Forum posts

Posted 17 years ago2007-05-07 22:32:06 UTC
in A GIFT TO ALL TWHLer's Post #221357
Me needs a passwordz. I still don't even know what it is inside the file.
Posted 17 years ago2007-05-05 23:42:50 UTC
in Super glowy HDR Post #221114
Posted 17 years ago2007-05-05 05:11:52 UTC
in Half-Life: Hostage Situation Post #221048
None I can think of right now... since I see a city every time I go out on the street, it's never really been my favourite type of videogame area.
Most cities in games (HL2, Call of Duty...) are destroyed.
You could maybe go for a style similar to Max Payne, or the city in Poke646:Vendetta.
Posted 17 years ago2007-05-05 05:00:27 UTC
in Half-Life: Hostage Situation Post #221045
I've been doing some experiments and putting my mapping tips into practice.

http://img526.imageshack.us/img526/5790/hs3adp6.jpg

What you see there is an example of modulated architecture, with a quick copy+paste job letting me create big areas in no time. Does it suffer that much from repetition sickness? Well, not really. Alternating light colors, turning off some of the fluorescent lights and adding singular ceiling elements in key places takes away the unpleasant effect.
To the rest of the team, use this method if you want to save time working in certain areas.
Posted 17 years ago2007-05-05 04:48:34 UTC
in high r_speeds from weird vising. Post #221043
It's going to be hard if what you have there in the picture is a central vertical space. Too many portals would be connected in that case.

A useful tip would be to be more carefull when making brushes into func_walls, since ALL of the entity will be seen by the engine once it has seen at least something. For example, if you selected every leg make of every table and made one func_wall out of that, if only one of those legs was visible, the engine would automatically render the rest (it interprets the whole func_wall should be visible)
Posted 17 years ago2007-05-05 04:25:18 UTC
in Help! Math problem in mapping Post #221040
149.6 would be the seconds needed for a full rotation, not the speed of an outer point.
So, if it takes 149.6 seconds to rotate 360 degrees, it will move at 360/149.6 = 2.40642 degrees per second. That would be the rotating speed.
Posted 17 years ago2007-05-05 02:41:09 UTC
in HL:OIFH Post #221031
The part that takes over when you can't get your arches to line up
In those circumstances, this little insect tells me to forget about arches and do something easier ;)
Posted 17 years ago2007-05-04 16:32:36 UTC
in Maps of Schools/ Other Public Places Post #220997
and just because it isn't uppidy
What exactly does that mean?
Posted 17 years ago2007-05-02 23:25:57 UTC
in Maps of Schools/ Other Public Places Post #220789
What the...

My first map was my High School in Paris. A year after finishing it, my art teacher asked me to install HL in a PC in the teachers room and some teachers stopped by to see it. They thought it was hillarious and told me I had done a good job (though the map is actually not that great).

Two years ago, I made part of my university campus in HL1 for a class project in which we had to expand it. My two computer lab teachers saw it and though it was funny.

Now, imagine if I lived in Pennsylvania. The cops or FBI would be at my door asking if I had plans to murder people at Kaufmann House since my CS map is so detailed... pathetic. Ignorance is harmful.
Posted 17 years ago2007-05-02 17:47:02 UTC
in Half-Life: Hostage Situation Post #220762
My moddb username is Kasperg.
Posted 17 years ago2007-05-02 17:05:51 UTC
in Half-Life: Hostage Situation Post #220754
No, I'll work on Chapter3 from scratch.
Posted 17 years ago2007-05-02 14:20:10 UTC
in Half-Life: Hostage Situation Post #220727
Well it's definately some motivation for me, as I grew tired of making hldm maps I never even play. Idol Hunt proved I suck at storytelling on my own.
(Just don't ask me to do any Source-related things right now. Hammer4 and me have decided to give ourselves some time to think about our relationship, specially since Cryengine and UnrealEngine are thinking about moving into the neighborhood)
Posted 17 years ago2007-05-02 10:09:39 UTC
in Half-Life: Hostage Situation Post #220694
I mean, are you guys finishing it or are there still whole maps to do from scratch?
I'm probably going to go through the planning stages for it all over again.
:(
Posted 17 years ago2007-05-01 11:58:13 UTC
in Ocean Temple Post #220601
When you load a map, the engine searches for the textures and loads them in this order:

1)In memory (if for example you just came from a map that had a texture with the same name, the one in your current map will be replaced by the texture that was present in the previous map!)

