Forum posts

Posted 17 years ago2006-12-11 17:28:33 UTC
in rowleybob Projects! Post #205821
Update:

I know the textures suck, so please try to relent unless you have some direct advice like a color scheme or something.

Usually by this stage I quit working on maps, so if for no other reason than that, I'm happy with this map. :) Also, I'm amazed how much brushworking techniques I also gained making this map... I mean, after doing this for a couple of years, you'd think you'd learned about everything!!1 :P

Even though this is taking much longer than I expected, I think I'm starting to gain some speed, and I'm making some progress. Take a look!

Screens:
http://rowleybob.googlepages.com/clarity0033.jpg

http://rowleybob.googlepages.com/clarity0033a.jpg

http://rowleybob.googlepages.com/clarity0033b.jpg

Try running through it, here. (The shuttle is currently been secreted into a seperate .RMF to save Compile time :) )

Changes/To Do:
?Starting to build "Telescope" stuff in the middle
?Stating to add more rooms. Still to add/finish:
-Main Bridge
-Telescope Main Control Room
-Maintenance Crawlways
-Crew quarters
-Shower facilities/Bathrooms
-Reactor room
-Maybe more cargo space
?Reading some texture tutorials :)
?Parusing other Space-themed maps
??

I'd love some layout and style advice if you can spare some! :)
Posted 17 years ago2006-12-11 16:10:29 UTC
in Advanced Brushwork Mini-Compos Post #205805
You have plenty of time, since nobody submitted any yet. (Srry and Rotor claim to be working on entries tho!)

I'm also working on a new minicompo page where links/briefs/results to all the compos will live. Hopefully will be finished soon...
This post was made on a thread that has been deleted.
Posted 17 years ago2006-12-11 16:00:33 UTC
in Good Song Titles You Made Post #205803
Those all pwn hunter LOL!!1 :P

I didn't even see "Make Yourself Useless"--HA HA! :P

Some new ones:

?Did You Ever Consider Suicide?
?You Look Fatter Than Last Time
?God! What Is That Stench?!
?I Heard Your Sister's A Dirty Whore
?Your Sister Gave My Friend Head
?You Could Always Kill Yourself
?I Assed Your Telephone!!1
?You're The Stupidest Person I've Met In A Long Time
Posted 17 years ago2006-12-11 10:26:52 UTC
in Good Song Titles You Made Post #205770
What are "turnips" anyway. Sometimes people say: "I didn't just fall off the turnip wayon, ya know," and I have no idea what they're talking about :)
Posted 17 years ago2006-12-11 10:05:56 UTC
in Good Song Titles You Made Post #205767
I don't write songs, but here's some titles I might use if I did:

?You Can Lick My Dirty Ass (hole)
?Your Mother's A Whore (and she's also a fat bitch)
?How about Let's Have Sex?
?I'm Happy When You Suffer
?Why Don't you Commit Suicide?
?Do You Know Everyone Hates You?(and makes fun of you behind your back)
?Your Dad IS Gay
?Who Cares If Your sister Died?
?Hell Yes, Let's Go To Taco Bell!

Share ones you've made up!!1
Posted 17 years ago2006-12-11 08:07:05 UTC
in Half-Life: Hostage Situation Post #205761
I can't see why they wouldn't... obviously if they haven't finished their parts by now, I can't see how the'yre ever going to be... I mean, it's been years :P

edit: Oh, I was under the impression they weren't all finished :
Posted 17 years ago2006-12-11 08:02:03 UTC
in GoldSource Mapping Tips Post #205759
Texture-Application Tips for Noob
By rowleybob

Texturing is a little weird at first--I still dont really understand "face" or "world" lol, but like anything, you improve as you go along. A couple of tips I can think of:

?When scaling the texture, set the x and y values--under the Face Properties window(shift-a)--to what is listed under "Size". (also in face properties.) In most all cases, the size is also the intended scale for the texture.

?Use the "Justify" buttons also under face properties. They are very useful, and will make your texturing life much easier. For the most part, don't use the "fit" button until you know more what you're doing.

