Forum posts

Posted 11 years ago2013-08-29 09:29:36 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315338
Heya all!

I've got the Sledge icons I promised. :3 Here's the download link:

http://www.mediafire.com/?zjshjvnr6cac42j

There are 13 different icons in the pack. And I've also included a splash screen (in PNG and in BMP formats) when Sledge opens up if PB wants to implement a momentary splash screen image in the .exe (like in VHE).
If you have suggestions, please let me know. I'm still making some more of them, so the party isn't finished! :P

Hope you like it! :hammer: :crowbar: :hammer:
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-27 06:39:10 UTC
in Half-Life: The Core Post #315249
"We've been ruined by mainstream games and their absolute fear of using any colour that isn't brown. My maps are in fact not inspired by Mirror's Edge. They're inspired by real life places where I've worked. Real life places filled with bright colours and light. Filled with clean whites contrasting solid primary reds and blues and greens and yellows. These places exist in realty. Honestly, they do. So why can't they exist in games without people linking them to a dystopian future parkour game?"
The most fucking intellingent thing I heard today! Finally someone think the same thing as me! GG Archie!

Great brushworks, textures and amazing use of lights, really!
And btw, I'm tracking your MOD on MODDB. ;)

Keep it up guys!
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-26 06:12:01 UTC
in Increase the "View distance"? Post #315231
You can do this in Hammer. Goto menu Map --> Map properties. Find the Max viewable distance property and chance its value.
Hey Atom! Really? I've already tried to change this option long time time ago, but it didn't work. :( Or that's because I was using WON HL maybe? Now I'm using the Steam one btw. :) I give it a try! Thank you for the help, Atom. :)

P.S.: I've tried your compiler: Amazing! :D Much more easier than the VHE basic compiler! Thank you! :D
Or in the front end compiler. I think any value will work, but 8192 is proven to work 100%.
Hey Stojke! Mmmh... 8192 you say. Is this the maximum supported value?
And also: did increasing the distance will lower the performance? Did this "fading effect" work as a VIS blocker or something? :o In this case, I only need a few units more space before the fading effect starts, I don't think I need "8192". :) But thank you for the help guys, I'm gonna try this immediately! :D
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-25 16:56:19 UTC
in Increase the "View distance"? Post #315218
Heya, guys! :D

I'm making a new open map for HLDM, and I was wondering if it's possible to increase the maximum viewable distance in-game. Because seeing your map fading through the skybox isn't a cool thing... :

Thank you in advance! :)

P.S.: I already searched for tutorials, but I wasn't able to find one for this issue. And also, I'm sorry if a similar thread already exist: if yes, please head me to the original one and feel free to delete this one. Thanks a lot. :)
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-25 14:57:57 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315213
@Captain Terror:
Unfortunately, my pc can't handle Sledge atm... :( If you look in my older post of this thread, you'll see my error report and pc specs.
And if I actually need to see how the lights and shadows works in the architecture, I NEED to compile the map and test it in game. But, since with Source I can't and my pc can't handle Sledge (so I can't even port the vmf to an rmf and compile it for GoldSource -.-'), I must wait and purchase a new kick-ass pc before I get old and die... <.<

Anyway, that's a good idea! Time ago I was trying to create a rats map (let's say ANT map) with my PSP as a base floor for CS:S, lol, but someone made it before me for HLDMS, HL2DM and CSS. <.< So I gave up. xD
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-24 04:45:20 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315195
@Captain Terror:
Hey hey hey!

What are you trying to do here? Copying me? That's not good...

Haaa I'm joking mate! xD Pretty good work! Sadly, I can't compile Source maps since my Steam on the other pc is offline :( So I have to continue the work just via image editing only... <.<
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-23 07:49:40 UTC
in Huge Prefabs Pack made by me! :D (GoldSR Post #315180
@Kachito:
Hey! Thanks a lot for this huge tip! :D

I'm gonna try it as soon as I get a new computer. I can't use Source SDK because my actual computer can't handle ANY Source game properly (Direct X 8 videocard only), unfortunately... :/
I need to learn how to do basic UV mapping of course. I never got into textures making, only on GoldSRC, which is easy since you'll have to edit the texture only to resize it with powers of 2 with a 512x512 max resolution, export it to an indexed .BMP 255 colours and then put them into a wad using Easy Wad Maker or other similar softwares. Pretty easy. :P I didn't even use Wally for this (for the only exeption of transparent textures).

