Forum posts

Posted 7 years ago2017-07-26 08:55:43 UTC
in Post your screenshots! WIP thread Post #336394
Indeed, you can alter the look of the map with just one detail texture.

The detail textures made my map even darker, but that's exactly what I wanted to achieve. This place is "dead" after all.

Also, Sven Coop doesn't have the env_rain entity. How are you going to implement rain then?
Posted 7 years ago2017-07-26 07:06:58 UTC
in TWHL Pockets Post #336392
I was thinking of creating a dark Quake-like level with keys and secrets...
Posted 7 years ago2017-07-26 01:07:14 UTC
in Post your screenshots! WIP thread Post #336384
There are actually three detail textures: one for the ground, one for the rock and one for all the buildings and interiors. I also adjusted the scale of the Dtextures for every single texture. The effect is great to be honest.
Posted 7 years ago2017-07-25 23:07:12 UTC
in Post your screenshots! WIP thread Post #336381
I liked those detail textures so much I filled the whole map with these:
User posted image
I shouldn't have done that I suppose?
Posted 7 years ago2017-07-25 16:39:05 UTC
in Post your screenshots! WIP thread Post #336363
Posted 7 years ago2017-07-25 15:32:36 UTC
in TWHL Pockets Post #336360
So I can freely destroy the start portal with some falling rocks or something like that as soon as player gets out of it?
Posted 7 years ago2017-07-25 14:23:24 UTC
in TWHL Pockets Post #336355
I'll join the project when I'm done with my HLDM map. Shouldn't take longer than 2-3 days ;) .
Posted 7 years ago2017-07-24 23:38:33 UTC
in Post your screenshots! WIP thread Post #336343
Thanks to the new cave building method, LeafThread now takes 3 seconds less to finish and the amount of faces (in-editor) has decreased from over 20k to 19010. Not a big improvement, but still better than nothing.
Posted 7 years ago2017-07-24 22:06:57 UTC
in TWHL Collaborations Post #336341
Alright, if I have to use the custom features, so be it.
Posted 7 years ago2017-07-24 21:31:30 UTC
in TWHL Collaborations Post #336333
Well, then I have to participate.
Posted 7 years ago2017-07-24 21:30:31 UTC
in Now Gaming: ... Post #336332
"In fact, I'm going to play Crysis on it again."
And you told me you don't like turn-based strategies...
Posted 7 years ago2017-07-24 21:17:06 UTC
in TWHL Collaborations Post #336326
@The Mad Carrot

Some people (not me) may need to use scripted_sequences in their maps and SoHL causes problems with these entities. So Vanilla GS is a better choice in my opinion.

@James Luke

But it is Not a competition. Or is there something I don't know about the upcoming collab?
Posted 7 years ago2017-07-24 20:29:38 UTC
in TWHL Collaborations Post #336317
@Urby

With my laziness a month won't be enough I think. So I doubt I will be useful in any way.
Posted 7 years ago2017-07-24 19:55:40 UTC
in TWHL Collaborations Post #336314
"There would be a strict time limit on the first draft of maps (probably around a month)"
How do I cancel my vote?
Posted 7 years ago2017-07-24 19:38:39 UTC
in Post your screenshots! WIP thread Post #336312
This looks... Incredible. You're a pro! I wish I had your skill.
Posted 7 years ago2017-07-24 19:20:53 UTC
in Quick Static MDL In kHED Post #336307
@Admer456

Wow. I'll try to get it as soon as possible then.
Posted 7 years ago2017-07-24 19:10:18 UTC
in Post your screenshots! WIP thread Post #336286
Added detail textures:
User posted image
Posted 7 years ago2017-07-24 18:56:08 UTC
in Quick Static MDL In kHED Post #336304
@The303

Does 3DS Max have the "Snap-to-Grid" feature as well? Forgive me for such a dumb question.
Posted 7 years ago2017-07-24 13:09:44 UTC
in TWHL Collaborations Post #336296
"So I'm thinking Spirit of Half-Life after all"
It means we have to sacrifice monstermakers and scripted_sequences.
Is it worth it?