2)In the BSP, if you wandincluded it.

3)In the WAD file, if it's available.
Posted 17 years ago2007-05-01 11:21:45 UTC
in Ocean Temple Post #220595
People don't mind maps no gameplay, as deathmatch maps are still being downloaded and looked at even if they are not being played.
What people don't really like is re-downloading a map with only 'cosmetic' changes. If you release samples of your artistic improvements, when you release the whole mod, none of it will be that interesting anymore.
Posted 17 years ago2007-05-01 11:00:46 UTC
in Half-Life: Hostage Situation Post #220592
What's the status of the mod?
I mean, are you guys finishing it or are there still whole maps to do from scratch?
Posted 17 years ago2007-05-01 09:34:47 UTC
in Ocean Temple Post #220579
I think people are looking forward to something playable.
Posted 17 years ago2007-04-28 21:03:57 UTC
in GoldSource Mapping Tips Post #220370
Repetition & uniqueness
Ok, so we know that when we are mapping, using repetitive structures or texturing is usually considered bad practice. On the other hand, it's one of the most important ways used to build real places, and mainly a fast one.
So let's say you are in a big room, full of pillars everywhere. If they look bad, the fact that there are many of them only makes it worse. But what if they look good, or they are slightly different from one another? Then you've probably found a formula to make a reasonable and cohesive place with a minimum amount of effort (most will be copy/paste).
Now imagine you've just finished the architecture for that room. It might still look boring. That's when you would introduce other parameters for uniqueness: You could, for example, make the place really dark, and add very focused lights in key places. What at first was just a bunch of pillars in a room, might look like a mysterious forest of concrete, in which being below a lamplight and far from it makes all the difference.

In other occassions, we are forced to make things that look alike. Think of a city, like City 17. All the buildings have a similar style. But are they the same? Nope. Some are broken, some have a set of awnings, some are taller, others are completely in shadow, etc.

The point is. Even though real-world structures and architecture is full of repetitive elements, as level designers our duty would be to change that feeling since it only gets worse with a game's simplifications (such as using tiled textures for big surfaces). Decals, sunlight, artificial light, props... you name it. Just give a player a reason to be there, to make him/her forget the place was made by you, and instead it exists on its own.
Posted 17 years ago2007-04-27 17:11:33 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220294
Mapping projects require time and inspiration. Without inspiration, you can have all the time in the world and still not be able to complete a project. With inspiration, you can sometimes find time where there isn't any (I realized this while mapping at 3:00 AM on a random Christmas vacation day. I knew exactly what I had to do to finish Kaufmann House, and that's what made it possible).
I didn't know where my mod "Kasperg Evolution" was going years ago, and it died. Same for "Antimatter" and tons of other maps, mainly HL2SP stuff. Working on smaller things (like random DM maps) proved to be the right direction for me. The "Sandscroll" theme only worked for 2 SP and a DM map. "Idol Hunt" was in fact the only instance where I sometimes had to do more than I intended because ideas kept coming in. But it also stopped suddenly.

Maybe a problem with 6-D was that the mechanics and concepts were never fully decided, and Rimrook kept innovating and exploring possibilities instead of doing the 'mass mapping' that any mod requires from us. Eventually, the initial idea and the wonder of creating materials and models fades away, and the prospect of having to map a lot is less exciting.
It's really hard to find a balance between time, inspiration and planning.
Posted 17 years ago2007-04-27 11:23:41 UTC
in hbsp crash Post #220254
I've had tons of crashes because of the
Warning: Larger than expected texture
error. That's all I can say.
Posted 17 years ago2007-04-27 10:59:58 UTC
in What games to buy Post #220249
Bioshock will be released in June.
Posted 17 years ago2007-04-26 21:34:02 UTC
in Competition Map Vault Section Post #220218
The point is, 7 of the last 15 finished maps are from a minicompo.
Posted 17 years ago2007-04-26 14:23:51 UTC
in Random Mini-Compo #00001a - Hallways Post #220189
Afaik the likeness stops there.
Stop making bullshit accusations on purely coincidental likenesses.
Lulz :lol:
http://img480.imageshack.us/img480/4666/coincidencelz7.jpg