Thanks a lot again, by the way! :D Much appreciated! :)
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-23 06:23:44 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315179
@SugarMan:
More more more or less!

Stop spamming! :o
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-22 20:37:50 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315176
@Urby:
Oh, ok then. :rly:

Oh well... Now I got something innovative, and so people are gonna remember me for this! HA! :roll:

Or maybe DiscoStu are sniffing to much sugar IMHO :biggrin: :biggrin: :biggrin: :3

Disco Stu is goin' great with sugar! [cit.]
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-22 20:26:38 UTC
in Huge Prefabs Pack made by me! :D (GoldSR Post #315175
@Stojke:
Lol, this is actually true. But with points you can be more visible on the site, so more people will notice your works more. :) For example the "uPic", and something useful that personalize more your submissions, which is good for the "eye part" and people will notice them inside the mass uploads. ;)
Having just "points" without using them, yeah, is actually as good as wiping my ass too, I guess. :P

EDIT: I DO wanna see your prefabs, my friend! :D Are you gonna upload them here on TWHL or on GB?
@Kachito:
Yeah, you're actually right, but some mappers didn't know how create models (for example: me). So if they want to change textures, size, in-game render, entity type, etc... They can do that with the stuff I provided. :) If I want to make a "func_pendulum", a "func_wall_toggle", or a "func_rot_button" with a model, I don't think you can do it. But I totally agree with you, models are better (even for performance and compiling times, of course), but as I already mentioned, I don't know how to create them. :/
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-22 16:42:13 UTC
in Huge Prefabs Pack made by me! :D (GoldSR Post #315167
@Stojke:
Thanks, Stojke. :)

I suggest you to not upload "ALL" of your prefabs (mine is not my whole prefabs I got). If you make little packs with a different time delay between them, you'll gonna earn more points on GB (well, if you're actually interested in earning points of course :P).
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-22 16:22:46 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315165
@DiscoStu:
What "baffles" mean? xD
@Stojke:
Well, maybe WE don't need them, but maybe someone with low experience may need them. :) And yeah, I agree with you with the horrible camera and grid movements. : Sometimes I can't even recognize where I am in the 2D views, lol. :zonked:
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-22 16:17:32 UTC
in Huge Prefabs Pack made by me! :D (GoldSR Post #315163
Heya, TWHL friends!

I've just released my HUGE prefabs pack on GameBanana as promised!

HERE

I'll be delighted if you'd take a look at it, and maybe comment/rate it. :)
The TWHL community and The Mighty Atom are on the credits of the submission. :)

Thanks a lot to everyone! :D :D :D
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-22 05:29:11 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315153
@Rimrook:
Oh... I thought you're meaning that there is a way to do it, sorry but sometimes my english understanding fails! :D lol

Anyway, if you see the UEd from UT '99, is just a year newer than VHE or Wordlcraft, so its not that modern, but it has a lot of buttons instead of VHE anyway. :)
And, yeah, that's why I think pivots are helpful for VHE mapping.
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-21 16:09:14 UTC
in The give-away THREAD Post #315136
Oh well... Nevermind then. :)

I've already received my gift so I'm still happy! :D
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-21 09:30:31 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315127
@Rimrook:
It's actually possible? How can I do that? :o Or, at least, where can I found something that tells me how to do it properly?

Your're right, by the way. Also, I suggest to create a community team here on TWHL, and make tutorials for Sledge which can be downloaded/viewed on the official Sledge website and maybe also on YouTube (if PB approves, of course).
@DiscoStu:
Yeah, this can be a good idea. As you can see, I clearly mentioned the Unreal Editor on my previous post, just because it has really a lot of options, and of course, its side-bar actually has category divided functions, which is a great thing for newbies (like me on the UEd :D)!

