Forum posts

Posted 3 years ago2020-12-01 23:29:26 UTC
in Mapping with Wall Worm? Post #344993
I used it all the time (for goldsource) before the big updates to Blender 3-4(?) years ago. There's a thread somewhere here on TWHL by the developer and they had plenty of video tutorials on their site to get you started. Iirc, back then when i still had a max license, most known level designers in the CS GO community were using it in one way or another.
https://dev.wallworm.com/topic/72/goldsrc.html
Posted 3 years ago2020-12-01 08:50:47 UTC
in Post your screenshots! WIP thread Post #344985
It's GS, good ol Half life. It's a remake of the Oasis university map from Overwatch (middle section that connects lower to upper level). I'd like to make a version for CS 1.6 but i don't know how i would go about adding the health packs.
Posted 3 years ago2020-11-30 19:43:17 UTC
in Post your screenshots! WIP thread Post #344982
A bare and generic but cozy hallway because i keep deleting everything i make 1 week later.
User posted image
Posted 3 years ago2020-10-30 10:33:40 UTC
in Programming video tutorials Post #344812
Programming never interested me, but this looks like a good opportunity to relearn everything i've forgotten from highschool/uni and also learn some new things. Keep up the goo!
From my brief experience, the only feedback i can give you is that jumping with one of those things attached to my head wouldn't be a pleasant experience.
But no matter how good the controller, the problem with VR is still the goggles. I remember how hyped i was a few years ago about VR until i tried out an Oculus... Sure, one day pc monitors/tvs/screens will be about as useful as a sack of potatoes, but we still have a few years to go. Until then, i sure as heck am not interested in strapping a brick over my face and paying for it.
Either way, I guess it wouldn't hurt to get a head start in such an untapped industry, but i wouldn't expect miracles over night.
Posted 6 years ago2017-11-12 11:48:42 UTC
in Now Gaming: ... Post #337893
Been playing Destiny 2 lately, they've done well on the visual side though it doesn't show immediately. Cramming the player between narrow, generic hallways through most of the intro/1st level might of been... a bit of a questionable decision...
Still at level 2, but the rest is opening up well so far.

Edit: D2 was a fun ride while the story and level up experience lasted, all that is left afterwards is either mindlessly grinding the same underwhelming events or pvp. Since i'm not much of a fan of either, i don't see myself spending more than 40-50 hours on it. Imo, worth the buck for the story and while the novelty lasted IF you play with friends, but nothing to go crazy about.
Posted 6 years ago2017-09-26 17:55:58 UTC
in TWHL Pockets Post #337557
Def. can't finish mine this week, gotta work on the weekend too, and an extension is kinda pointless for me since in a couple of weeks, i'll be gone from the desktop for a month or so.
That would still leave me with a couple of weeks to work with, but if things keep up like this i don't think i'll have neither the time, nor the will power to wrap it up.
Kinda pointless, but i do promise to upload it once it's finished, if anyone wants to give it a go as a separate map.
Posted 6 years ago2017-09-26 10:44:03 UTC
in Func_detail size limit? Post #337544
Maybe i misunderstood... If you were referring to 'zhlt_detaillevel' when talking about detail levels, i'm pretty sure it doesn't work past 3. You can input whatever value :D , but anything higher than that will be treated the same, chopping each other off as if they would all be detail level 3.
Posted 6 years ago2017-09-25 19:15:52 UTC
in New Studiomdl.exe (UV shift fixed) Post #337533
Cool stuff, though i betcha from now i won't be forgetting to shift the uvs 1 unit before recompiling.
Posted 6 years ago2017-09-25 19:04:08 UTC
in Func_detail size limit? Post #337532
Min 0, max 3. I remember bumping into max. entity count limit issues on an older version of Vhlt because i had too many func_details, so once i knew i was done with my entire level, i grouped up everything as a single entity with no problems what so ever. Vis grouping helps a lot.