That doesn't mean it doesn't deserve some credit. Few people can manage to make a HL1 map look like a D3 map!
Posted 17 years ago2007-04-25 13:54:37 UTC
in hbsp crash Post #220124
Impossible to know without the log.
Does HL give any special console message before loading the map and crashing?
Posted 17 years ago2007-04-23 21:42:18 UTC
in yeah so new HL1DM map Post #219920
Cathedrals come at all sizes and proportions, so anything you do is fine as long as it's free of mapping errors. People might mean it doesn't look like a gothic cathedral (such as the famous Notre-Dame), but there are lots of types.
The problem is that the current texture you used makes it look more like a castle. If you consider the german westwerk (as in 'God's castle'), it is not uncommon to find similarities. After all, cathedrals were often used as fortresses in uneasy times!

http://www.prostor-ad.cz/dejiny/roman/uvod/ww.htm

http://www.pitt.edu/~medart/menuglossary/westwork.htm

http://home.att.net/~mynormandy/postcard-jumieges-screen.html
Posted 17 years ago2007-04-21 18:14:02 UTC
in [WIP][HL1] Xen Assault Post #219704
The first one looks great. For the second screenshot, I'd say you should make your own glass texture. I doesn't take long and it will probably look better than the HL glass we've been seeing for years. At least in surfaces as big as those.
Posted 17 years ago2007-04-21 15:28:57 UTC
in Virginia Tech Shootings Post #219690
Oh, come on, we all know the videogame phenomenon of the last quarter of the 20th century is responsible for thousands of years of violent human nature! :D
Posted 17 years ago2007-04-21 14:27:20 UTC
in Fucking bullshit. Post #219687
For me, there are three types of Islamist terrorism.

-The one that works as endless retaliation (a guy blows himself up near a tank because an Israeli/US/etc missile brought down his house and half his family).

-The one that works as pure terror and "metaphorical" vengeance, in which the victims are many more and have much less to do with the supposed conflict.

-The one that apparently looks just like the previous one, but in which the attacks have some sort of outside help and have the objective of a political change of some sort.
Posted 17 years ago2007-04-21 10:01:13 UTC
in Fucking bullshit. Post #219659
The word 'news' means that exactly. News.
The fact that dozens die in Iraq everyday makes it not be a unique incident. That doesn't mean it's not horrible. But it's been commented tons of times.
Why do we seem to care more about the VT shootings than the Somalia incidents? Speaking for myself, it's easier to relate to engineering students in a western country I lived in than thinking about the casualties caused by fights between the Ethiopian army and Somalian and Islamist fighters.
Posted 17 years ago2007-04-20 02:20:46 UTC
in Current project Post #219576
My current project is staying away from both Hammer Editors...
Actually, I did some Source material experiments not long ago, as well as learning how to use the filter_activator entity. But nothing serious.
Posted 17 years ago2007-04-19 18:15:59 UTC
in Can education prevent wars? Post #219558
Education would help people to value life a bit more. You'll see a lot of armed conflicts in which people are just used as cannon fodder that die because Leader-X wants this or that resource from the country of Leader-Y.
Through education, people would also learn history and learn from past mistakes, as well as being able to detect lies and false excuses for war. Leader-X tells his people that the people of Leader-Y hate them. Leader-Y says that the people of Leader-X hate them. They don't know each other, they don't really hate each other, but since Leader-X and Leader-Y DO hate each other, the rest must die for them. It's pretty interesting to know that the ones responsible for starting a conflict usually never die these days.

I could elaborate more on these points, but I think you can already take off from these ideas.
Posted 17 years ago2007-04-18 21:49:27 UTC
in Virginia Tech Shootings Post #219483
without a gun, a crazy person would just resort to something else like a knife...
Which would make it easier to control him and certainly not making him able to kill so many people, as has already been discussed.
Posted 17 years ago2007-04-18 21:19:18 UTC
in Virginia Tech Shootings Post #219481
Then comes the question of other lethal tools... knives, axes, chainsaws, even screwdrivers...
A gun is not a lethal tool, it is a lethal weapon. You don't cut a Thanksgiving turkey with a gun, you don't chop down a tree with a gun etc.
Just because one is a projectile shouldn't change anything. Anyone can make their own bow, and everyone would agree it is ridiculous to outlaw bows and arrows.
Just answer one question. Would this Cho guy have been able to kill 32 people with a bow and arrow? or with a screwdriver, an axe? Certainly not in two hours.

