Forum posts

Posted 17 years ago2007-02-19 05:06:42 UTC
in Portal/s .. Post #213012
LOL I didn't even realize it was for source! (I wouldn't have commented had I known).
Posted 17 years ago2007-02-19 04:57:00 UTC
in Cat Macros! =D [56k no] Post #213010
Agreed.

Delete all related posts, and the bullshit that's going on in the journals that's related.
Posted 17 years ago2007-02-19 04:32:34 UTC
in Portal/s .. Post #213007
You could wait all night, but I wouldn't recommend it! ;)

Try running with fast vis to preview the map. Try these things to quicken your compile:

? Func_wall complicated brushwork that's not blocking VIS--Stuff that seperates one part of your level from another is a good thing for keeping your wpolys down. (Null any unseen faces of visible entity brushes, as they will be rendered almost all the time).

? Scale up your textures a little--try X2 and watch how much faster your compile goes. Doing this too much however will make your map/lightmaps look like shit.

?Simplify any crazily complex architecture. You'll find that many times complex structures will look almost identical to something with 2/3 of the brushes. Also, many times complex stuff that looks great in the editor turns out to look very plain in-game, and then it's just a waste of resources.

?Errors of all sorts can add needless eons to your compile time. Check your compile log to make sure you're error-free.

If you want, I can look at your map and give more specific advice. :)
Posted 17 years ago2007-02-19 02:14:30 UTC
in Cat Macros! =D [56k no] Post #212992
Caboose/ZL/4Gen: Really, That's beyond all contempt. Grow up. :|

Habboi: I apologize on their behalf. I'm really shocked and sorry that anyone here, especially regulars would do something like that.
Posted 17 years ago2007-02-19 02:03:22 UTC
in Now Playing: ... Post #212990
Jericho - Episode 6
Posted 17 years ago2007-02-19 00:03:05 UTC
in Now Playing: ... Post #212987
George Harrison r pwn.

Jericho - Episode 5
Posted 17 years ago2007-02-19 00:00:28 UTC
in Advanced Brushwork Mini-Compos Post #212986
a: The natives are restless!

The entries are all so well done and so original, I seriously do not envy the task ahead of you! ;)
Posted 17 years ago2007-02-18 10:20:43 UTC
in TWHL Mix 2? Post #212881
Maybe both?
Posted 17 years ago2007-02-18 10:02:45 UTC
in TWHL Mix 2? Post #212877
Posted 17 years ago2007-02-18 09:50:51 UTC
in Now Playing: ... Post #212869
I'm not uncomfortable, feeling weird...

edit:Yay! Jahzel my favourite militant left-wing buddy is back! Welcome back! :)
Posted 17 years ago2007-02-18 09:46:20 UTC
in Half Life FX Post #212866
Seems neat, and like Spirit, It's something I'd like to explore in detail someday. :)
Posted 17 years ago2007-02-18 09:42:47 UTC
in TWHL Mix 2? Post #212864
I hope so!
Posted 17 years ago2007-02-18 09:38:59 UTC
in Now Playing: ... Post #212862
That's odd... :D

Elliott Smith - Son of Sam (acoustic ftw)
repeat turn on
Posted 17 years ago2007-02-18 08:39:26 UTC
in Modelling / Coding for CS Post #212854
All you need is Jed's HLMV, a model decompiler, and a model compiler. All of which are free, here.

Scroll down untill you reach the modeling tools and download both studiomdl.exe and mdldec12.zip. After that go head and open Jed's HLMV and go to tool>configure tools to set up the paths to the model deocmpiler and compiler. After decompiling the model you'll be left with the textures, animations, references, and qc file. Now all you need for converting a model is the qc file. Open it with notepad or something and just rearrange the animation sequences so that they match the model that you want to convert it to. After that just recompile it and you've got a compatable model. I'm assuming you've never done this before. Its probably going to seem a little tricky at first but its extremely easy to pick up on and EXTREMELY useful. Trust me, you'll be doing this a lot now that you know how to do it. Its usefull to have Milkshape anyway, though, because the compiling tools for Milkshape actually tell you what goes wrong if the compile doesn't work.
Also, here's a fun fact: Models with the same bone set can actually be mixed and matched with other models that use the same bones. 99% of the time an animator will use his/her own bone set, but will always use the same one. You can figure this out on your own, but its mainly usefull for swapping out arms(usually some other arms with CZ arms).
(From a PM World Crafter sent me, which I saved :) )
Posted 17 years ago2007-02-18 08:22:13 UTC
in Dystopia Release Date Post #212852
Wickedly Wicked! :o

Looks like I'll be forced to reinstall HL2 now! :P
Posted 17 years ago2007-02-18 08:13:13 UTC
in rowleybob Projects! Post #212850
It's not hard once you get used to the interface. Once you get it to compile correctly, you can use the qc file/directory structure as a template to compile all your subsequent models.

