Forum posts

Posted 11 years ago2012-12-10 20:07:57 UTC
in Competition 33 Post #311472
Hmm, this sounds intradesting, challenge appcected!
Posted 12 years ago2012-11-19 23:59:51 UTC
in max map models - 512 Post #311058
Oh, okey. I thought they would bring down the VIS compile time if you use them well. Hmm, maybe because they can split their own faces and create more polygons or something... idunno :P. You ran some tests on that though, so I guess you're right.

But, on the other hand, grouping a number of solids spread out over the map can bring the r_speeds up. Because when you see one of them the other ones connected will also be rendered.
Posted 12 years ago2012-11-19 23:32:11 UTC
in max map models - 512 Post #311056
Yes it means stuff like func_wall and illusionary. You could group them together to lower the amount. Or you could use func_detail that comes with Vluzacn's Half-Life Tools for compiling.

See this thread: http://twhl.info/forums.php?thread=17830
Posted 12 years ago2012-09-05 17:14:31 UTC
in Rchi Minicompo #1 Post #309639
Posted 12 years ago2012-09-04 09:46:04 UTC
in Rchi Minicompo #1 Post #309610
Hello once again Brosephsons. I finally got around to finishing what would have been my entry. Please have a look at my screens.

User posted image


User posted image


User posted image


User posted image
Posted 12 years ago2012-08-08 17:34:48 UTC
in Rchi Minicompo #1 Post #308877
Aw naw. I'm actually still working on this. Little by little when I have spare time. Which is not that often since I'm working on an island and a sailing camp whole summer. I'll post my stuff soon even though I missed the whole thing :C.

edit
Oh what the hells, I'll post what I've got so far on Imgur. Not so thought through but I was aiming for some industrial feel. Some I made by hand but most of em are from close up photos on various things on the island I'm working on.

Been using mainly Picasa and Gimp2.

http://imgur.com/a/vexKY#0
Posted 12 years ago2012-06-30 10:33:39 UTC
in Post your screenshots! WIP thread Post #307542
Oh man, that's a whole bunch of tetrahedrons. Oh, the horrid flash backs of all vertex manipulations I've done are coming back. VIS-grouping in hammer is a must because trying to select the right nodes is always hard.

Good job, looks awesome!
Posted 12 years ago2012-06-27 14:00:36 UTC
in Rchi Minicompo #1 Post #307443
Holy mother of strawberry sauce. This could be a lot of fun. I have very little experience from making textures (close to none) and I flipping flip out on Wally at times. But I think I wanna join this one and see what I can learn.

On the back side I'm gonna be working on a sailing camp for the next 6 weeks so I don't think I'll have much time over... But damn, this looks like fun, great idea.

You made that in 50 minutes?? How in the waaat? What program do you use? All I have is Wally, MSpaint and some open source crap that I almost never used... :S
Posted 12 years ago2012-06-17 20:52:11 UTC
in Unofficial Competition 33 Post #307210
Oh, nice thread and interesting ideas. Brainstorming is fun and it's important not to give negative feed back during brainstorming, just putting it out there. That is for the after work when you list pros and cons for each idea.

I'm looking forward for a new compo, albeit a small one. Couldn't join the last one :<
Posted 12 years ago2012-01-26 01:08:37 UTC
in BEVEL vs NULL vs SKY Post #302969
Well, as far as I know a block with the sky texture has to have all sides covered with sky. Has this changed? It's not like these textures are always completely interchangeable, they do have different properties, as you mentioned.

I have read that an over use of sky brushes can cause lower fps even though it wont affect the wpoly. But no good explanation to why. Maybe because the engine has to keep track of the clipnodes they still create (in default mode at least).

Also, this is missing some proof of how you set the test up. I guess you don't wanna show since it's a compo entry. But it would be nice to see how many textures were changed and where they were located.

It's kinda hard to draw any conclusions from those wpoly values. That could also be results from how VIS compiled the map. The amount of visleafs varies in all the compiles.

Good work! I find this very interesting.
Posted 12 years ago2012-01-25 02:48:55 UTC
in Animated textures-n-Sprites Post #302930
I haven't noticed that water makes a lot of lag. Specially not if it's just a little pond with no waves. You don't even need to turn in it to a func_water I think. As long as the texture name starts with "!" it is going to be animated like water. With func_water you can edit rendertype, wave height, contents and so on.