Hunting might be OK, but those two guns he used were not hunting weapons...

You should also take notice that the fact that those weapons are available plays a big part when these people plan out their crimes. I keep hearing that they would get weapons from somewhere else, but maybe they would just act in a completely different way if they knew getting and using firearms was a more difficult task. It makes you think.
Posted 17 years ago2007-04-18 18:37:47 UTC
in Virginia Tech Shootings Post #219465
Yes Elon, but that's off-topic.

My view of the event.
A 23 year old psycho with guns was able to murder 32 people who amazingly didn't have a gun to fight back even though it's their right. Wait, guns are not allowed at campus, so that makes the ability to use weapons an advantage only to those who use them for crimes!
Incredible and most of all unfortunate paradox.
Posted 17 years ago2007-04-18 16:52:36 UTC
in Virginia Tech Shootings Post #219460
WCD was the one that brought it up. We were only talking about the shootings until then.
I feel it's a good thing we, being the world, stopped them before they could accomplish these goals.
It's not the first time people's real deaths happen to prevent other hypothetical deaths (A-bomb, anyone?). Is it enough to justify it? I really don't know.
Posted 17 years ago2007-04-18 15:49:25 UTC
in Virginia Tech Shootings Post #219453
President's are just puppets. Lobbies (like manufacturers of war machinery and weapons) are the ones really in control of foreign politics. That's why only some dictatorship's are fought against and others are left untouched.
Posted 17 years ago2007-04-18 09:27:49 UTC
in Virginia Tech Shootings Post #219415
In that sense, you are right. They should have been banned many many years ago, just the way it happened in other countries.
Now that one out of three households in the U.S has a gun, it would be quite impossible to do.
Posted 17 years ago2007-04-18 09:19:54 UTC
in Virginia Tech Shootings Post #219413
they seem to think that banning firearms helps stop the bad guys
For the nth time, NO. Banning the purchase of firearms helps to stop normal people with serious problems from becoming bad guys, as well as stopping unfortunate accidents.
. 50 years ago, a crazed gunman like this would have been dealt with almost immediately by brave-enough individuals. Unfortunately, this is no longer the case as everyone is taught to back off, thus putting everyone's life in danger.
That makes no sense at all. Brave enough individuals shooting at the crazed gunman can cause other casualties because of crossfire. And just one question. IF you are allowed to have weapons in the US, how come none of those 32 people had a gun and shot back? Where was the effective right to protection you are all claiming?
The current laws prevent law-abiding citizens from taking their weapons into places like the university campus, while killers can still do so!
In short, the right to purchase a weapon only helped Cho Seung-Hui in this case. The unfolding of events prove all of you pro-gun people wrong! :

Edit: Let me extrapolate the case to another uni in another country. The victims would have been unarmed just as well, but Cho would not have been able to get spend his +500$ in a gunshop. That's the point I'm trying to make.
Posted 17 years ago2007-04-17 19:53:26 UTC
in Virginia Tech Shootings Post #219385
guns don't kill people, people kill people.
Actually, guns in the hands of people kill people.
If those hands are irresponsible hands, you get killings. You can get weapons illegaly in Europe too, but a student would have very hard time getting one, I assure you.
A killer with a knife would have some difficulty killing 32 people on a university campus, I have no doubt of that either!
I think that law was made before proper security forces (police, FBI, army) were established as we know them today. In the civilized world, trained people are in charge of law enforcement through the use of firearms. Citizens are much more unpredictable in comparison, and you just shouldn't allow crazy Bob to own a rifle so easily because anything could happen.