?If a texture looks funny, even after all this stuff, try checking the "Face" box for the heck of it. Sometimes that's all you have to do, but I must admit, I dunno why. :)

?Clicking the "Hide Mask" button makes darker textures easier to see. Use the mask to make bright textures easier to see.

?If you like the way the texturing on one wall looks and you want to transplant those exact settings to another wall: select the texture and while holding the ALT button down, RIGHT-CLICK the wall you want to look the same.

?Experiment with checking the "Treat as one" and "fit" buttons together. I use them all the time, but I can't think of any solid rules for them, but they can be useful.

Once again, the more you play around with all the Face Properties options, the better you'll get. Don't be afraid to try new stuff... it could make your mapping life much easier :)
Posted 17 years ago2006-12-11 07:56:50 UTC
in Half-Life: Hostage Situation Post #205758
lol c'mon, it might be fun :)
Posted 17 years ago2006-12-11 07:15:04 UTC
in Now Playing: ... Post #205756
Hussalonia - Full discography
Shuffle [on] off
Posted 17 years ago2006-12-11 07:13:48 UTC
in Half-Life: Hostage Situation Post #205755
I volunteer to help finish a chapter too--winks at srry--, if for no other reason to close this thread :)

Lol, this was supposed to be done January of this year!!1

Together, we can do it! :P
Posted 17 years ago2006-12-10 02:15:41 UTC
in Counter Strike Tactics... Post #205659
LOL@ ZL and Dave :P
Posted 17 years ago2006-12-10 01:41:24 UTC
in I'm BAAAAAACK! Post #205654
Hey little guy!? Welcome back :P

*hugs esmajor
This post was made on a thread that has been deleted.
Posted 17 years ago2006-12-09 15:11:09 UTC
in rowleybob Projects! Post #205577
Does that let you breathe forever?! :)
Posted 17 years ago2006-12-09 15:02:49 UTC
in rowleybob Projects! Post #205575
Thanks :)

HL1 has sv_gravity, but it doesn't work the way I want it to.

You gave me an idea for the water though... I'll let you know if it works! :P

Your first is fine, but I can't put the water everywhere, else everyone will drown, so I dunno.
Posted 17 years ago2006-12-09 14:43:34 UTC
in rowleybob Projects! Post #205573
Thanks :)

Yeah, I can think of a couple of ways to fix the "cracks":

1. Null the inside faces. Sometimes this causes you to see HOM, unfortunately.

2. Change the angle of the brush so the paper thing wedge that's letting you see the other brush isn't so thin.

3. Simplify the design.

4. maybe making them func_walls will help?

Maybe a little of all of them :) Any suggestions on how else to eliminate those ugly things?
Posted 17 years ago2006-12-09 14:24:36 UTC
in Now Playing: ... Post #205570
Keane - Walnut Tree
Posted 17 years ago2006-12-09 14:16:13 UTC
in rowleybob Projects! Post #205569
I've cut the shuttle out of the main map to keep compile times down. It's still way too dark, but I think it's starting to look cool:

User posted image
This post was made on a thread that has been deleted.
Posted 17 years ago2006-12-09 12:07:49 UTC
in rowleybob Projects! Post #205561
I always appreciate your thoughts! :)

I agree, but do you have an alternative?

Setting gravity in-game does basically the same thing... you walk normally 'till you jump. Then, you fall... not exactly realistic.

It's not perfect, but I think it could be interesting for the game, perhaps not for ever area like I'm testing, but I want to try including the effect someplaces/somehow.

Besides that some weapons won't work, and the bubbles, I hate how it darkens everything, even though the water's rendered invisible.

Also btw, adding that bit of water added over 30 minutes to my compile, so I probably won't be playing around with this effect too much more!:)
Posted 17 years ago2006-12-09 10:56:14 UTC
in rowleybob Projects! Post #205557
Update.

K. Not many asthetic changes, but an interesting gameplay addition. At first, I was just going to have zero-g in the center of the station.