OT: UEd vs. VHE funny thing: On VHE, the "Carve" function is not recommended since it's better to make hand-made structures to avoid performance/bugs purposes. On UEd instead, you actually HAVE to carve to dig your level brush-by-brush! For a VHE mapper, this is almost a sacrilege! xD
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-20 14:09:17 UTC
in The give-away THREAD Post #315101
Receiving a Medal of Honor Steam key would be awesome! <3
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-20 14:08:03 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315100
Hey PB, I've got some suggestions for you. It may help improve work times adding these features, if you agree:
  • Pivots: Like Unreal Editor (UEd) does, you're able to place "pivots" (snapped to the grid or not) which its function is used like an instant in-editor origin that gives you the ability to rotate brushes, models and entities (brushes, static meshes, meshes or actors in UEd) using that pivot point like a compass. Most used to make symmetrical maps or just in case you need to duplicate a lot of times the same object over and over without having to copy and paste a group of objects and place them by free hand, which sometimes they finish to go out of the grid even if "Snap: To Grid" is selected (like with multiple selected entities, if the grid size is not on smallest values, they snap off the grid and you have to select one by one and snap every single one to the grid hitting CTRL+B like a freak). For your information, you can see an example for Pivots by wathcing THIS UT2k3 tutorial exactly at 06.12 minutes, so you'll understand what I'm saying if you've never get into UEd. :)
  • How about adding some more buttons on the left menu? If you think about it, VHE got a lot less buttons than other level editors. For instance: you can add the Hollow button, and the displacements button (that directly opens the textures application window in the displacements tab, or if you want to make an additional menu for displacements, your choice), and some other useful buttons.
That's all for now. If I can get something else in my head, be sure I'll keep you informed, PB. :)

Keep it up!
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-20 04:58:17 UTC
in Making hammer brushes that don't block Post #315095
intangible
func_wall_toggle* :)
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-19 05:13:29 UTC
in The give-away THREAD Post #315066
User posted image
User posted image
It works! :D

Sorry for italian language, but I'm sure you'll recognize the Steam windows. :P

Thanks a lot Malle! You're a Bo$$! :heart: :heart: :heart: :heart: :heart:
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-19 04:42:56 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315064
@Stojke:
Hey, thanks a lot Stojke! :D Very kind. :3
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-18 13:25:38 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315048
@Captain Terror:
Oh, thanks a lot then! :3

Yup Sir! I'm gonna make them, but I've just made a poor paint job with my netbook for now, in this case, I'm gonna use my personal computer and I'll increase the quality and I make some variations, included the ones you've suggested. ;) Work with a 1280x1024 screen is better than a 1024x600! :P

OT: I'll come back this evening, I've got to polish my prefabs now for the "Useful Props and Prefabs"] contest on GameBanana. I've got only 4 days to finish OMG! D:

IT: Then I'll make some icons for Sledge. :3

See ya! :D
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-18 13:01:56 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315046
@Captain Terror:
You like it? :D Changed some colours of course, to make it more "VHE-like". :P
But I though it's good so I decided to upload it for you guys if you like it. :3

Copyright © Captain Terror. All rights reserved. xD
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-18 12:50:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315044
@Penguinboy:
Thanks a lot Penguinboy! :D
@Captain Terror / @Penguinboy:
What about that? :3
User posted image
User posted image
If you want to momentary use it, in waiting for the official one, download it here from Mega(the images above are resized and not ".ico" files):

sledge_icon.rar (7 KB
Decryption key: bL6FCA0RtY8AyG5PIRZR8CoRAYEpdo3uFAvxzCJQ72c
https://mega.co.nz/#!444ilbBY

:hammer: :D :hammer:
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-17 02:18:16 UTC
in Making hammer brushes that don't block Post #315008
Hey Stojke!

I don't map for CS 1.6/CZ. HL only or Source. That's why I created my own FGD for the cycler_sprite (if this is what you intended). Maybe in the future if I want to make CS 1.6/CZ maps I'll definitely check it out for sure! :D
I'll checked out your site anyway because I'm a curious person. :3 And I found Twister from Penguinboy! xD I'm gonna try it and prey that doesn't make my maps ages to compile and/or have a poor performance. :P

Thank you, by the way, Stoije! :D
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-16 18:42:12 UTC
in The give-away THREAD Post #315000
Crysis 2 Maximum Edtion for a poor new Italian fella? :D xD

EDIT: Forgot to say "Steam Key plz" :D lol.

Thanks in advance.
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-16 18:33:57 UTC
in Making hammer brushes that don't block Post #314999
What game are you mapping for? If you are mapping for Half-Life, use THIS fix made by me, so you can create a cycler_sprite to add floating models in your map without making Hammer crashes. If you're mapping for CS 1.6 / CS:CZ / DoD 1.3 you don't need the fix.
By the way, to make what you're trying to do, try to create a cycler_sprite with the weapon model you want to use (w_model I suppose), and then you can maybe try to use a game_player_equip. This entity allows you to equip a player with specific items/weapons when they join a multiplayer game or at some time during gameplay. So just add one in the map (I think you need a trigger_once which activates the game_player_equip, I don't remember correctly).

