:25 UTC
in Admitting Defeat Post #28173
There's still no real conversion rate between the real world and your HL2 levels. Waiting would be wasting time...
Posted 20 years ago2004-05-22 02:52:46 UTC
in Question about .wads Post #28158
but hey does it really matter what part of the world we live in?
I don't think it really matters. Whe only can't visit each other to hold a mapping-party... :P
Posted 20 years ago2004-05-22 01:47:18 UTC
in Question about .wads Post #28154
The people in this community are spread all across Europe and America. When someone speaks english that doesn't mean he lives in the US or UK. Although I would quickly think so too, I must admit... :nuts:
Posted 20 years ago2004-05-22 01:44:51 UTC
in Just a little teaser... Post #28153
I was inspired by this article:
http://www.ati.com/developer/gdc/Mitchell_LightShafts.pdf

Now you probably know how I did it... :)
Posted 20 years ago2004-05-22 01:42:28 UTC
in C++ Compiler Post #28152
Bloodshed Dev 4.0:
http://download.com.com/3000-2069-1683220.html?tag=lst-0-1
And I believe there were some free Borland compilers too, but I'm not certain.

I don't know if it's compatible with the Half-Life source, but you can always try. I believe most people use either Microsoft Visual 6.0 or .Net for compiling the .dlls.
Posted 20 years ago2004-05-21 17:38:58 UTC
in Just a little teaser... Post #28121
SFX? That seems to have something to do with sound...

But anyway, I might make some tutorials after my exams. How about low-poly, good looking, irregular moving water? Or irregular flames instead of your ever-repeating fire sprite?
Posted 20 years ago2004-05-21 17:33:07 UTC
in Admitting Defeat Post #28118
2,5 cm equals 1 inch.
Posted 20 years ago2004-05-21 17:31:06 UTC
in has coplanar plane Post #28116
Since the vertexes aren't on the grid, and during the compile process they are put on the nearest grid point, wich causes faces to be coplanar sometimes. Or other similar errors.
Posted 20 years ago2004-05-21 17:03:22 UTC
in Leak Post #28097
Oh, I'm sorry.

Well, you should get used to prevent leaks. Solving leaks is a nasty job. The best way is to avoid them.
Posted 20 years ago2004-05-21 16:36:10 UTC
in Just a little teaser... Post #28089
Mmh, it just has this strange blocky motive in it. It would just be faking you if I left it from the screenshot, non?
Posted 20 years ago2004-05-21 16:35:07 UTC
in Just a little teaser... Post #28088
It's not env_beams... :)

Mmh, I already told it... well, too bad, my mind wanders off to my exams now and then... :

I'm not the first one who has tried this? Oh, I would gladly believe so. In fact, I was inspired by a way some other engines create their light beam effects. It can be done in HL too but has some limitations. Only useable in certain spots. Still, very nice effect I think... :)
Posted 20 years ago2004-05-21 16:32:02 UTC
in testing my own maps Post #28087
see you for my next problem.
:)
Posted 20 years ago2004-05-21 13:38:15 UTC
in testing my own maps Post #28068
I've checked it out and your catwalk brushes aren't convex. Use two triangular brushes instead, or select the other two vertexes and create an edge between them, : / : instead of : : if you get what I mean. (: = 2 vertexes, / = edge). :)
Posted 20 years ago2004-05-21 12:44:50 UTC
in Favorite games (not including hl) Post #28065
Wow... actually, I don't really play so many games. I like to design them much more... :)

Well, I have some I really like(d):

Command & Conquer Tiberium series
Warzone 2100
Halo
Half-Life (Deathmatch)
Posted 20 years ago2004-05-21 12:41:31 UTC
in Just a little teaser... Post #28064
It's a teaser... I'm not telling how I made it yet... ;)
Posted 20 years ago2004-05-21 12:35:21 UTC
in testing my own maps Post #28063
It's you :)

No, I was joking. The error report function of Hammer does not report evreything that causes problems. For as far as I can see, these topside faces of that circular catwalk are non-planar. The don't lie on one plane, e.g. on one endless, flat face. The topside face is bended a little. The compilers make the face planar, wich causes it to be different from in the editor.

Let me explain some basics that brushes should always apply to:
1. Every face has to be planar.
2. No two faces can share the same plane.
3. The brush must be convex, not concave.

People that are new to the vertex manipulation tool often don't know this, wich causes a lot of problems. So I'd say again: do some research on vertex manipulation before you start using it.
Posted 20 years ago2004-05-21 12:26:45 UTC
in has coplanar plane Post #28062
Wow, that's a heavy bunch of errors!

Coplanar faces are faces that share the same plane. You should make them one face. The best solution is to recreate the brushes that cause these problems. In the menu, go to Map->Go to brush number... Then fill in the Entity number and the Brush number. You can see these numbers in the error.