Oh, didn't noticed the date on this one... :P
Posted 6 years ago2017-09-25 11:24:38 UTC
in Half-Life: C.A.G.E.D. Post #337519
Loving the 80s theme at the end, shame it wasn't too obvious during most of the gameplay time since, well, we were in a prison. But would most definitely look forward to some sort of story pick up in the future with that 80s vibe and my executive plunger by my side :walter:
Posted 6 years ago2017-09-06 13:03:50 UTC
in Hints not working Post #337331
I'd first try out placing a giant hint brush on top of the building, where the stairs are, in case the leaves aren't split there (which would be unusual but i can't tell by the screenshots).
If that doesn't work, try adding another hint brush like in the pic below, the far side of it would have to end where a leaf is split, obviously.
User posted image
Easier to help if you post a grid screenshot and mark the world brushes.
Posted 6 years ago2017-09-04 20:01:16 UTC
in Half-Life: C.A.G.E.D. Post #337287
Those screenshots look damn promising, added to wishlist. Gl with the release!
Posted 6 years ago2017-09-02 15:45:16 UTC
in Post your screenshots! WIP thread Post #337237
Ok, mate... :walter:
Posted 6 years ago2017-09-02 11:01:26 UTC
in Post your screenshots! WIP thread Post #337232
...

Why would you use something like in 2nd or 3rd screenshot anyway?
That "free grid" isn't really suited for a volumetric engine because you'll run into optimization issues as soon as you'll draw the first couple of brushes.
Posted 6 years ago2017-09-01 18:58:34 UTC
in Post your screenshots! WIP thread Post #337220
As long as you're working with tetrahedra, power of 2 and texture features disabled, you'd have to try really hard to get anything but seamless edges, j.a.c.k or not.
Posted 6 years ago2017-08-28 12:43:08 UTC
in TWHL Pockets Post #337140
Somewhat related, on the topic of color psychology and color theory in general (for those that haven't researched it before - i'm sure many of you here know this stuff inside out), you can learn so much from short videos all over the web nowadays, like:
https://www.youtube.com/watch?v=Qj1FK8n7WgY
https://www.youtube.com/watch?v=8wnGUxVaifs
https://www.youtube.com/watch?v=aXgFcNUWqX0
They're film related, but applies to pretty much everything having to do with level design.
I remember looking up stuff like this when i simply had enough of obnoxiously distorted color palettes in recent sci-fi movies, where everything had a beyond ridiculous blueish tint.
Posted 6 years ago2017-08-25 16:13:35 UTC
in HL2: Episode 3 Post #337041
@Rimrook:
What do you mean there are no spoilers? We're told how the series would conclude up until that point, pretty much what happens to Gordon and Alyx to the very end.

Even if there is any work done at this point on an episode 3 (which i very much doubt), i'd say it's much more likely to be scrapped now.
Posted 6 years ago2017-08-25 14:49:52 UTC
in HL2: Episode 3 Post #337034
Marketing or not, my hype died long ago. There's no way in nine hells i would fork out 60 for a Valve pre-order nowadays. First gameplay footage and some reviews, later we can talk.

That being said, if left like this without episode 3, the HL series would make for one of my top AAA games with worst possible ending.
Posted 6 years ago2017-08-20 16:55:34 UTC
in TWHL Pockets Post #336958
Tried Jackhammer after all the positive comments here and gave it up after 2-3 days, the texture skewing/lock tool was nice though. Went back to Wallworm, so most of my map is going to be models.
Otherwise, not much going on my side since my 6 y/o IPS monitor decided to stop booting up. Been looking through it in the hope i'd find the culprit, capacitors and everything seem all ok.
Bought 2 iiyama amva panels from Amazon before i do anything else; been waiting 2 weeks on them now. Supposedly they arrive this thursday, but that's what they said last week as well...
Posted 6 years ago2017-08-10 12:29:42 UTC
in HYPE TRAIN! Post #336836
Oh, let's not forget about the new Dota card game, right?!
User posted image
Posted 6 years ago2017-08-10 12:27:58 UTC
in HYPE TRAIN! Post #336835
Well, I guess we're the only two people looking forward to anything ever.
Not much that hasn't been said already. For now i'm looking forward to Destiny 2 PC in late october. Beta is released this month, i might just pre-order if i get to watch some gameplay footage that looks good.
I don't like pre-ordering but always wanted to try out Destiny, and by the time pc beta is released, consoles would have already gotten the official launch (i think), so i'm assuming it should be pretty stable/polished.
Posted 6 years ago2017-08-07 19:53:45 UTC
in Post your screenshots! WIP thread Post #336790
Any suggestions? :)
What i like to do with simplistic roofs, as i noticed you like to keep things really basic for performance issues, is add another "board" here and there about 1-2 units high. It's not much, but it breaks the boring linearity of that roof and would add a bit of depth to it.
Btw, i don't think that texture is fitting for a roof :|
Posted 6 years ago2017-08-06 21:30:50 UTC
in TWHL Pockets Post #336754
Oh boy, we need to stop; no more tips and tricks... They're gonna iterate the core for the 500th freakin time.
Posted 6 years ago2017-08-06 21:27:54 UTC
in TWHL Pockets Post #336753
Hey, you're right! That's a cool trick! Saves carving up the wall or adding clip brushes around signs.