Try this out and tell us if it works! :)
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-16 16:24:37 UTC
in Sledge (Hammer Alternative) Alpha Build Post #314998
@Penguinboy:
Hey! You're welcome. :) I'm glad I can help. :)
Sure it would've been better to have helped you in something related to the internal program's functions, of course! xD But since I got a toy-pc I can't even run the program lol. Btw, those Sys req are pretty high imho. :o I actually had an Asus EN 8800 GTS with an AMD Athlon X2 6000+ and 2 GB RAM OCZ Reaper at 1066 MHz. But I don't have a Motherboard that supports it unfortunately... :

But, What OpenGL version VHE 3.5 has? :o

Have you considered to add a "Video Options" tab where you can change those options? Like the OpenGL renderer or even Anti-aliasing, filters in general, models render (on/off), and maybe a 3D view fullscreen mode by pressing a key (like Alt+Enter on DOSBox)? :o For YouTube previews ans such things. :)
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-15 15:42:12 UTC
in Sledge (Hammer Alternative) Alpha Build Post #314955
Hey Penguinboy!

I've just tested out Sledge, but I get an error as soon as I click:
"File -> New -> GoldSource -> Half-Life."

No crash! Only error, then it get me back to the main window.
Since I don't have internet on my other pc where I use Hammer (I'm actually with an USB connection on a EeePC netbook), I wasn't able to send you the bug report, so I'm gonna send you here. I've got a GIF for you, with the error report and my configuration, so you can see if I made something wrong:
User posted image
I've got some suggestions for you if no one has already mentioned one of these:
  • When load a map in progress, it would be good to maintain the 3D view position where it was the last time, and not everytime at the center of the map;
  • If it's possible, adding to the 3D view the "3D Shaded Textured" render like in VHE 4. So we can have a better preview for the textures we've chosen;
  • If it's possible, adding the possibility to turn the entities with the selection tools by clicking them 2 times on it (when the circles on the angles comes out), instead of open up the object properties tab and modify the Pitch value;
  • Adding rendered models directly in Sledge so we better know where we are placing them with all the entities used to place models (all the "monster_" entities, cycler, cycler_sprite, etc...). As you know, some models have the selection box screwed up and we have to do a lot of compiles to place them properly in the right position. And also to place CLIPs around them to create the best possible (realistic) collisions.
  • And, if possible: adding the possibility to change the compilator? :D
For instance: if we have the Atom's Compilator, if we are able to choose it when we click to "Run map" as an option.

These are just suggestions, I don't know anything about programming (or at least not in this way), I'm just giving you some ideas if you are able (or if it's possible) to implement them in the program.

That's it for now! I'm gonna try it out as soon as I can, if the problem is solvable of course. :)

EDIT: I forgot to tell you my pc specs because I think it's a OpenGL problem, so:

OS Windows XP Professional SP2
AMD Sempron 2500+ @ 1.75 GHz single core processor;
1 GB RAM @ 400 MHz (512x2);
ATI Radeon 9250 @ 256 MB AGP 8x

I use Steam Half-Life with maximum graphic settings at 1280x1024 resolution in OpenGL renderer and I can get 150/200 FPS on almost all maps (except the detailed ones which I can get 60/90 FPS).
Yeah, I know it's a very old and shit pc (I told you! xD), but this is what I can have for now... :( I don't blame you if you won't make changes to Sledge to make it be able to run on such an old pc. So, don't worry. My fault! :P
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-14 17:08:56 UTC
in Post your screenshots! WIP thread Post #314910
@LaVolpe:
People work in the manner they prefer, mine was only a suggestion. I make null brushes before adding textures too, I only texture the perimeter of the map (ground, perimeter walls and sky/roof if I already know the map height). :)
@Archie:
Thanks a lot, Archie! Much appreciated! :)
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-14 16:28:05 UTC
in Post your screenshots! WIP thread Post #314907
DiscoStu
Thank you, Disco! :)
Tetsu0
Thanks a lot, Tetsu0! I'm gonna use that pool table for THIS GameBanana contest, I've got 8 days to finish all of my prefabs. Btw, I need to polish the pool table a bit, some things in different perspectives are bad. D:
Thank you again, by the way. :)
LaVolpe
Terrain generator?? Nooo! xD Don't use it, or at least use it as a guide to make the displacements by yourself directly in hammer. Terrain generator cut the terrain in equal pieces instead of making one single brush for it (like in Source Engine), and it always create perfomance issues (a huge FPS drop). I know it's a bit annoying to make displacements in VHE 3.X, but this is the only way unfortunately. :(
By the way, The structure looks good! I suggest you to add some textures at least on the ground and on the perimeter walls, so you feel more comfortable and you'll better recognize what you're trying to design. :)
Stojke
Thank you, Stojke!