Now, it's been added to the entire main concourse, the main hangar, and the walkway in-between. (Again, the zero-g is achieved by putting water brushes above the player. When the player holds down the spacebar, he will float in the water simulating weightlessness--or at least I hope! :))

Main Hangar

Main Hangar floating in zero-g
(notice that everything darkens when your floating in the water)

--The textures are still generically horrid.
--Started to rebuild the orbiter cockpit.

Download to try out the simulated weightlessness, and let me know what you think!!1
Posted 17 years ago2006-12-09 04:43:27 UTC
in Now Playing: ... Post #205545
Donnie Darko - Soundtrack/Score/Bonus tracks (torrent)
olz, could this be my influence maybe? :biggrin:
Totally :)

My friend told me how he was checking out Dub a while ago, but I never tried it out... I like it :)
Posted 17 years ago2006-12-09 04:22:31 UTC
in Find me a map... Post #205543
No, I don't remember a name unfortunately. If I could, I could find it, even if the map was deleted--I save every single map I play.

Again, I do think it was an older member who did this. Hopefully they'll read this thread and remember. I'll keep looking too--no it's bugging me!!1

Too bad the search terms for the map didn't include the user comments... afaik it only looks at the map title/description.

@Penguinboy: LOL!!1 :P
Posted 17 years ago2006-12-09 03:31:02 UTC
in Find me a map... Post #205539
I can remember this map, but I can't find it either...

I seem to remember it was an older member--Pepper and Slayer come to mind for some unknown reason.

Did it have the big pine trees, and you could walk around the edge of the skybox on top of the wall?

Wasn't there a little house in the middle too?

Just curious: why do you want to find it?
Posted 17 years ago2006-12-08 07:40:59 UTC
in rowleybob Projects! Post #205478
Seriously you small grid guys... try building your next map on 16, and I guarantee you you'll never go back ;)

It simplifes everything. Makes clipping, hell even VM easier. You can always jump down to the smallest size for the really intricate stuff, but I hardly find it necessary anymore! :)
Posted 17 years ago2006-12-08 07:36:46 UTC
in Now Playing: ... Post #205476
Switchfoot - Stars
User posted image
Posted 17 years ago2006-12-08 06:35:08 UTC
in rowleybob Projects! Post #205468
OMG I know... me neither!
Posted 17 years ago2006-12-08 06:27:57 UTC
in Muzz's HLDM Server Post #205465
Impopulair
ZOMG, ZL is going to have his period early when he reads that!!1 :P
Posted 17 years ago2006-12-08 06:26:10 UTC
in rowleybob Projects! Post #205463
Nothing wrong with the 16 grid size
Oh don't get me wrong, it's great!

I've built 98% of the map without having to lower it from 16. So much less zooming in/out, and squinting with a bigger grid size :P

This is the first map I've ever really tried something other than the "1" grid size. ZOMG, Sooooo much better!
Posted 17 years ago2006-12-08 01:42:40 UTC
in Advanced Brushwork Mini-Compos Post #205448
Um I dunno... well, closing is almost the same as opening, so I can't think of a reason why it has to close... just remember that the more functional it is, the better.

So, I guess it just has to open :)
Posted 17 years ago2006-12-08 01:36:44 UTC
in Advanced Brushwork Mini-Compos Post #205446
Yup it has to open.
Posted 17 years ago2006-12-08 00:59:32 UTC
in Advanced Brushwork Mini-Compos Post #205443
I think fraps is pretty good video game recording softwate; pm muzzle or hunter, or google for more info.

srry: I've also heard that there is no hlfix for source... so maybe that's a small advantage for us hl1 guys :)
Posted 17 years ago2006-12-08 00:32:51 UTC
in Advanced Brushwork Mini-Compos Post #205440
It seems kinda foolish to revert to the old HL just to participate in a compo...

Why not let's try this:

If you want, Make it in Source and record a video or screenshots. Just keep in mind HL sumissions will recieve quite a handicap, since I can't view your source files, can't actually play the map, and of course it's a much newer engine.