I have a bit of prior experience with the Max interface, from using Gmax for Pepper's Weapons Modeling compo. (Not to mention with lots of help from his Gmax/box-modelling tutorials, and advice in the Compo Thread.)

I can write you a crash tutorial right away if you want.
Posted 17 years ago2007-02-18 08:04:50 UTC
in Modelling / Coding for CS Post #212847
Milkshape is probalby the easiest to export/compile, is the cheapest, and has lots of support in terms of tutorials specificly for Half-Life.

I like 3ds Max because you can select verticies in the 3d view, and I like the interface better. As soon as I get familair enough with it to feel comfortable, I plan on making a tutorial for Your first 3ds Max model for Half-Life.
Posted 17 years ago2007-02-18 07:51:43 UTC
in rowleybob Projects! Post #212844
WARNING: The sweet sweet pwnage you are about to witness may cause dizziness, rapid breathing, heart palpitations, and involuntary loss of all self-control. Parental Discretion is advised.

Behold great infidels, my first real 3ds Max model!!1 :P :

User posted image


Download

:badass: /proud
Posted 17 years ago2007-02-18 06:00:01 UTC
in rowleybob Projects! Post #212829
It's going to be a globe for meh study. Should be up soon! :)
Posted 17 years ago2007-02-18 05:52:17 UTC
in rowleybob Projects! Post #212826
I'm working on a real prop now... :badass:
Posted 17 years ago2007-02-18 05:21:35 UTC
in rowleybob Projects! Post #212824
KEKEKEKEKEKEKEKEKE!
Posted 17 years ago2007-02-18 04:31:48 UTC
in rowleybob Projects! Post #212822
I have no idea how to do animations yet, but if anyone wants a prop model, just lemme know! :)
Posted 17 years ago2007-02-18 04:02:54 UTC
in rowleybob Projects! Post #212820
ZOMG NO WAI: MY FIRST 3DS MAX MODEL!!1 :o
User posted image
Yes, it's completely-ridiculoulsly simple and bad, but It's just a test of course. In order to do this I had to:

?get the exporter
?learn a little about defining/assigning materials
?learn how to add a physique modifier and assign to a bone
?export the .smds
?get studiomdl
?make the qc file--I used my old milkshape one as a template
?get it compiled

Once I get decent enough at it, I'll make a "Your first 3ds Max Model for Half-Life" tutorial, since I had a really hard damn time finding one.

Actually, I couldn't find one, and had to piece together the info from a swat 3 max exporting tutorial by furrycat, some of the HL2 Knowledge base tutorials, and a couple threads in here by Pepper! :)

/proud

Elon: You're probably right. Maybe someday :)

You make Kitty Scart: I plan to as soon as I procure PS, maybe sooner!
Posted 17 years ago2007-02-18 03:50:50 UTC
in Now Playing: ... Post #212819
ATHF - The Clowning
Posted 17 years ago2007-02-18 02:51:04 UTC
in Now Playing: ... Post #212817
ATHF - Universal Remonster (audio rip)
Posted 17 years ago2007-02-17 23:39:31 UTC
in Now Playing: ... Post #212804
ATHF - #35 Kidney Car (audio rip)

:glad:
Posted 17 years ago2007-02-17 07:59:40 UTC
in Now Playing: ... Post #212746
Iron and Wine - Naked As We Came

[i]I got two tickets in my.. *BLARGHHHHHH*SPIT.. err, I like Eddie Money! :)
Posted 17 years ago2007-02-17 07:21:14 UTC
in Trains Post #212744
You had it set-up perfectly, except for 2 small details:

?The name of your func_trackautochange was uncapitalized, but capitalized in the Fire on Dead End field of the "upper" path track. It appears variable names are case sensitive!