Well... I don't have finished GoldSRC works, because I'm still learning, I want to know everything on the VHE mapping tecniques before releasing something, I'm already studying everything I need to here on TWHL's tutorials. I need to learn how to use properly these entities for now: multi_manager, multisource, trigger_relay, game_counter, game_counter_set, path_corner, path_track, scripted_sentence, scripted_sequence, aiscripted_sequence, env_blood, env_global, env_render, and how to properly place info_node/info_node_air. I know what they do, but I need to know how I can use them in one of my maps. :) Is better to release something that people want to remember, instead of releasing something that have nothing that deserves a remembrance, am I right? :) But the screenies aren't finished! I've plenty to show, so these are not the only works you see, my friend. ;)

Thank you, by the way! :D
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-14 15:39:16 UTC
in New member! Late! :O :( Post #314903
@Tetsu0:
For your information, I already map for Source (well, when I had a decent and working pc). Take a look at my last works HERE, HERE and HERE. :P
And, yeah, I may have some unfinished works I don't want to continue. So maybe I'll upload them here. :)

Thank you for the tip, Tetsu0. :)
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-14 04:16:57 UTC
in Post your screenshots! WIP thread Post #314887
Hello everyone! Here are some of my works I've recently mentioned in THIS thread.
I'm not using "simg" BBCode otherwise the post would be too long.

All the works you see here are "Works in Progress", and some are "Prefabs" from Half-Life (no MODs, I'll add them in the next post).
No antialias because my pc really, really sucks...
Constructive criticism is well accepted. :)

A mix of Mayan and Egyptian style with custom sprites and textures ( I'll also add some custom texlights in the near future):
http://imageshack.us/photo/my-images/853/mk82.jpg/
http://imageshack.us/photo/my-images/12/nn3g.jpg/
http://imageshack.us/photo/my-images/560/ural.jpg/
And its momentary overview:
http://imageshack.us/photo/my-images/822/76a8.jpg/
A detailed tiled floor prefab with HL textures (test):
http://imageshack.us/photo/my-images/199/3hnf.jpg/
http://imageshack.us/photo/my-images/546/2l56.jpg/
A pool table prefab with some custom textures:
http://imageshack.us/photo/my-images/197/c4wc.jpg/
http://imageshack.us/photo/my-images/51/uzhu.jpg/
A foundry-like map:
http://imageshack.us/photo/my-images/189/rk2j.jpg/
And its momentary overview:
http://imageshack.us/photo/my-images/716/4dcw.jpg/
A not finished ventilation system (test):
http://imageshack.us/photo/my-images/547/9asa.jpg/
A cornfield map, for a potential next near Halloween map release:
http://imageshack.us/photo/my-images/69/5rg1.jpg/
A broken brick wall (prefab):
http://imageshack.us/photo/my-images/713/jz91.jpg/
dm_death_rice_hl - A friend's map remake, firstly created for CS:S GG mode (unfinished):
http://imageshack.us/photo/my-images/577/0mjs.jpg/
http://imageshack.us/photo/my-images/197/5c2k.jpg/
And last but not least, a map created today to test my first time using the lastest version of VHLT's shadows. With TWHL as a protagonist! :D (2nd image is edited/polished in Gimp for a better look :3):
http://imageshack.us/photo/my-images/211/7h.png/
http://imageshack.us/photo/my-images/835/y5e3.png/

That's all for now! :)
Other screenies will come, I just don't want to make a very long post. :3

Thank you in advance! :D
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-14 04:01:20 UTC
in New member! Late! :O :( Post #314888
@Malle:
Hey! Thanks a lot, Malle! :)
@Tetsu0:
Thanks for the tips, Tetsu0! I've made a post there a few seconds ago if you want to check it out. :)
@Urby:
Thank you, Urby! :D I'm glad to be a part of the TWHL community now!
And, yeah, I'm interested in GoldSRC mapping more than Source/Other engines. :P
@The_(c)Striker:
I REALLY hope so, my friend!
Thank you for the welcome! I'm glad to be a part of the family! :heart:
And no, as soon as I get a new pc, you'll NOT regret. :ciggie:
@Everyone:
I've just made the post with my works I've promised in THIS thread!
I Would really like to have an opinion from you guys!