I wonder if there is any negative impact... I can't imagine so.
I remember optimizing my last completed gs map using this technique. You can take it a bit further and basically use the same concept as in source, when dipping the func_details into a pit of world brushes to optimize your map; i thought everyone was doing this already...
Anyway, when you're dipping into water, the func_detail disappears if it overlaps a world brush, leaving you with an invisible brush as if textured with bevel. Or at least that's what i remember, it has been a while :sarcastic:
Posted 6 years ago2017-08-02 20:08:21 UTC
in TWHL Pockets Post #336679
Doesn't work for me, map is full bright as if it leaked. Compiling with Sledge.
Posted 6 years ago2017-07-31 21:15:31 UTC
in TWHL Pockets Post #336618
Yeah who want 2. map? If who is finish with 1. map than everyone can create 2. map if they like help together.
I meant 4 bridge like connectors between "chambers". :^_^:
Posted 6 years ago2017-07-31 20:04:50 UTC
in TWHL Pockets Post #336616
TWHL pocket bridges. Like Dr Orange, i ended up with 4 of them after i greyboxed my playable area moments ago. Though i've been wanting to try my hand at something more organic, so almost everything takes place in a cave. Well, at least it's a change in the scenery but hopefully the maps won't end up one after the other.
Posted 6 years ago2017-07-30 07:50:41 UTC
in TWHL Pockets Post #336576
Well, i knew i was getting rusty with gs but i can't even get the .rmf to open in Sledge :nuts: , fortunately the .map file worked. Tons of error though, could not compile it; just gonna have to build my own.
Someone help me out here, what cannot be changed regarding the airlocks besides it's dimensions, info_player_start orientation and iirc the info_landmarks must remain in the same position as they are now in Urbys source file?
Posted 6 years ago2017-07-28 09:49:16 UTC
in TWHL Pockets Post #336503
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?
Do whatever you like outside of the 1024 cube, as long as the player is always enclosed in it.
Posted 6 years ago2017-07-27 19:00:40 UTC
in TWHL Pockets Post #336482
Should be home by monday and home free for a while, not sure if i'll have enough time to come up with something or take another trip soon after.
50/50 for me.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-06-29 11:12:41 UTC
in TWHL Collaborations Post #335805
Been getting very rusty when it comes to gs, but i've been getting the itch lately. I'd like to map an outside area with a 3d skybox and maybe dabble a bit and see what i can do with a day/night cycle. If that's something possible in a future collab, i'd chip in sometime late/after august.
Once I am done with my main project
Oh, snap.
Posted 6 years ago2017-06-13 20:29:33 UTC
in E3 2017 Post #335452
@Jessie: The Mario + Rabbids game looked weird, def. wasn't expecting that. I'm not sure what to make of it. Not a fan of X-com and similar, so most likely passing on this one too, even if they slapped Mario on top of it. I just don't get the "Mario vibe" from it.

Always been a sucker for fps/tps mmorpg-ish, glad to be seeing some new titles on the market after so many years where the genre seemed to dying off, save for Destiny. And definitely trying out Lawbreakers as they go in open beta on the 28th.
I bet The Last Night gave a boner to anyone that likes pixel art. Also that new Ori game looks amazing, more like a painting than a game.

Anyway, can't help but feel the AAA giants have been more aggressive towards each other this year than ever before. Everyone wants a piece of the pie and is willing to compete for the exact same genre, which is totally great for me :P, resulting in almost identical games to chose from. I'm just hoping most of the "bad marketing" practices of the industry don't follow up along with the games.
Posted 6 years ago2017-06-12 22:00:46 UTC
in E3 2017 Post #335437
Devolver showing everyone how to run the show.

GG
Posted 6 years ago2017-06-09 08:07:35 UTC
in Post your screenshots! WIP thread Post #335312
That's insane, with 300 euro i got my 6gb 1060. Maybe a mistype in their price.