By the way, what version of SoHL will be used?
Posted 7 years ago2017-07-23 21:40:50 UTC
in Well... Some help for Sledge. Post #336281
Well, since you got it to work, you don't have to download Jackhammer, at least for now.
Posted 7 years ago2017-07-23 20:33:30 UTC
in Well... Some help for Sledge. Post #336278
Well, try Jackhammer again. If it doesn't run then you probably need some kind of API I suppose.

I guess it requires NET Framework to run, but I'm not sure.
Posted 7 years ago2017-07-23 20:30:48 UTC
in Post your screenshots! WIP thread Post #336276
I'll keep monitoring the ModDB page then.

Yes, the walls are going to stay. Before I got this idea I used that way instead:
User posted image
Those are wbrushes, so they affect VIS. Because of that the map takes longer to compile.

Heh, maybe I'm not that silly...
Posted 7 years ago2017-07-23 20:08:04 UTC
in Well... Some help for Sledge. Post #336273
I sent him a PM with a link to the fgd file taken straight from the Steam HL SDK. It should work.
Posted 7 years ago2017-07-23 20:06:19 UTC
in Post your screenshots! WIP thread Post #336272
@Snehk

Those bordering walls are the hull. The sets of triangles are func_details. It's like making a fake tunnel like this:
User posted image
But here you use the fake terrain instead of just prisms.

As for SE2, I hope you're not going to port your project to it. What if when you release it I'll want to make some custom content for it? :D
Posted 7 years ago2017-07-23 19:20:24 UTC
in Well... Some help for Sledge. Post #336267
Well, the compiling tools and FGD files are basically the same for both Sledge and VHE. But if don't have any tools/fgd files at all, then here's the link to the compiling tools:

VHLT v33

I'll try to find the fgd files later. Try looking for them in your "valve"/"cstrike" folders.

EDIT:

A CS 1.6 fgd file

Failed to find a fgd file for HL maps, but there's something you can still do:

-You can download Jackhammer (J.A.C.K.), which contains a HL fgd file (and the latest version of the VHLT compilers as well)

-If you don't or can't download jackhammer, you can try copypasting this into a .txt file and then changing ".txt" to ".fgd".
Posted 7 years ago2017-07-23 19:09:24 UTC
in Post your screenshots! WIP thread Post #336268
Discovered a more performance-friendly way of making caves:
User posted image
@Snehk

Storm Engine 2?
Posted 7 years ago2017-07-23 07:23:36 UTC
in Lights lulz!!! Post #336246
or use -ambient 1 1 1 parameter for HLRAD
Posted 7 years ago2017-07-22 19:08:50 UTC
in Post your screenshots! WIP thread Post #336237
I'm too silly for this site xd
Posted 7 years ago2017-07-22 16:37:54 UTC
in Post your screenshots! WIP thread Post #336234
@Rimrook
"like if the player is seen"
Seen not by the NPC itself, but by the engine, I think that's how it works.
I'll test it when I have some spare time.

You can simulate stealth with cleverly placed triggers and scripted sequences as I said. I think this will look and work much better.
Posted 7 years ago2017-07-22 08:14:23 UTC
in Post your screenshots! WIP thread Post #336230
"Anyway, I'm sure there's a way to add stealth. You'll see."
If I were you I'd just mimic it, so players will THINK the map has stealth.
Posted 7 years ago2017-07-22 07:12:12 UTC
in Post your screenshots! WIP thread Post #336223
Don't know where you found such a term as Svengine, but it's still GS, even though it's modified.

Of course, you can implement illusionary stealth without coding. The simpliest example is a dark jail map with spotlights scattered around. When you enter a spotlight beam, the alarm gets activated. That's the simpliest form of stealth.

Or you can try to do something with scripted_sequences.
Posted 7 years ago2017-07-21 23:45:28 UTC
in Post your screenshots! WIP thread Post #336217
How would you implement stealth into a GS map?
Posted 7 years ago2017-07-21 16:31:05 UTC
in TWHL Collaborations Post #336208
@Shepard62700FR

Oh, I get it now. I thought you meant everyone must code their own entities.

