Forum posts

Posted 10 years ago2014-06-29 01:25:23 UTC
in Post your screenshots! WIP thread Post #320037
@Zeebro-G: That's another mystery. It compiles fine for you but not for me. I have more up-to-date tools and I would've never thought that it would be a problem. I can't seem to crack the problem of some illegal geometry in the caves that you made either. HLFix still says nope since I updated Hammer, and I have no luck with that either.

Remember when mapping was fun and simple?
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-28 22:49:18 UTC
in Post your screenshots! WIP thread Post #320035
Yeah... I got the cave parts in using the new sledge but it gave me ambiguous leafnode content errors. I ran a bunch of tests and it does it with everything I've imported. I don't know what causes them or what makes the map work with the errors. Sometimes it works and other times not. I think Sledge completely bones HLFix because it errors and stops the compile.
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Rimrook RimrookSince 2003
Posted 10 years ago2014-06-28 20:16:43 UTC
in Post your screenshots! WIP thread Post #320032
A modeling software has a number of sculpting and soft-selection tools that sledge doesn't. It's usefull when dealing with smooth or organic geometry.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-28 12:51:34 UTC
in Post your screenshots! WIP thread Post #320026
I have a short list of things to add that isn't vital map construction.

Kelp, bubbles, fish, more kelp...

I got the update to sledge and it looks like the OBJs import well. I will have to see how it stands up when I insert some things into the map.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-28 03:02:37 UTC
in Post your screenshots! WIP thread Post #320023
So Zeeba-G and I's secret project has been a little flat lately. Our idea was an underwater castle, like the ones you see in fish bowls. Don't worry, there's no actual swimming involved. We started really strong then we ran out of free time. Sledge has been a massive help but I was disappointed when the OBJ importing wasn't working reliably. It would have made some killer terrain that we need to do.
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The orange dev textured parts are all sorted for terrain manip as soon as I finish the rest of the underparts. I may pass that to Zeeba to do if he has time. The interior parts are unshown due to little or no lighting. Have to leave something to the imagination.

We still plan to finish this monster at some point. For now I supposed a little show of our efforts would be good.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-27 23:35:49 UTC
in Top 5s Post #320022
Can't wait until someone ports Sven-Coop to WebGL.
Shit would explode.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-26 22:49:37 UTC
in Renderings architectural or not Post #320012
So cool! Though I was wondering how the hell it will stay up. I thought it would have a central pole or something but it doesn't. Other than that, it's an awesome design.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-22 17:00:55 UTC
in Renderings architectural or not Post #319935
I think I actually have a pack of human silhouettes somewhere.
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Rimrook RimrookSince 2003
Posted 10 years ago2014-06-20 04:11:27 UTC
in Renderings architectural or not Post #319892
I wish I could do archetectural design. Instead I just play Minecraft.
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Those renders are pretty slick. Gotta ask though, do you seriously have a pack of people cutouts to insert into the scene?
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-17 14:45:39 UTC
in Atom's TWHL Minecraft Server Post #319845
I've already planned out a lovely new home. Its a tiny version of the one I build on AotBT. I like small footprint houses. They fit anywhere.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-17 01:27:09 UTC
in Top 5s Post #319829
1. Get a TV.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-17 01:23:50 UTC
in Atom's TWHL Minecraft Server Post #319827
I'd hate to ask but is the server going to reset for the update?
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-14 23:35:30 UTC
in Atom's TWHL Minecraft Server Post #319779
What I do? What's happen?
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-08 13:13:20 UTC
in E3 2014 Post #319680
The new call of duty looks sick.
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Rimrook RimrookSince 2003
Posted 10 years ago2014-06-06 14:06:02 UTC
in Post your screenshots! WIP thread Post #319665
Our trucks are bigger than our garages. I suppose it's a euphemism for something.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-06 01:05:58 UTC
in Post your screenshots! WIP thread Post #319661
In Hlaflief, the Inches to Units conversion is actually 1:1 and it doesn't change until HL2, 16 units being 12 inches. Many games began using conversions because computers and computer related computery things were always in powers of 2. 16, 64, 256 etc are good number to associate to feet or meters. It's also comfortable in the editor since mapping in a 12 unit grid is still funny feeling. Try it some time. Hammer can be set to 12 and you can make really real-world accurate stuff. The texture scale needs to be 0.75 though.