Your main problem seems to be that you want an animated texture but you can't be arsed with making more than one frame, if so, your solution is the "!water01.bmp" kind of textures. Easy to use and there is already a lot to choose from in the different wad files out there.

That's some really cool water effect there Bruce.
Posted 12 years ago2012-01-07 15:49:17 UTC
in [hl1] Spawning unlimited ammo in SP Post #302515
Glad I could help :P. I hope it won't make the map laggy if it spawns hundreds of weapon/ammo models. Well, you will figure that out I guess :P.
Posted 12 years ago2012-01-07 15:41:31 UTC
in multi_manager Problem... Post #302513
Maybe you have the same name for the light and the multimanager so that when it triggers the multimanager you also trigger the light to on. And then 2 seconds later the multimanager triggers the light again to off. Idunno, just guessing.
Posted 12 years ago2012-01-07 06:26:02 UTC
in [hl1] Spawning unlimited ammo in SP Post #302503
Yeah that is odd, the "1 - max live children" setting only works for monsters but not for weapons or ammo. Maybe it can't sense when the ammo is "dead" so that it can spawn a new one.

I got it to constantly spawn infinite guns n ammo, one each X seconds, forever and ever ever. Well, that is at least how long I tried it. Jupp.
Posted 12 years ago2011-12-31 01:58:40 UTC
in Half-Life: Secret Santa Post #302279
Aw yeah! :cool:

Also, I uploaded mine to the vault, the one I made for Soup Miner. He said he was 99.9 % sure who made it but did not wanna name anyone so that's why I put it up.
Posted 12 years ago2011-12-30 12:55:40 UTC
in Half-Life: Secret Santa Post #302255
Okey, I've been snooping around a bit and I'm gonna guuueeesss that maaaaybe Scotch did my map. Why? His avatar says "Banhammer Patrol" and he is in to law enforcement.
Posted 12 years ago2011-12-29 12:45:49 UTC
in Half-Life: Secret Santa Post #302212
Tetsu0, are you gonna announce who made what and make all maps public or should we, who made them, upload to vault? It would be nice to see all the gifts and to know who made what.
Posted 12 years ago2011-12-28 15:33:26 UTC
in Half-Life: Secret Santa Post #302173
I have no idea who made mine, my guess would be some admin / moderator.

The topic my secret santa choose was rules of TWHL. What not to do and so on. Because I'm a relatively new member of tis site he or she figured I probably never used the interwebs before.

It featured some really nice entity and maybe scripting work but that was pretty much the only thing cool about it.

Thanks, I guess, better than getting nothing :P

User posted image
Posted 12 years ago2011-12-26 21:08:32 UTC
in Half-Life: Secret Santa Post #302070
Sometimes it's even more fun giving than receiving also...
Posted 12 years ago2011-12-25 12:15:27 UTC
in Half-Life: Secret Santa Post #301989
Aw nooo, 50% smaller??? Now I have resized it all! Made doorways 128 x 192 instead of 64 x 96, houses twice as high etc etc... Oh well, finished it now. Just took me 6 hours!! Thx for the heads up Skals!
Posted 12 years ago2011-12-24 02:04:28 UTC
in Half-Life: Secret Santa Post #301956
I would also like some fisting! I posted a link to mine a couple o' days ago... Hope it's working...
Posted 12 years ago2011-12-23 14:06:49 UTC
in Competition 32 Post #301939
Haha, that pretty much sums it up.
Posted 12 years ago2011-12-17 02:14:01 UTC
in Half-Life: Secret Santa Post #301655
I started on mine yesterday but I think I can finish it before 19th sometime.
Posted 12 years ago2011-12-17 02:12:05 UTC
in Competition 32 Post #301654
This sounds like fun, I love cs :). I like many of the old standard maps! No one wants to play them though :P. Any ways, dont know what I'll do yet but I'll figure something out.
Posted 12 years ago2011-11-30 21:41:45 UTC
in Grand optimization thread Post #301204
Cool, skals, I've been using shlt 3.9 I think except for rad where I still use zhlt-vulcsan or something, it's faster and more smooth. I'm gonna try vhlt 25 in the future.
Posted 12 years ago2011-11-30 12:37:15 UTC
in Competition 31 Post #301193
Sorry to ask this question but how is it going with the judging and when is it likely to be finished?