I won't discuss the economic and military achievements of the US in the past century, because it has little to do with the topic.
However:
And, yes, thanks to us at least Iraq is currently seeing a little stabilization.
I'm sorry WCD, but that is so far from the truth! Saddam, as evil as he was, was acting as a knot, sort of speaking, which held together a number of different groups (mainly Sunni, Shiite and Kurds) which really hated each other long before. When the US took away Saddam, they broke the knot and unleashed a civil war. It's as simple as that. Iraqi people now live with more fear than they did with a dictator. So much for freedom. :(
Posted 17 years ago2007-04-17 18:38:05 UTC
in Virginia Tech Shootings Post #219380
If the public is revoked of the right to own guns, criminals will still get their hands on guns. All you'll be doing is taking away law-abiding citizens' ability to defend themselves.
No... The right to own guns turns much of the public into potential criminals and greatly increases the probability of so called 'accidents', thus increasing the gun-homicide rate. This korean guy wasn't part of a big mafia. He was just a 23 year-old student, who thanks to 'freedom' got hold of real weapons. At least that's the way I see it.
Maybe the right thing to do would be to allow people to wear kevlar vests or something... :|
Posted 17 years ago2007-04-15 20:06:15 UTC
in I'm in Italy! Post #219198
I was in Italy for 10 days back in 2002, and Venice was what I liked the most. The architecture, the trip there by boat and the absence of cars in the city were some of the details that made it seem we were in some other dimension.
(Okay, maybe the fact that I didn't sleep at all in the 20-hour bus trip from Paris could have altered my perception a bit. :nuts: )
Posted 17 years ago2007-04-15 19:57:39 UTC
in FPS Problem Post #219196
In other words, headaches have nothing to do with fps, it just happens because of flickering, scanning and refresh rates of CRT monitors.
Posted 17 years ago2007-04-15 18:44:43 UTC
in Created Mod: No HUD? Post #219189
There might be no hud because the player needs a HEV suit.
Posted 17 years ago2007-04-15 18:43:28 UTC
in Map Fatal Error Post #219188
A luxel is a pixel of the lightmap scale. The more you have, the more detailed the shadows look.
You might have an excessive shadow detail in a certain face. Maybe you used a big texture on a small brush, I'm not sure.
Posted 17 years ago2007-04-15 06:47:12 UTC
in FPS Problem Post #219146
Ok, what I meant by refresh rate was how many times the image changed per second, which in my case is only 40 times, once every 25 milliseconds.
Posted 17 years ago2007-04-15 00:00:32 UTC
in Changing Model Materials - Map Specific Post #219135
I have no experience with models, but in the thread below they seemed to be talking about something similar. Although I think they had to create a different file for the model, not just the materials. I would be tricky to get pakrat to include both properly...

http://www.hl2world.com/bbs/-vp45655.html
Posted 17 years ago2007-04-14 06:37:34 UTC
in FPS Problem Post #219011
Any monitor that's set at 60 Hz is going to make my eyes hurt!
Like a normal TV? (unless it's PAL @ 50 Hz)
I don't really know the exact relationship between refresh rate and resolution. I've been using my computer for 5 years with a crap screen response time of 25 ms, which means 40 fps @ 1024x768. I get no headaches at all and never did (in case you think I just grew accustomed to it).I do get sad when I plug the Ati to the TV and see how much better it looks with those extra fps.

And srry was correct. Films have a lower framerate to give it a cinematic feel. When you are changing channels on TV it's not that hard to know in a couple of seconds if what you are seeing is a film or a commercial, news, documentary film etc.
Posted 17 years ago2007-04-13 13:17:35 UTC
in FPS Problem Post #218927
So, if I show you the same video at 30 fps and 24 fps, you won't be able to tell the difference?
I'm leaving right now but if I can remember, I'll give a link of the same video at different framerates.
Posted 17 years ago2007-04-13 12:16:45 UTC
in FPS Problem Post #218920
I can't convince you because I don't think it's that way!
A film does NOT run as smoothly as a PC game or as smooth as normal footage shown at 30 fps (like the news on tv). Films have less framerate and I certainly can tell the difference between 24, 30 and 60 fps.
Do you see a game run smoothly at 24 fps? I think it's actually on the bad side of framerate numbers... :confused:
Posted 17 years ago2007-04-13 11:27:49 UTC
in FPS Problem Post #218909
Elon, we were talking about computer games, not animation. I already know what the framerates are for films and cartoons. But your TV screen can output 50 or 60 fps, just like Penguinboy just said. If you plug in a camcorder to your TV so it shows what the camera is recording LIVE, framerate will be 30, not the 25 that gets recorded on the tape or disc.
Kasperg if your TV or computer show movies with slight lag thats because it shows less then 24 fps or it justs stops alot of times.
The fact is, it doesn't. My computer games look much more smooth on my pal TV (50 Hz) than on my TFT screen (40 Hz)
Conclusion, it's impossible to have in a TV more frames, basicly because they don't exist, the computer can create more frames because it creates them on the spot.
Exactly. Your computer can create more frames and your TV can show them up to 50 or 60 fps.

Edit:
http://img175.imageshack.us/img175/3457/hzyq5.jpg