Oh, FYI the player in HL is 72 units tall.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-05 15:31:03 UTC
in Fish eye view Post #319656
uhm, i think its default_fov then a number.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-03 23:37:41 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319647
Your answers provide a ton of insight.
The reason its scaled weird is probably because your original OBJs were made on alternative units. Like instead of 1 to 100, its 0 to 1 with lots of decimals. Like perhaps Maya and maybe something else was used.

This is the mesh I'm trying to import. It's perfect in Max but in Sledge, not so much. https://www.dropbox.com/s/uu6fh2lzm5xrnzs/cave%20mesh%20final.obj

EDIT: The more I use Sledge, the more I like the sort of preview you get when you go to create new arches and torus.

Take or leave it, may I suggest that there can be a OBJ importer (with options dialog) that allows the user to preview the result, scale it, and do whatever before it commits to being turned into brushwork. This could be a tool with the brushwork stuff, or a feature under the file menu, doesn't matter. These options could also help distinguish between using Triangles and Quads. Once source stuff is implemented, I'd love to loosely rough out the terrain in 3D then port it over and convert it to displacements for smoothing and sculpting. As you know, displacements only work on brushes with 4 sides.

PB, I'm really passionate about Sledge's development (in case you didn't notice). Never more in my life I wish I could code so I could help this out. It's a good thing and I want to see you make it the new standard in Goldsource/Source/Source2 mapping.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-03 02:48:26 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319640
PB,
What software did you use to make your test objects?
What version of that software?
What were your test objects?
What export settings, if any, did you use for your OBJs?
Was the OBJ file compressed in any way from the 3D software?
Was the scale accurate to the one in your 3D software?
Was the imported OBJ rotated properly?
Did you check for errors?
If yes, what were they?
Did you test the really large and really small OBJ geometry?
Did you test if any texture coordinates confused the geomerty on export/import?
Did you re-import the OBJ from Sledge to your 3D software to confirm accuracy?

I've been at this for a while...
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-02 19:40:23 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319637
Aw, I didn't think to flip the normals in the 3d program. Seems still tedious but may have pretty ok results after I track down all of incorrect faces.

A tetrahedron has the minimal amount of faces and can be morphed nearly any way as long as it doesn't invert its faces. Importing quads (squares or polies) could cause errors if not co-planar. Also, using a BEVEL texture on the backside has some effect on it. Don't quote me on this, but I think its the most optimized way for collision hulls. Using them in a displacement or terrain setting keeps the number of hulls low so you don't run out.

I guess my point is that we shouldn't have to do all this to make it work. I have a pretty extensive knowledge of mapping, compiling, optimizing, and 3DS Max. These troubles would be an immediate negative if someone tried this and was new to any of it.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-02 17:15:07 UTC
in Atom's TWHL Minecraft Server Post #319634
Don't get nippy with me >:U
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-02 12:10:02 UTC
in Atom's TWHL Minecraft Server Post #319632
Rimrook is now named BoobTouchey.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-02 02:45:27 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319628
Yeah that whole thing about triangles doesn't want to be true for me today. I'm having to manually fix a mesh I actually need for something...

Just manually fixed hundreds of errors for the last hour. I hope this works cuz I really like the "Plan A" for this.

I was disappointed that when I tried something slightly ambitious, I didn't get the output I was expecting, even after trying a number of alternatives. It just imported weird. The points that is the bottom part of the tetrahedrons were above the face, making nearly every other brush invalid.