This is my first competition so I'm not familiar with how it usually works. I know I will get the results when all is done but I'm just curious when that could be :).

Thanks
Posted 12 years ago2011-11-25 14:49:34 UTC
in Competition 31 Post #301048
I would love to see what you guys would have done with this compo, you both have some really cool maps in the back pack ^^. Hope you can fix it Atom even if it's too late.
Posted 12 years ago2011-11-25 00:01:31 UTC
in Competition 31 Post #301027
Aw balls, managed to finish the final compile in time but it had some annoying clipping errors all of a sudden. It will have to do :S hope it doesn't affect too much of the outcome.
Posted 12 years ago2011-11-24 23:25:51 UTC
in Competition 31 Post #301025
Final compiling now, hope it's not gonna crash or take too long :S. Ive got a a shitty compile as back up but I'm soooo nervous gaargh!
Posted 12 years ago2011-11-23 11:47:00 UTC
in Competition 31 Post #300991
@Ninja deff
You have to do FULL VIS or do VIS-blocking (or both) or change the layout of your map. If the engine draws it then you can see it through sky blocks.

Full vis is always good for final compiles though.
Posted 12 years ago2011-11-23 03:20:56 UTC
in Competition 31 Post #300987
Well, that is the downside with posting screen-shots (or the map) early, other people can get inspired and maybe steal your ideas. Also it's kinda like spoiling the end of a movie.

But of course it's nice to see what others have accomplished too as the competition is ongoing but it's better not knowing IMO.
Posted 12 years ago2011-11-22 14:13:18 UTC
in Competition 31 Post #300971
Gawd nuggits! I've been fighting with leaks and "leaf saw into leaf" problems because I used the tetrahedron technique too much. I cant really say it is worth the trouble compered to the normal triangle technique. Ended up making it all into func_wall and enclosing it with some other blocks (think sky box) and finally after trillions of recompiles it worked :D. Now I just have to finish the rest. Done with 60% of the map perhaps :S.
User posted image
Tetrahedon buggy walls turned into func_wall
User posted image
Outer solid shell, kinda like a small skybox

Anyways, hope I can finish in due time. Good luck everyone and fighto hardo!
Posted 13 years ago2011-11-14 20:58:00 UTC
in New Mod: Half-Life: History Post #300761
Sounds interesting. I'd love to contribute with some mapping and voice acting.

Is the story completed? I would like to know more about the story. It's okey if it's not completely completed yet but before starting mapping it should be finished, you know?

How is it related to the HL1 story? Mainly time and place and maybe the organizations or actors goals and why.

We all learned in HL1 that the military is not there the rescue people. Is it the opposite here?

Good idea anyways and I'm looking forward to see more of this. Haven't checked the exe file. It's too much of a hazzle and I'm suspicious about that stuff.
Posted 13 years ago2011-11-04 00:05:25 UTC
in Competition 31 Post #300480
omfg, I've been wasting too much time playing CS >.< fuuuurk gotta get back to work on my map.... Tomorrow maybe...
Posted 13 years ago2011-10-31 14:36:51 UTC
in Competition 31 Post #300400
Neat program. Some of my screenshots turn black :S think that is because of my computer though :P.
Posted 13 years ago2011-10-22 12:59:49 UTC
in Competition 31 Post #300175
Looks nice hlife_hotdog! Like the dark atmosphere ^^.

This how far I've come, snapshot from hammer :P.
User posted image
derp
Posted 13 years ago2011-10-13 07:54:18 UTC
in Competition 31 Post #299961
@Zeeba gee

I'm feeling your pain dude-man. Vertex manupollution FTW but my fingers and eyes are bleeding.

Shit always gives them Leaf saw errors and longer compile time (I know there are ways to avoid this but I'm lazy).
Posted 13 years ago2011-09-29 15:45:34 UTC
in Competition 31 Post #299587
Let's all break the rules as much as possible!!! Already included over 193 decals in my compo entry: cracks, craters, spray tags, u name it. Everyone should join me in this war against the rules!! Gogogogo! Together we are strong!