Such bad constructed brushes can also cause other problems like the 'outside world' error. Fix all these bad brushed and compile again. I'd like to warn you about the use of the vertex tool. It's a very powerfull tool but one must know it before one can use it without causing problems. Every face must be planar, no two faces may share the same plane, and the brush must be convex, not concave.
Posted 20 years ago2004-05-21 10:02:13 UTC
in MOD MAKIN HELP Post #28038
Posted 20 years ago2004-05-21 09:54:00 UTC
in MOD MAKIN HELP Post #28035
Then experiment with triggers. Try to put an idea into a map. Just starting immediatly on a mod without ever before having released some work is a bad idea. Get some experience in working out your idea's.

A lot of people have idea's. You need to learn to work them out and actually put them into a working map. Mapping isn't just technical knowledge only, or creativity. It's also just doing it. Trial and error. But if you're just doing it, the results can be very satisfying... :)
Posted 20 years ago2004-05-21 09:44:27 UTC
in MOD MAKIN HELP Post #28033
If you haven't experienc with triggers, don't start a mod. You're free to try but I higly recommend learning the ins and outs of mapping first. Your lack of technical knowledge will limit your creativity. To have someone else do the entitiy work will slow the process down. Learn to work with entities.

Besides, do you have a good idea, a plan for a mod? Or do you want to mod for the sake of it?
Posted 20 years ago2004-05-21 09:44:04 UTC
in testing my own maps Post #28032
Grouping doesn't change anything to bad solids. The faces of these manipulated brushes are probably not on one plane anymore. And that's what causes these strange effects. ALWAYS be sure every face is planar.

I'd advise you to do some research on vertex manipulation before using it. It's a very powerfull tool in the right hands but when you don't know the basic rules that brushes have to apply to it causes errors very quickly.
Posted 20 years ago2004-05-21 09:36:17 UTC
in Video tutorials Post #28029
Very nice idea! I liked it!

I have some comments though:

1. Pipes often are more curved. Personally, I prefer them more like this:
http://www.websamba.com/captainp-home/custom/curved_pipes.jpg

2. Ctrl+L and Ctrl+I mirror (flip) the selection. I often find it more easy and faster than rotating.
Posted 20 years ago2004-05-21 08:41:32 UTC
in Just a little teaser... Post #28019
Posted 20 years ago2004-05-21 08:16:09 UTC
in Just a little teaser... Post #28015
One thing I'll tell you: it's not your standard fade texture...
Posted 20 years ago2004-05-21 08:15:07 UTC
in Just a little teaser... Post #28013
Posted 20 years ago2004-05-21 08:13:22 UTC
in Just a little teaser... Post #28012
Just a nice effect I think some of you will like:

http://www.websamba.com/captainp-home/cu
stom/light3.jpg

:)
Posted 20 years ago2004-05-21 08:10:11 UTC
in Model Creater Post #28011
Heavy Liquid Metal Coolant? ;)

What is HL Model Creator anyways? You mean you need a modeling program like Milkshape 3D?
Posted 20 years ago2004-05-21 07:18:26 UTC
in sunbeams Post #28002
http://www.websamba.com/captainp-home/custom/light3.jpg

Anyone said anything about light-beams? No? OK... :)
Posted 20 years ago2004-05-21 06:05:28 UTC
in Mix.wad Post #27992
Mmh, I think there's some misunderstanding here. You mean, only select the textures you're planning to use and put them into a .wad, instead of mixing up a lot of textures into a huge .wad file.

Anyway, -wadinclude will still only include the used textures from that .wad, whether it's huge or small. So, you can still use the seperate .wad files, and -wadinclude all of them. The results are the same when you mix these textures together into one wad file that you -wadinclude. My point: why the extra work of putting textures into one .wad file?
Posted 20 years ago2004-05-21 05:57:12 UTC
in good texture site Post #27991
http://www.contaminated.net/wadfather/

That should work. You may try Googling to find some textures too. I once posted a small list of websites that contain textures, somewhere on this forum too. If only I remembered where I posted that...
Posted 20 years ago2004-05-21 05:53:25 UTC
in Mix.wad Post #27988
Not necessary. -wadinclude only includes the used textures from the specified .wad file.
Posted 20 years ago2004-05-21 05:52:39 UTC
in testing my own maps Post #27987
Meh, ZombieLoffe was first. Anyway... I often let my fellow Dutch mappers test my maps, and vice versa. A really helpfull and nice way to find problems you don't have, and to test maps on lower-end computers.
Posted 20 years ago2004-05-21 05:50:48 UTC
in testing my own maps Post #27985
Yeah, shure, give us the link.
Posted 20 years ago2004-05-21 04:32:38 UTC
in cool mod idea. Post #27976
Noone said you're intermediate, neither did I. I just said it happens so often that people have a mod idea, and ask others to join them. Instead of starting to make content themself, showing it's not just an impulsive action.

I'm talking from experience, most mods don't make it. I joined up with two others a long time ago too. Our mod failed, just like the many. Don't underestimate it. But you're free to try and if it works, that's just great. If it doesn't work, well, you learnt something too... :)

I do some modeling, it's not so hard once you get the grasp of it. Some persons get it within a few weeks, others need months. Anyway, creating a mesh isn't that difficult after all. Skinning can be little harder to get right, and finally animating is the hardest part. Creating realistic animations, that is. Anyway, a model can easily be remodeled without having to change the animations. Only when the skeleton is modified, you'll need to reanimate the model.