EDIT: Fuck sure whatever.
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Saved, closed, then opened the map again a bit later and this is what I got. I saved it as a MAP file. I give up. Fuckin done. PLAN B.

EDIT 2: Tried yet some more experimentation because I'm insane. It re-imported fine without error, but for some reason there are dozens of tetrahedrons that are facing that wrong way. Nothing is in error so yeah its just messed up. Back to Plan B.

Can't know if it's never heavily tested.
Rimrook RimrookSince 2003
Posted 10 years ago2014-06-02 02:33:43 UTC
in Atom's TWHL Minecraft Server Post #319630
No, the new 1.8 I believe. Coming out soonish.
LOiNK
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-31 15:35:12 UTC
in Atom's TWHL Minecraft Server Post #319621
Aw, I am corrected. In 1.8 they changed it rotten flesh.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-31 01:28:21 UTC
in Atom's TWHL Minecraft Server Post #319617
You better belieb it.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-31 01:10:50 UTC
in Post your screenshots! WIP thread Post #319616
hgfhjghjgjkg.jpg? i lol'd.

Good work too. Can't wait to see it textured.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-30 23:36:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319615
I'm trying objects or shapes that resemble things that may be applicable. It works enough for me where I want to put it to a true test and make some caves with it.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-30 17:59:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319609
I made these. They're curved round pool shapes. They seem simple in my book.
Both are slightly different. Pool2 being properly proportioned to the sledge grid through calculated export settings.

https://www.dropbox.com/s/8z5tbpxj1jsomik/testpool1.obj
https://www.dropbox.com/s/l2w42qltnso1jei/testpool2.obj

EDIT: Should mention that sometimes Copy-pasting the brushwork exposes errors. It doesn't show everything and still has problems.

Also, PB, when you made the OBJ importer, what kind of stuff did you imagine people would import? Are there any Do's or Don'ts regarding this feature?

EDIT 2: Got it.
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I suspect why your meshes work and mine didn't. I tried exporting with triangulation only, no quads or polys, and there are no errors anywhere to be found. Quads mess it up it seems.

So, my export settings are No Rotation, Scale at 0.01, and export as triangles. It works perfectly.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-29 18:17:32 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319597
I've managed to get a small section of what I was importing compiled. Good to see that the edges were unified into nice smooth connected faces, so at least its accurate. Still, errors riddled it during compile.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-29 17:08:43 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319595
Has anyone compiled anything with an imported OBJ mesh yet? I'm trying to and simply can't due to a bunch of invalid surfaces. Sledge says there are no problems.

EDIT: Hold on, the error report in the VM tool says that nearly every face is errored. Is the OBJ import broken?
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-29 15:34:15 UTC
in Atom's TWHL Minecraft Server Post #319593
Well if you say so. I will plat right now.
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Look at me go!
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-29 05:18:22 UTC
in Atom's TWHL Minecraft Server Post #319587
Gold nuggets, gold swords, zombie flesh, porkchops, I don't know.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-28 21:58:22 UTC
in Atom's TWHL Minecraft Server Post #319585
hopped on the server for a bit.

Sweet nostalgia. However, who the fuck built that massive Zombie Pigman farming contraption. It must have taken ages to construct.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-28 16:10:05 UTC
in Baking GI to textures in 3d software Post #319583
You could scale the vertexes inward as it goes along.

When I import objs from 3ds max, the mesh in sledge is exactly 100x bigger. I export with with a smaller vertex scale of 0.01 to make it match with sledge. That's for 3ds, i suggest making a 8x8x8 cube and exporting it and seeing how big it is in sledge, then export with an adjusted vertex scale as needed. It takes just a moment to find the difference.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-27 15:25:44 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319578
I'm trying to align a point from a brush to a point on a hexagon made with the cylinder tool. It never aligns, even when I zoom in until it glitches, it will never match up. Is there enough demand for a "Snap to Vertex" option for VM?