@Windawz: You're overdoing it with the pillars, way too repetitive.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-10-29 13:36:50 UTC
in Competition 34: HL Re-Imagined Post #332145
Maybe a collab with someone; i have some ideas for a nice 3d skybox. And i'm so rusty, i haven't touched GS in sooooo long. Last time i've even seen GS was on Urbys stream :death:
Posted 7 years ago2016-08-10 12:13:38 UTC
in Now Gaming: ... Post #331150
World of Warcraft: Legion. Yup, you heard me right :P
Apparently older accounts before Battlenet (pre 2012) merge cannot be reactivated anymore, so 40eu for all expansions and 1 month game time.
So 'till mid September - goodbye life, goodbye hobbies.

Also wanting to try No Mans Sky, but seeing mixed reviews, reading about dev pulling a molyneux. Anyone tried it yet?
Posted 7 years ago2016-07-26 15:31:13 UTC
in Twelve Absent Men (UE4/Mobile version) Post #330969
Conga rats on the future release, Doodle !
These are not in-game screenshots, right? I don't think my android will be able to handle any of that...Btw, the wooden electric poles look a bit off in an urban area, just my 2c :P
Posted 7 years ago2016-07-21 20:59:08 UTC
in TWHL Cake Decorating Contest 2016 Post #330924
I'm the worst when it comes to PS, not exactly on topic, but this is the best i could do:
User posted image
Posted 7 years ago2016-07-05 10:57:56 UTC
in Post your screenshots! WIP thread Post #330690
Pretty much everything, aside from textures applied, it looks like a early wip. Floor, walls, ceiling; they're all flat. I'd say greybox everything and work on their overall shape, depth, levels and details. A couple of pipes won't save a flat ceiling :)
Expand your textures a bit too, without going crazy. It might be a horror map that you're building, but that doesn't mean everything has to be boring grey. Pick a few (2,3,4..) textures that create a nice contrast, or some that make up for a good color comp/synergy. Lighting as well, get some more color in there without oversaturating the palette; usually the rule of 3 works fine: 1 overall ambient color, 2 detail colors.
P.S: Sorry if this sounded a bit harsh and puts you down, really not my intention :P
Posted 7 years ago2016-06-22 19:34:50 UTC
in Doom 4 Enemy Design Post #330557
Bought on launch day and i'm only 3 levels in, iirc, gotta get some more hours in it, i've briefly watched gameplay parts here and there though. The sci-fi vibe is definitely stronger than horror, as if they are some sort of man-made creations gone wrong in a military lab, rather than something that came out of the pit of hell. But then again, Doom4 is described as a sci-fi FPS...

I'm not a big fan of the pinky demon either. Something in the silhouette/pose that feels unnatural and physically wrong, as if a gentle tap on it's back would face plant them to the floor instantly :P
I always felt the same about pinky demon though. Should of been a quadruped, stronger line of action for their model imo.
Revenant 10/10 :badass:
Posted 7 years ago2016-06-13 19:37:37 UTC
in E3 2016 Post #330418
This is great. I can skip on watching the cringe fest and read about the relevant bits in a couple of mins :P

<3 you guys.
Posted 7 years ago2016-06-08 20:11:11 UTC
in Post your screenshots! WIP thread Post #330373
I remember that havana map from last year, thought it was dead. Glad you kept at it, Lajron. I'm loving the color comps so far.
Posted 7 years ago2016-05-24 13:19:49 UTC
in Sun lighting problem Post #330216
1st screenshot, you're sitting on a func_wall. Iirc, player model lighting is sometimes glitchy when standing above them. Try using a func_detail instead.
2nd screenshot, looks like the color you've chosen for light_environment shade.
Posted 7 years ago2016-05-21 07:10:44 UTC
in HL3 Post #330171
Made my heart stop for 2 seconds. Not cool Satchmo, not cool.
Posted 7 years ago2016-05-11 23:00:03 UTC
in Fitting model to grid Post #330099
I have the same issues in Sledge, i didn't knew Hammer acted likewise too, since i don't use it anymore. With Sledge however, you can zoom in beyond grid capability and move your models origin with pretty good accuracy, as long as you have off-grid/snap-grid/whatever-it's-called ticked off. I don't remember if this was a thing in Hammer as well.
There's workarounds for placing models precisely where they should be in maps but you have to do that within whatever modelling softare you're using, it will not work for modulars, which i think is what Kruk wants.
Posted 8 years ago2016-05-05 15:30:04 UTC
in trigger_push bugged out Post #330047
Settings look fine so far, but try different values for scale for alternate ticks.