I'm also doing some coding, albeit very basic still. It's not that hard to get a little understanding of C++. With basic C++ knowledge, one can make nice adjustments to the code. For the more complex additions, you'll need to have some more insight though.

Personally, I think it's very usefull to have at least a little knowledge of every area of game-design. Especially mod leaders might find it very usefull. You'll learn things are not just 'for some reason' acting like they do, but you'll see what goes on behind it. And with some effort you can turn it just the way you want. You'll also have a better oversight of what you can and can't do for your mod, and how many time and effort is needed.
Posted 20 years ago2004-05-21 01:38:58 UTC
in testing my own maps Post #27966
You're map is probably one of the so many, it's very little change someone downloads it. You'll have to organize a playtest yourself, gather some friends and play. CS players don't pick your map to playtest it, they want to play a good game. The ones you gather for a playtest know it's for a playtest and they will give you comments, wich is what you need after a playtest. Otherwise the whole playtest is useless.
Posted 20 years ago2004-05-21 01:35:33 UTC
in Mix.wad Post #27965
We all have the halflife.wad. It's not a good idea to let us download textures we already have. Only supply the ones we don't have. I'd say, don't merge these .wad files, use the seperate .wad files and -wadinclude the textures from the .wad files that not everyone has.
Posted 20 years ago2004-05-21 01:31:01 UTC
in Question about .wads Post #27964
The map needs to have a mapname.res file, wich is just a text file that stores the pathname and name of the files that are necessary for that map.

So if you have a map named killbox.bsp, wich uses killbox.wad and some custom sounds, cry1.wav and yell.wav, you'll have to create a file named killbox.res, wich should include the following lines:

killbox.wad
sound/ambience/cry1.wav
sound/ambience/yell.wav

Killbox.bsp is automatically downloaded, and whenever there's a .res file with the same name, it's downloaded too, as well as the files specified in it. You can make .res files easily with notepad, just give it the extension .res.
Posted 20 years ago2004-05-20 17:58:35 UTC
in My B-Day!!!! WEEEE!!! Post #27935
Strange indeed... :)

Well, if you have fun with it, then why not? :)
Posted 20 years ago2004-05-20 16:55:44 UTC
in Leak Post #27930
A skybox is a bad fix, don't teach it to newbies.
Posted 20 years ago2004-05-20 16:54:31 UTC
in BROADBAND Post #27929
ADSL at Filternet. Works fine for me, even filters most of the porn. Yech, how I hate it that people litter the internet with that!
Posted 20 years ago2004-05-20 16:15:19 UTC
in Grouping problem Post #27913
I don't know how you want these crystals to work exactly, but remember, a lot can be faked... :)
Posted 20 years ago2004-05-20 15:16:22 UTC
in My B-Day!!!! WEEEE!!! Post #27906
For me, mapping is a way to express my creativity, just like I see drawing. However, with mapping I can make interactive environments, wich can't be done with drawing.

Man, I like to express my idea's... No matter how old I am! :)
Posted 20 years ago2004-05-20 15:14:22 UTC
in My B-Day!!!! WEEEE!!! Post #27905
12h, 10010b, 22o, 18d.

Whatever. Why don't we just use the nonal system? I would be 20 then... :)
Posted 20 years ago2004-05-20 13:47:03 UTC
in Grouping problem Post #27872
Nope. Grouping has NOTHING to do with combining entities. Combining entities is NOT possible with HL. SoHL can do it to some extend, however.

Grouping in Hammer is just for ease of use, so you can select multiple brushes at once. It has nothing to do with anything in the game.
Posted 20 years ago2004-05-20 13:41:52 UTC
in cool mod idea. Post #27871
Does anyone here know what this mod would require? I mean, does anyone here REALLY know what making a mod requires?

I see it happen a lot of times that some moderate skilled mappers get an idea, get some friends to join up and think they can do it. I've done it too. And believe me, it's not gonna work.

CS was started by one man. TFC's core team was 3 men. It's not in the amount of people that join. It's their experience and motivation. Good mod's make content first, even if it means the one man has to make it, and only then they can get others to work with them. Experienced people won't join when there's nohing to show them the mod has potential. I'm not talking about the idea. I'm talking about how it's going to be worked out. We all have idea's. But only few people really have what it takes to work it out, to motivate themselves and actually MAKE IT. And that's not as simple as it sounds. A lot of mods die a silent death, because it had only an idea and noone that was really ready to work it out.
Posted 20 years ago2004-05-20 11:58:58 UTC
in My B-Day!!!! WEEEE!!! Post #27853
By 18 you should be making your own games? Are you nuts? Man, I'm still busy with my study man! And then again, I know people that are 30 that still map. It has nothing to do with age.

Besides, do you know the average age of a professional 3D-designer? Not that I know but it's sure over 18...
Posted 20 years ago2004-05-20 10:02:18 UTC
in models, the eternal nemesis Post #27833
The advanced options of a monster_scientist, I mean... :)