I just ask that you stick to brushwork since this is a brushwork compo--no models-- to make it more fair.

Good luck Rotor! :)
Posted 17 years ago2006-12-08 00:03:00 UTC
in Advanced Brushwork Mini-Compos Post #205436
An example of what the "minimark" could look like:
User posted image
Or check my profile, to see how you might cluster them. (Rimrook: if you're reading and have some time, I'd much appreciate help with this... I are not good at teh ps :()

Habboi: Yeah, from a HL2 mod, here.

Rotor: Just get HL1 for great christ!!1 :) (Or facilitate a similar HL2 compo)

Srry: You tell him :)
Posted 17 years ago2006-12-07 23:27:00 UTC
in Now Playing: ... Post #205435
Vibronics - Dub Forever
repeat [on] off
Posted 17 years ago2006-12-07 10:01:23 UTC
in rowleybob Projects! Post #205348
LOL totally.

I made almost this entire map at the 16 grid size--hence teh blocky goodness :). I've never done it that way before, but I found it made many things faster and cleaner/easier imo.

I suppose it may be time to start lowering the grid size :P
Posted 17 years ago2006-12-07 09:52:33 UTC
in Now Playing: ... Post #205345
The Killers - When You Were Young
Posted 17 years ago2006-12-07 09:50:21 UTC
in rowleybob Projects! Post #205344
Agreed. Although I think the main concourse looks sorta ok, I'll agree the rest of the map looks absolutely ridiculous.

I'll try to do better :)
Posted 17 years ago2006-12-07 09:46:11 UTC
in Advanced Brushwork Mini-Compos Post #205343
And so it begins... again.

User posted image


Submission rules:

Post a link to your entry in the
mini-compo thread.

1. Must work in vanilla Half-Life.
2. Custom Whatever is allowed.
3. Must include a working .BSP and .RMF,
as well as any custom content.

The compo is over when at least 5 entries,
have been submitted. Any overflow entries
present before the compo closes, will also
be accepted.

Good luck!!1 :)
Posted 17 years ago2006-12-07 08:39:07 UTC
in rowleybob Projects! Post #205336
Update:

New Screens:
http://rowleybob.googlepages.com/clarity0025b.jpg

http://rowleybob.googlepages.com/clarity0025.jpg

http://rowleybob.googlepages.com/clarity0025a.jpg

The texturing is still pretty horrid, but better than the original monochrome I guess :)

Try it here.
Posted 17 years ago2006-12-07 08:35:10 UTC
in Textures Toolbar Are Disappear!!1 Post #205335
That's it!!.. Thanks!!1 :P

I looked forever, but just kept overlooking it :(

win*
Posted 17 years ago2006-12-07 08:19:19 UTC
in Textures Toolbar Are Disappear!!1 Post #205332
It could be a Hammer 3.5 thing, but I sorta doubt it... are you guys talking about Hammer 4?!

If not, please give me a simple step-by-step way you do it. I'd rather not do that stupid regedit thing every time--if I don't have to.

My "window" menu looks like this:
User posted image
Not too many options :unsure:
Posted 17 years ago2006-12-07 07:38:11 UTC
in Textures Toolbar Are Disappear!!1 Post #205320
http://rowleybob.googlepages.com/textuers_toolbar.jpg

What I did was accidentally drag the window away from the sidebar and clicked on the x. After that, the only way to bring it back is the registry way afaik--I tried ever other damn thing :)

Orph: Not this time, it's hammer 3.5 :)
Posted 17 years ago2006-12-07 06:57:54 UTC
in Textures Toolbar Are Disappear!!1 Post #205303
Found it!!1
One of my toolbars is missing! How do I get it back?

This requires a bit of registry tweaking. Load up Regedit by selecting Run from the Start menu and typing regedit, then pressing the Enter key.