(Hehe, then I can secretly win with a simple cube with the sand texture alone, since I will be the only valid contributor)... Muhahahah, oh shi-, did I think out loud again!?

derp
Posted 13 years ago2011-09-27 09:37:16 UTC
in Half-Life: Secret Santa Post #299477
Create and recieve anything on gold source, could recieve from Portal (1) too.
Posted 13 years ago2011-09-26 16:29:30 UTC
in Competition 31 Post #299448
@Strider
No decals!? You wanna see no decals, ey?
I'll show you no decals! Just wait...
Posted 13 years ago2011-09-25 14:29:57 UTC
in Competition 31 Post #299389
Excuse me gentlemens but I haz question!

Is really the rule "no custom models" necessary? If so what does it mean?
  • Only models from the GCF-files in steamapps folder are allowed?
  • Can I use HL and CZ models in a CS map?
  • Or are we allowed to use any model that is already existing?
  • What aboot decals.wad?
Also, nice textures are nice and this is gonna be fun :)
Posted 13 years ago2011-09-23 11:32:29 UTC
in Half-Life: Secret Santa Post #299313
Sounds like phuun, I'm in :)
Posted 13 years ago2011-09-22 08:34:08 UTC
in Competition 31 Post #299246
Dragos please, you are pissing in the pool that everyone is swimming in and then you attack everyone else for asking you to stop peeing in the pool.

Please, from the bottom of my heart, can you be a little more considerate and diplomatic in your ways of communication. In other words:
  • Curse words are ok IMO, if you don't use them assault people, like you do.
  • Be more accepting, or understanding, and if there is something you think could be changed for the better please inform in what way it may be improved and why, instead of just saying it is stupid or sucks.
We don't want to swim in piss.

Best regards
Posted 13 years ago2011-09-21 22:08:16 UTC
in Competition 31 Post #299232
I would only do it if I deem it really necessary. Depends on what I will map. And I was not thinking of doing it to all textures.

I don't want to make a map not suitable for the game engine is all.
Posted 13 years ago2011-09-21 20:54:05 UTC
in Competition 31 Post #299229
I'm cool with that :P
Posted 13 years ago2011-09-21 20:49:33 UTC
in Competition 31 Post #299226
Is resizing the textures allowed? I mean changing the resolution from 256x256 to 128x128.

To minimize face tiling and w_polys.
Posted 13 years ago2011-09-20 22:57:27 UTC
in Competition 31 Post #299174
Wow, I just started reading about them source textures... Godommit fronk! There's a lot more to them than the HL-wad files...

Anywho it's almost 2 am and I gotta go sleep. I just wanna request more transperent textures mainly;
  • Ladder / "Hand rail"
  • Green stuff, hanging grass or other veggies
A rather restricted texture pack can be good cuz of the challenges it brings. One with more content could be nice too cuz you have more freedom. I can't choose which one I prefer more.
oyasuminasai
Posted 13 years ago2011-09-20 10:27:30 UTC
in Competition 31 Post #299130
@zeeba-G
Alright, no problem :). I don't expect it to get many votes at all but as long it's acknowledged I'm fine.
@Captain Terror
Thx =)
@Rimrook
Cool, never seen that game before, seems quite cool and it's a good example of what I was thinking of. Still has room for improvement and different game play ideas though :).
Posted 13 years ago2011-09-19 12:00:26 UTC
in Competition 31 Post #299113
Sounds like a good idea. We need more dead lines and guide lines to get somewhere.

I don't mean to be egocentric but what about my idea? "Map something where you are, or focuses on, falling. I didn't get any feedback at all.

There are a lot of possibilities with this idea and it's quite abstract. The goal is to use gravity as the main medium of progression. I don't wanna spoil it with ideas but I here are some:

SPOILER, DONT READ!

[s]- Knife / shotgun / pistol - Air battle map (these weapon still has quite good accuracy in air)
  • Some kind of racing map, get down as fast as possible. Well everyone falls at same speed how is this gonna work? Gee wizz, make stuff that reduces the speed as obstacles to avoid or something.
  • Single player / puzzles. Make puzzles or something like those kz (climbing) maps but reverse.[/s]
Posted 13 years ago2011-09-18 22:08:05 UTC
in Competition 31 Post #299093
Hehe I was thinking about Theme Park too earlier today :P. As long as people dont crouch during roller coaster ride it could be cool. Cuz if you crouch it will get stuck.