Finally a GoldSRC community that knows what I'm talking about! came
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-13 15:08:05 UTC
in New member! Late! :O :( Post #314879
@Stojke:
Oh... I thought he was the creator. xD Thanks for the info. :P
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-13 14:44:58 UTC
in New member! Late! :O :( Post #314877
@Penguinboy:
The Sledge's Bo$$! :D Thank you for the welcome message and for compilmenting my english! :)
Yeah I'll give you some feedback as soon as possible. I'm working with a low-end pc for the moment, so I don't know if the program runs properly (NET 4.0 may give problems in my machine : ).
No lightmap scaling? :( Oh well, I think I must stick to the previous tecnique to make better shadows in some parts of the map (256x256/512x512 tiled textures at 0.50/0.40 scaling :P)
And, yeah, I already know the VERC archives, and since only you have the most of it in this website, this become the most extensive GoldSRC mapping site on the "internetS" (cit. J.W. Bush xD)!
But anyway, be sure that you'll receive feedback and bug reportings from me since I test a lot of things in VHE. actually I'm still using ZHLT with a modified halflife.fgd made by me. (This one to be clear, but with the ZHLT version. :) And a customized VHE version (3.5.1) which supports model render for every entity (i.e. weapon_crowbar and item_suit actually spawns the Crowbar and the Mark IV Suit in VHE! :D ). I'm also gonna try VHLT because of my bad pc (compiling times sometimes kills me with an AMD Sempron 1.8 GHz single core... I'm used to make very detailed maps : )
Thanks again, Penguinboy! :D I'm looking forward for your awesome Sledge! ;)
Keep it up!
@Tetsu0:
Thank you very much, Tetsu0! You're very kind. :)
And yeah I'll post some screenshots soon!
Where can I post screenshots? Must I open another thread here in General Discussions? Or in another section? :o
@The Mighty Atom:
And here we have the TWHL Boss! :D I am pleased to meet you! Thank you for creating this awesome website! If I can help with something, don't hesitate to contact me. :)

And, yeah, I've never used an alternative compiler for GoldSRC, and I also don't know how to use it! xD But I'll figure that out by myself first. And if I can't understand anything, I know who to ask. :P It may speeds up compiling? I hope so. :^_^:

Thanks a lot to everyone for the posts! As soon as I know where to post screenshots, I'll do immediately! :D

Cya later!
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-13 04:27:47 UTC
in New member! Late! :O :( Post #314869
@Stojke: Thanks a lot! Of course I do. :) Much appreciated!

I've just downloaded the latest version of Sledge. I'll give it a try in the afternoon. :)

Lightmap scale on GoldSRC? = :plastered: fapfapfap :plastered:
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-13 04:24:17 UTC
in New member! Late! :O :( Post #314868
Hey Captain Terror!

A Bananite fella! :D Here you are, am I right?
Did you really think my english is excellent? :gak:
I never thought that before! xD Thanks by the way! :)
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-13 02:53:13 UTC
in New member! Late! :O :( Post #314865
DiscoStu
Ciao DiscoStu! :D Thank you! And, yeah, as soon as possible I will upload some of my works. :)
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-08-13 02:08:32 UTC
in New member! Late! :O :( Post #314863
Hi everyone! :D

My name's Alberto, I'm from Italy, and I'm 23 years old.
I'm just an italian guy who loves to make maps and test new custom configurations/softwares for mapping/modding resources.
Someone may know me on GameBanana with the same username (Alberto309).
I'm a GoldSRC and Source Engine mapper since 2007, and a Half-Life player since its release date (1998... yes, I was very young :P ).
I'm new to this site, unfortunately. I've just discovered it few days ago searching for VHE 3.5 customizations. I'm wondering HOW I missed this site through all these years (I beg your pardon for this :aghast: )! Imho this is the very first resource for HL mappers! But maybe it's just me because I've always created maps for Source a lot more than GoldSource, so the only thing I need was YouTube tutorials and Valve Wiki I guess... :confused:
I feel like I've wasted a lot of my time being unaware of the existense of this site, sadly :( . Maybe I would be a known Half-Life mapper in Italy nowadays : . Oh well, better today than ever I guess.
So... that's it!

Maybe tomorrow (or in the next few days) I'll upload some screenshots of some of my Half-Life works for anyone who's interested, and also to have an opinion/feedback by this awesome community!

I'm glad to be part of this site now.

Sincerely,
Alberto.


P.S.: Just wondering: is my english correct? :aghast:
Alberto309 Alberto309weapon_spaghetti