Forum posts

Posted 12 years ago2012-04-11 09:42:43 UTC
in 10 April, 2012... Post #305251
Sorry for your loss, I hope your kitty has many fishes in kitty heaven, since cats love fishes right?
Skals SkalsLevel Designer
Posted 12 years ago2012-04-09 21:11:36 UTC
in Vluzacn's Half-Life Tools v34 Post #305150
That is quite a big difference, new one looks a lot more atmospheric, although I'm not sure if it's a dark look you were going for, if not just increase the brightness of those lights.
Skals SkalsLevel Designer
Posted 12 years ago2012-04-09 20:31:58 UTC
in Vluzacn's Half-Life Tools v34 Post #305145
God, can you guys not see? It says it right there at the bottom
Howto Fix: Configure game directory pathes for hlrad in file '<tool path>settings.txt', and make sure this wad file either has been included into bsp by hlcsg or exists in one of the game directories.
He obviously didn't configure his setting.txt to have the locations of all wad files used... and you guys are having such a hard time lol. It says it in the readme when you dl vhlt, that you have to specify all paths to ur .wad files in the settings.txt, very simple.
So all you have to do is - put the lime in the coconut.
But seriously, open your flippin vhlt folder, open the settings.txt, and put the directories in there replacing his default ones.
Skals SkalsLevel Designer
Posted 12 years ago2012-04-09 11:59:34 UTC
in Team Mapping Post #305114
So I wasn't really keeping up with this thread, what are you guys doing here? Are y'all making a mod for Source?
Skals SkalsLevel Designer
Posted 12 years ago2012-04-06 07:41:28 UTC
in Post your screenshots! WIP thread Post #304977
I think it looks quite realistic...
Skals SkalsLevel Designer
Posted 12 years ago2012-04-06 07:08:45 UTC
in Post your screenshots! WIP thread Post #304975
Here are some screenies from my latest deathrun map for counter-strike:
User posted image
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Skals SkalsLevel Designer
Posted 12 years ago2012-04-06 06:31:10 UTC
in Half-Life: Legend of Zelda Post #304974
This is awesome, and it's actually something many people would play.
Skals SkalsLevel Designer
Posted 12 years ago2012-03-28 09:49:50 UTC
in Competition 32 Post #304720
Who was in 4th? Tetsu0? Would you like a beta key?
Skals SkalsLevel Designer
Posted 12 years ago2012-03-26 17:16:23 UTC
in The Official CS:GO Thread Post #304637
But it wasn't disappointing at all.
Skals SkalsLevel Designer
Posted 12 years ago2012-03-26 06:06:43 UTC
in The Official CS:GO Thread Post #304619
Does anyone know if CS:GO will use the same hammer 4.x as CS:S? and if that's so, won't CS:S maps be importable into CS:GO?
Skals SkalsLevel Designer
Posted 12 years ago2012-03-09 18:27:35 UTC
in Post your screenshots! WIP thread Post #304099
User posted image
Skals SkalsLevel Designer
Posted 12 years ago2012-03-09 07:07:37 UTC
in The Official CS:GO Thread Post #304083
I'm going to move to CS:GO instantly, Joining a community of CS:GO mappers, and will become a BAUSSS CS:GO mapper that people will look up to.
Skals SkalsLevel Designer
Posted 12 years ago2012-03-09 07:02:32 UTC
in Post your screenshots! WIP thread Post #304082
Waiting for 50 more Joebama screenshots Cough.
Skals SkalsLevel Designer
Posted 12 years ago2012-03-07 08:25:52 UTC
in Something my friends should know... Post #304031
Seems like you've gone through a lot in your life. I hope it goes well, good luck.
Skals SkalsLevel Designer
Posted 12 years ago2012-03-06 11:26:29 UTC
in Func_detail Post #304007
hotdog take a chill pill.
Skals SkalsLevel Designer
Posted 12 years ago2012-03-02 06:56:01 UTC
in Hammer clip tool sucks? Post #303877
I've never had problems with clip. Always use it, never get vertex problems. I use that handy new tool from Vluzacn for exporting the .map file more accurately though.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-28 22:04:54 UTC
in Post your screenshots! WIP thread Post #303823
I liked that movie, Pitch Black that is.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-28 07:04:49 UTC
in spawn with suit Post #303814
Useless-poster...
U mad bro?
Skals SkalsLevel Designer
Posted 12 years ago2012-02-28 07:02:31 UTC
in Func_detail Post #303813
Well that was the case for func_wall too, except this entity works better due to the fact that you can set it to different cut levels, and it has shadows on default :)
Skals SkalsLevel Designer
Posted 12 years ago2012-02-27 21:12:57 UTC
in Vluzacn's Half-Life Tools v34 Post #303808
right, so, more info!

info_sunlight is an entity used to set the default colour of the player models. This means rather than turning completely black (Which is a problem in some maps) they would turn to that colour, so if you set it to the colour of the light_environment, you can ensure that your map never gets the black players error.