And are you sure I'm Windauz?
Posted 7 years ago2017-07-21 15:46:10 UTC
in TWHL Collaborations Post #336203
Then the maps made by those who knows nothing about coding will not be accepted I think. I'm not smart enough to code even somethng simple.
Posted 7 years ago2017-07-21 14:19:44 UTC
in TWHL Collaborations Post #336197
Maybe you're right. When you're limited to a tiny map and can't impress the player with the beautiful architecture, gameplay comes to help.

So it looks like I have no other choice than use SoHL.
Posted 7 years ago2017-07-21 12:34:12 UTC
in TWHL Collaborations Post #336194
I'd like it to be optional.
Posted 7 years ago2017-07-21 12:09:25 UTC
in Post your screenshots! WIP thread Post #336192
Alright, time to set up the ambience system. I'm surprised that HL1 plays the ambience sounds I ripped straight from HL2.
Posted 7 years ago2017-07-20 13:22:19 UTC
in (Help) .prt files in GoldSRC Post #336173
Ask someone to compile it for you. This way we can see if it's really stuck or just needs more time.
Posted 7 years ago2017-07-19 17:05:18 UTC
in New and Simple Post #336156
I'm glad I don't do modelling for GoldSrc.
Posted 7 years ago2017-07-18 19:34:40 UTC
in Post your screenshots! WIP thread Post #336139
If only Jackhammer supported Source I'd spent the whole summer making complex scripted sequences and beautiful outdoor environments.

Well, in fact Jackhammer can open and edit a .vmf file, but some key features like displacemens and the I/O system aren't supported. And they still keep adding those useless achievements...
Posted 7 years ago2017-07-18 17:16:46 UTC
in Post your screenshots! WIP thread Post #336134
Well, to me it looks a bit claustrophobic. Just my opinion.
Maybe I simply got used to large interiors.
Posted 7 years ago2017-07-18 17:10:51 UTC
in Post your screenshots! WIP thread Post #336131
Maybe it's just me, but you should raise the ceiling a little. The light that is emitted by candles looks unnatural, try to lower the brightness.
Posted 7 years ago2017-07-18 15:17:57 UTC
in New and Simple Post #336122
You can copy the code of another monster (monster_barney or monster_scientist for example) and change the model later on. I'm not a coder, but I have an idea how does all this work.
Posted 7 years ago2017-07-18 13:46:44 UTC
in New and Simple Post #336118
...or just code a new monster.
Posted 7 years ago2017-07-15 20:42:28 UTC
in cycler? Post #336082
Use Jackhammer or Sledge. Hammer is obsolete.
Posted 7 years ago2017-07-15 20:02:21 UTC
in cycler? Post #336080
I should note that "skin" and "body" can be applied not only to cycler/cycler_sprite, but to any enity that uses a model. The model must have additional skins/bodygroups though. That means you can change the "body" parameter for monster_human_grunt, for example.
Posted 7 years ago2017-07-15 19:17:04 UTC
in cycler? Post #336077
Well, first - don't use cycler. When you shoot at the model placed with it, it bleeds with gray-colored blood. Use cycler only to position the model, and then swap it to cycler_sprite when you're fine with the position.

Second - cycler usually automatically creates a collision hull for the model. Strange... However, cycler_sprite does not, so you should use CLIP brushes to make a collision hull for your model. It doesn't have to completely repeat the shape of the model you placed though.
Posted 7 years ago2017-07-15 13:12:17 UTC
in Now Gaming: ... Post #336075
You can turn off all the graphical features Darkplaces offers and play the "vanilla" version of Q1.
Posted 7 years ago2017-07-15 12:58:59 UTC
in Post your screenshots! WIP thread Post #336073
You obviously should try KotOR I and II. There's a lot of interesting game mechanics you might want to use in your project.
Posted 7 years ago2017-07-15 12:23:00 UTC
in Post your screenshots! WIP thread Post #336071
I guess the gameplay is going to be a mix of "Dark Messiah of Might and Magic" and "Knights of the Old Republic", right?