?I changed the spin value to -90, else a weird thing happens as the train quickly reverses itself after making the turn. (If you want the train to continue backward, change the spin value to -270)

And that's it! Your map is looking great so far, keep up the good work!
Posted 17 years ago2007-02-17 05:55:35 UTC
in Now Playing: ... Post #212740
Jericho - Episode 2 (streaming)

Ant: LAWL! :D
Posted 17 years ago2007-02-17 03:03:42 UTC
in Half-Life: Hostage Situation Post #212737
LOL. I think "mirrors" are going to be the last thing players will be scrutinizing in that scene! ;)
Posted 17 years ago2007-02-17 01:49:42 UTC
in Now Playing: ... Post #212735
Paul McCartney - All the Best (LP)
Posted 17 years ago2007-02-17 01:05:12 UTC
in Now Playing: ... Post #212733
Smashing Pumpkins - Today
Posted 17 years ago2007-02-17 00:56:38 UTC
in Half-Life: Hostage Situation Post #212732
O. M. G. :o

I can't fffing wait 'till it's done! (Nice pickup props btw!! :) )
Posted 17 years ago2007-02-17 00:52:35 UTC
in Advanced Brushwork Mini-Compos Post #212731
It worked fine for everyone else afaik. Only custom textures and no other custom content, right?

a: ASAP!!1 :) Seriously, take your time. ;)
Posted 17 years ago2007-02-17 00:47:15 UTC
in rowleybob Projects! Post #212730
Agreed FresheD. Someday, I really need to get used to using/creating custom textures. :( /fail

Kasperg: :P
Posted 17 years ago2007-02-16 00:16:50 UTC
in rowleybob Projects! Post #212627
^^ Very good tip, TY. :)

Updated an old map, My House. The lighting was completey too dark and many other problems. It's not perfect by any stretch, but worth a look imo (It's possible I'm slightly biased ;) ).

User posted image
Posted 17 years ago2007-02-15 23:50:43 UTC
in Performance bad with vista Post #212625
Yeah XP was always stable for me... always 100000000000000000000% better than the OS that can't be named! :P
Posted 17 years ago2007-02-15 23:44:27 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #212623
heh. good use of the white spotlight on the ring.
Heck yeah! Is that pic from the training part?
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-15 23:17:20 UTC
in Half-Life: Hostage Situation Post #212617
I really do want to help, but whatevs I won't press...

LEMMEE LOOK AT IT RIGHT NOW BITCH!!1 :P
Posted 17 years ago2007-02-15 23:12:32 UTC
in Half-Life: Hostage Situation Post #212613
You really don't backup ur stuff? I backup after every hour of editing or so, and after/before making big changes of course.

LEMMEE LOOK AT IT!!1
User posted image
Posted 17 years ago2007-02-15 23:03:40 UTC
in HL1: Fornost Post #212609
Urb make kitty scared :scaryed:
Posted 17 years ago2007-02-15 23:01:22 UTC
in Half-Life: Hostage Situation Post #212606
What did you change/add from your last backup?
Posted 17 years ago2007-02-15 22:57:55 UTC
in Black mesa transit system type map Post #212602
I think that was Slayerwraith, but he seems not have the map available anymore :( Maybe try emailing him ;)
Posted 17 years ago2007-02-15 22:26:25 UTC
in Half-Life: Hostage Situation Post #212600
*Slathers body with gravy and waits patiently <--WHAT!!1 :P
Posted 17 years ago2007-02-15 22:13:04 UTC
in Now Playing: ... Post #212599
Dynamite Hack - Boyz In The Hood

:heart:
Posted 17 years ago2007-02-15 22:09:34 UTC
in Half-Life: Hostage Situation Post #212597
*waits patiently
Posted 17 years ago2007-02-15 22:09:01 UTC
in Phys_House Post #212596
UR MOM R INFIDELS!!1 :o
Posted 17 years ago2007-02-15 22:07:44 UTC
in Trains Post #212595
I'm bad with trains, and in my limited experience the seem sorta buggy. However, put it in the problems section with a detailed description of what you want, and I'll take a look. :)
Posted 17 years ago2007-02-15 21:53:48 UTC
in Advanced Brushwork Mini-Compos Post #212593
Minicompo 10 has closed.

Entries recieved:

Ford Explorer by Kasperg
Lexus LS430 by rowleybob
Camaro by Tetsu0
Dodge Viper by World Crafter

Congrats to all for the top-notch entries recieved for this one! The winner will get first dibs on the option to facilitate the next compo. If he defers, we'll talk about doing something else... so let the minicompo ideas fly! :P

@a: Post the results in here after you've completed the judging, and I'll code them up on the Minicompo Homepage as soon as you get them in.