more on func_detail:
by default, it blocks light and casts shadow, and that cannot be changed. You can't set transparency values for it however, so func_wall will still be the entity used for transparent objects.
func_detail can be set to not cut other func_details. To do so, set "detail level" to 2.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-27 21:07:13 UTC
in Func_detail Post #303807
http://forums.svencoop.com/showthread.php?p=476471#post476471

Vluzacn wrote:
Usage:
Convert any brushes, that are not parts of the basic structure of the map, to func_detail. They cannot be water brushes or sky brushes.
You can leave 'Detail level' to 1. For tiny objects, you might set it to 2, so that they won't chop the faces of other func_details.
For large shapes such as terrain and walls, you can set 'Lower its level to cut others' to no less than its detail level, so that they can chop adjacent world brushes like world brushes.
Before compiling the map, hide all entities and func_details, make sure there are no leaks and the structure is good enough for vis calculation.
There you go, setting detail level to 2 won't cut other func_details.
hlife_hotdog: entities don't block light or cast shadows by default
Func_detail blocks light by default, and casts shadows by default.

hotdog, where are you grabbing all this false information from?

...and yes it blocks VIS too, but according to Vluzacn it shouldn't be used to seal off the void as it may still cause leaks.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-26 21:42:10 UTC
in Going crazy with hint brushes Post #303774
That's not right. func_detail still cuts other func_details. It does not make sense to make everything func_detail.
Wrong, func_detail can be set to not cut anything, even other func_details.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-26 21:37:54 UTC
in Need help with optimization Post #303773
I have used NULL on every face that can't be seen, except for glass, as I was worried it might mock it up.
There's your problem. Use BEVEL instead of NULL, and for floors use sky rather than NULL or BEVEL.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-24 18:46:45 UTC
in Going crazy with hint brushes Post #303695
Hint brushes cut the geometry in the area where it is placed, that is all. You need not use them any more, because in most cases they will only result in increased w_polys.

hint and all that jazz has to be used on a world brush, you wouldn't tie clip or sky to entity, and for the same reason you wouldn't make hint func_detailed.

I doubt you understand what func_detail is, it's an entity very similar to func_wall, except it does not cut brush based entities, or world brushes. It only cuts other func_details. It's the same thing as func_wall but cuts only itself; It's only used to optimize your map in areas where you need func_walls but don't want them to be touching each other, if that makes sense.

Func_detail is what you do to stop small objects cutting large faces and increasing poly size in your map. That is all.

Clip has nothing to do with polygons.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-24 17:14:00 UTC
in Long-time lurker, first-time poster Post #303691
Greetings!
Skals SkalsLevel Designer
Posted 12 years ago2012-02-22 14:58:39 UTC
in Need help with optimization Post #303624
Anything above 2000 w_poly would be too much for cs, Have you put bevel texture on all invisible faces? have you used func_wall or seperated objets by 1 unit to prevent them from cutting each other in your map?
Skals SkalsLevel Designer
Posted 12 years ago2012-02-17 21:18:30 UTC
in Competition 32 Post #303520
te fuq? why was it extended.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-16 18:54:05 UTC
in Post your screenshots! WIP thread Post #303444
I was so excited with the skyrim creation kit, but I got back into goldsource mapping, and now I have to do unreal editor 3. Damn youuuuu!
Skals SkalsLevel Designer
Posted 12 years ago2012-02-14 17:30:39 UTC
in Vluzacn's Half-Life Tools v34 Post #303378
Exactly, although I did have some problems with the entity, it did not seem to function properly in cs1.6; the light was produced but the targeted object disappeared!
Skals SkalsLevel Designer
Posted 12 years ago2012-02-12 20:37:11 UTC
in Post your screenshots! WIP thread Post #303342
I think for goldsource that is incredibly detailed, very well done noSICK sir. I like those hi-def textures a lot.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-12 14:46:21 UTC
in Differences between source and gs Post #303331
Ok cool. Steam has tools called Source SDK, Source SDK Base 2006 & 2007, I should only use Source SDK right? ...and from what I understood all my brush based entities are func_detail and func_brush? ok... and what about the compiling process, do I just compile through hammer 4 or is there a seperate program like batch compiler for 3.5?
Skals SkalsLevel Designer
Posted 12 years ago2012-02-10 16:23:35 UTC
in Differences between source and gs Post #303259
Okay, so I'm thinking of starting to map for Source now, I have barely any experience in Source so I'd like to know what the differences between mapping for GS and Source are. Can I have some helpful mapping tips maybe?