Despite that, I love how I can uniform scale by holding CTRL. However, when I also held shift, I was expecting a uniform scale around center and it didn't happen. I had to screw with decimals in the transform dialog and never got the thing I wanted. I then started making a new piece from scratch only smaller.

When importing a OBJ mesh, check for errors. The invalid surfaces are often caused by the central point of a tetrahedron to be above the primary face of the brush. Simply moving it to a more suitable location fixes these errors. It's possible to load complex meshes with little reworking to make them function.

Also if you import a mesh, it will be hollow, having space and clip hulls inside it (and a lot of them too). You can make it solid by making a path from the inside to the void.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-26 15:28:29 UTC
in Baking GI to textures in 3d software Post #319566
You should check out Sledge since it can import .OBJ files and they turn into a pretty decent tetrahedron mesh.

EDIT: yeah like this. No errors too.
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I think us 3D software guys eventually wander into the crossover stuff from time to time. I know I have and I'm quite pleased that our very own Penguinboy made it a little easier for us.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-26 00:07:51 UTC
in Baking GI to textures in 3d software Post #319554
Its from and old mod that didn't go anywhere.

It's cheaper to use textures for that still. The latest builds of RAD are really good and even though AO is nice and all, using only AO looks pillowy and fake.

May I ask why you want this? Are you more comfortable texturing in a 3D software? Normally people want crossover stuff tend to want better geometry and construction tools.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-25 13:19:36 UTC
in Baking GI to textures in 3d software Post #319532
Like this?
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I experimented with this a lot in the old days of the 6D project. You can't really go all 3D package for it. However, you can make your structure in Hammer and export to .DXF then bring that into your 3D program. You also can't do the whole map. It works best in smaller sections that are easily controlled. You can then texture and broadly light the geometry and extract the textures and place them into a wad, then apply the wad textures to the original geometry in hammer. I would stay away from direct lighting since it could be drawn anywhere. GI and AO stuff works wonders for this. For the direct and ambient lighting, a little bit in hammer and with the RAD goes a looong way.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-19 15:18:02 UTC
in Atom's TWHL Minecraft Server Post #319465
New map or what's up?
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-18 22:57:14 UTC
in Now Playing: ... Post #319461
I didn't realize Charles Barkley, Shut Up and Jam: Gaiden was a real game.

The good news is that it exists.
The bad news is that it exists.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-16 20:35:17 UTC
in Go to coordinates? Post #319455
I couldn't remember if leaf errors shown the brush number or not, it's been a while, even longer since I've had a leaf error.

Speaking of long time, Z
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-16 18:17:57 UTC
in Go to coordinates? Post #319452
Hammer can find a brush number. On the menu bar, go MAP > GO TO BRUSH NUMBER... or CTRL+SHIFT+G

But yes I also recommend using Sledge. It makes you smile.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-16 02:31:27 UTC
in Unofficial Competition 34 Post #319445
Is this compo thing serious?

Well it's a good thing I
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-16 02:18:20 UTC
in Now Playing: ... Post #319444
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-14 18:18:58 UTC
in Post your screenshots! WIP thread Post #319428
Are those kryptonite crystals models? To make them glow, you could set them to additive, or put a small texture light underneath their origin to illuminate them. Models sample the lighting from the surface below them. You can trick it with small texture lights. Point lights work too if you want the light to cast.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-13 23:39:17 UTC
in Rooms: Source - Rooms II Post #319414
It appears that the door arches are walled off. I don't know if any of that is accessible.

Textures could be smooth stone, good trims along some stuff, bricks maybe, idk.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-13 14:05:38 UTC
in HLDM Server! Post #319410
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Rimrook RimrookSince 2003
Posted 10 years ago2014-05-13 01:28:12 UTC
in HLDM Server! Post #319404
Contorl Altdel made me chuckle.
Rimrook RimrookSince 2003
Posted 10 years ago2014-05-13 01:25:36 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319403
Hey, I'm impressed and officially migrated. Just in time for
Rimrook RimrookSince 2003