Once in Regedit, expand the following path:

HKEY_CURRENT_USERSoftwareValveValve Hammer Editor

In Regedit's Valve Hammer Editor folder, select and delete the key called Barstate-Summary. This will reset all of the toolbars to their default positions.
--From Valve Hammer Editor Help Trobleshooting
Posted 17 years ago2006-12-07 06:48:49 UTC
in Textures Toolbar Are Disappear!!1 Post #205300
Can someone please tell me how to bring it back?! I seem to remember doing this before and fixing it myself, but I can't remember the solution, nor can I find the answer on the google/forums.
Posted 17 years ago2006-12-07 06:37:09 UTC
in Advanced Brushwork Mini-Compos Post #205299
It's okey, I'll facilitate the first few myself, and after that--hopefully--, they'll be more self-sustaining, as in I won't really have to do anything except watch and enjoy :)

In a perfect world, the winning dude will pick/judge and otherwise facilitate the subsequent compo, and so on, ad infinitum.

Once everyone is familiar with the process, we get all the kinks out, and of course if it's popular enough, it just may become reality :)
Posted 17 years ago2006-12-07 06:01:18 UTC
in Advanced Brushwork Mini-Compos Post #205293
'BRUSHWORK MINI-COMPOS ARE BACK!!1

It's been a while, and I think this might be a good time to revive them. Too, since it will be two or three years 'till the next official compo, we may as well do something... OMG KIDDING, PLZ DUN SPITE ME!!!

Some refinements to the structure, which I think will help the turnout:

? No set time limits. When a predetermined number of compo entries are recieved, the compo will be judged, period.

As for the what the limit will be, I'll start it small--say 5 entries. On the day that I judge, if there are more than 5 entries submitted, the "extra" ones will make it into the judging.

?Sumission. Link to your entry in the thread, period.

? Awards. Besides the first, second, and third trophies, everyone who submits an entry gets a "mini-mark"--haven't decided on a real name yet--, a participatory commendation.

Think of it like hash marks on the side of a plane for getting kills or something... something small--say a tenth or so size of the normal award--to recognize effort, nothing more.
(Rimrook if your reading, I'd greatly appreciate a design for this)

? Judging. I haven't really worked out if we'll have revolving judges or If I will judge them all... we'll see.

? I'll have the final say for all compo ideas initially. Afterwhile, maybe we'll change it that the latest compo winner chooses the next compo.

First compo will be posted very soon. In the meantime, your thoughts?
Posted 17 years ago2006-12-07 02:33:33 UTC
in rowleybob Projects! Post #205285
User posted image


Latest Version

Almost done with the doors. R_speeds are ok with a full VIS compile, so I'm moving forward... new stuff and new textures soon :)
Posted 17 years ago2006-12-06 01:26:14 UTC
in GoldSource Mapping Tips Post #205206
CTRL-Selection-Boxing
(A short, but painfully drawn-out tutorial)
by rowleybob

K. We all know how to CTRL select/deselect verticies in Hammer, but did you know you can also CTRL-Selection-Box them as well?!!1 I didn't until today, and I can't believe I never noticed it before!

You know how when you're trying to select a bunch of verticies, but sometimes you can't select them all in one swipe of the selection box-- without grabbing unintended ones?

Well my friend, you needn't worry about this sort of problem if you have CTRL-Selection-Boxing in your bag of tricks!!1 Here's how it works:

1. Select an object/group of objects with multiple verticies. Notice our example... it's on an angle which makes it impossible to select half of it's verticies in one swipe. Here, we're missing the two groups of verticies on the right and the left.
User posted image


2. In this one, we can't make the selection without grabbing those center ones, which we absolutely don't want.
User posted image


3. So, why not let's try our new method?! Start moving the selection box around as many verticies as you can--without selecting ones we don't want.
User posted image


4. Now, hit <ENTER> to select them. Next, while holding down CTRL, draw the selection box around the remaining verticies.
User posted image


5. Hit <enter>, and you've done it!!1 *win
User posted image


You can do this as many times as you want to select/deselct verticies. Also don't forget you can adjust the selection box in the other 2D windows, to further help you refine your selections ;)