...also, can those brand new entities and models from HL EP 2 be used when mapping for Counter-Strike: Source?
Skals SkalsLevel Designer
Posted 12 years ago2012-02-08 19:24:47 UTC
in Competition 32 Post #303215
BUT WHY! :(
Skals SkalsLevel Designer
Posted 12 years ago2012-02-05 21:35:33 UTC
in Competition 32 Post #303183
Yea I did because of cz's rain entity. Sorry Archie
Cs 1.6 has one too! env_rain. @Rabidmonkey that looks cool!
Skals SkalsLevel Designer
Posted 12 years ago2012-02-05 14:05:50 UTC
in Competition 32 Post #303173
Testing test server. Inception ;D

You can put my de_revolution map on there.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-05 14:04:55 UTC
in Are you a journalist/popular game review Post #303172
And I need proof that NineTnine needs proof that Urby needs proof for Dimbarks mum.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-02 18:27:41 UTC
in Competition 32 Post #303127
I put my map out there for everyone to steal my ideas :).
Skals SkalsLevel Designer
Posted 12 years ago2012-02-02 07:11:32 UTC
in Competition 32 Post #303123
It's making the navigation file so they can run around, leave it there for like 10 min at least, if it freezes completely maybe your map is too complex to create that nav file.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-31 10:15:21 UTC
in Competition 32 Post #303071
My bomb spots are a government officials estate and a famous restaurant owned by the same government official; with the idea being that the terrorists who are Cuban revolutionaries want to cause fear amongst the Cuban government. My map will be called de_revolution, it's basically set in Cuba-Havana, during their revolution.
I included a sort of channel on one side of the map, I wanted some kind of water in my map so I researched Havana on google, finding out that the city does in fact have quite a few rivers, channels, and a port, so I put that in my map :).
Skals SkalsLevel Designer
Posted 12 years ago2012-01-29 19:27:14 UTC
in Competition 32 Post #303043
de_dust? :D
Skals SkalsLevel Designer
Posted 12 years ago2012-01-28 08:34:01 UTC
in Competition 32 Post #303021
What are you making Zeeba?
Skals SkalsLevel Designer
Posted 12 years ago2012-01-27 15:28:27 UTC
in Competition 32 Post #303005
I spent extra time working on the map because I know that after march 3rd, I'll be playing ff13-2 and soulcalibur 5 and not getting off it for a few weeks. I'll release / upload my map before march 3rd for that reason.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-27 13:10:02 UTC
in BEVEL vs NULL vs SKY Post #303001
That's one of the ways of how I optimized my map. I didn't just optimize the in-game performance, I made sure the map file is smaller by getting rid of some clipnodes using this method.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-27 07:02:42 UTC
in Competition 32 Post #302997
I've finished mine and been testing it on a large public server. All I've got to do is add more sound and fix some bugs, thanks to the testing they've helped me remake some areas in the map that are bad gameplay wise and fix a lot of bugs.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-26 21:56:17 UTC
in BEVEL vs NULL vs SKY Post #302984
._.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-26 19:22:59 UTC
in BEVEL vs NULL vs SKY Post #302982
One thing I'd like to know, is can I put something like skip or bevel on faces of the clip texture? I have clip blocking several areas in my map, but each is obviously a box with 6 faces, Can i get rid of 5 of those faces somehow possibly saving clip nodes?
Random question but somehow relates.

As for this matter, I think from now on I will use SKY on all the floors in my map, this way I will never get the weird walking bug when the player sinks into the floor, and bevel on everything else.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-24 16:09:12 UTC
in Animated textures-n-Sprites Post #302920
I just explained to you how to make animated textures.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-23 22:23:53 UTC
in Animated textures-n-Sprites Post #302913
To create sprites there is a program called sprite explorer, it has a special wizard built in it allowing you to make sprites step by step, provided that you know how to create the images.
The hl sprites have a rule that their dimensions must be 2,4,8,16,32,64,128 etc, you get the idea, but they do not have to be square, you can make a sprite 64x32 for example if you wanted to.
Another thing you must keep in mind is that sprites need a black background, otherwise they won't get transparency.

To create an animated water texture there are two ways:
1; the scroll way, If you put SCROLL in front of the name of your texture and then place it within a .wad using wally (wally is the software for creating .wad files), it will have the scrolling effect in game (the scroll effect is when the texture slides in 1 direction). Ofc the texture would also have to be seemless.

2; the animated way. There is a way to make textures animated just like sprites frame by frame, to do this you have to name the textures like this before importing them into wally and compiling them:

+0texture1
+1texture1
+2texture1
+3texture1 etc, with maximum of +9.

When loaded into hl, the engine will automatically play the textures as a repeated sequence going from 0 to 1 to 2 to 3 back to 0 (unless you go higher on the frames). Maximum frame is +9. I hope you understand how I explained it. The texture name must be the same on each frame, but the +X you should change depending on which frame you want that particular texture to be. So if I wanted to make a waterfall texture for example and I created five consecutive images mimicing the movement of water, I would then get the engine to flick between them by naming the textures like so:

+0waterfall
+1waterfall
+2waterfall
+3waterfall
+4waterfall
Then it would constantly flick between them in that sequence of 0,1,2,3,4 on the surfaces you've applied one of these texture to in hammer. Again, you need Wally to create your .wad files.

If I didn't explain something clearly or you still don't understand, then say so, but explain exactly what it is that you want or are having problems with.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-20 14:32:42 UTC
in Competition 32 Post #302847
I tried using env_sound for my map, but it's way too buggy. Sometimes they are failing to activate, which isn't that bad, but it's extremely annoying when the one that's supposed to turn the env_sound room type off fails to activate, I'm forced to walk around with the room type effect outdoors, doesn't sound good.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-20 09:16:29 UTC
in Post your screenshots! WIP thread Post #302846
:o challenge.
Skals SkalsLevel Designer