Forum posts

Posted 11 years ago2013-02-15 23:08:24 UTC
in How can i create a custom decal? Post #312635
Video is private.
Stojke StojkeUnreal
Posted 11 years ago2013-02-15 22:08:35 UTC
in How can i create a custom decal? Post #312632
Did you apply it with texture apply tool? Did you import it into a custom WAD file? Did you compile with that WAD file imported?

Write STEP by STEP what did you do.
Stojke StojkeUnreal
Posted 11 years ago2013-02-15 20:16:06 UTC
in How can i create a custom decal? Post #312628
You do that in the program you are creating it in.
You can do it in Paint NET (Free download: Clicky): Adjustments > Black & White
Stojke StojkeUnreal
Posted 11 years ago2013-02-15 08:50:38 UTC
in How can i create a custom decal? Post #312620
You don't chose a palette. the image must be in Mode > 256 Grays.
Where the FULL black is SOLID Color with NO transparency, and everything below has a transparency value from 0 to 255.
FULL White is FULL Transparency, that is it does not have any color, meaning the thing thats behind it would be fully visible.

Knowing this you can construct your decals, example:
User posted image
As you see the entire image has below full black value, meaning the entire image is partially transparent.
In wally we see:
User posted image
That the image has a gray scale palette and the final indexed color is white.
Now we would go to Colors > Edit palette > Select bottom right color:
User posted image
Chose a color we would like and apply.
Now the decal has its color value set and is ready to be imported into a WAD file, save it using a name you like, while also adding a curly bracket [ { ]: {My Decal (example).
User posted image
Stojke StojkeUnreal
Posted 11 years ago2013-02-13 09:55:07 UTC
in How can i create a custom decal? Post #312605
Ive always called that a decal lol.
I understand the other thing as well.

256 Grays, where black is full color and white is transparent. Where the last color in the index indicates the color of the decal.
Stojke StojkeUnreal
Posted 11 years ago2013-02-13 08:57:20 UTC
in How can i create a custom decal? Post #312602
What you need:

1. Image size no bigger than 512x512 (256x256 MAX recommended). It has to be divisible by 16 also.
2. Image extension to be Bitmap (BMP) (Most recommended)

You would create it just like you would create any other texture. But the point here is to use 255 BLUE color for the parts you want to be fully invisible.

Here is an example image:
User posted image
So its just like creating a normal texture, but with some additional fixing.
Usually the best way to create a decal is by using multi layers. But keep in mind that only, and ONLY, 255 BLUE will get discarded and become transparent. All other colors wont. This includes alpha transparency in images and layers that go over blue, there must be no color differ like so.

Example:
User posted image
That is a bad because of the transparency, since the pixels with partial alpha transparency, that will go over blue, will only partially take 255 BLUE value and the result will end up in seeing bluish squares all around the decal.

So keep it clean and divisible by 16, don't make it huge unless you really need to, and also:

1. When naming you need to add a "{" in front of the name: {MyDecal
2. To use it on an Entity only (unless decal apply decal)
3. Entity render mode either Solid or Texture
4. Render FX 255
Stojke StojkeUnreal
Posted 11 years ago2013-02-13 00:47:15 UTC
in Sky texture question Post #312590
Inspection shows that its composed out of 3 parts:
User posted image
They are encased into the Func_wall entity thats the window bar texture.
The two other parts are solids.

The front solid has a SKY texture on it, while the other side is BLACK. The second solid has BLACK on both sides.

This way VIS is blocked, but i tried this before and all i got was a black box behind my sky...

Just tested it, it works:
BSP File
RMF File
[Halflife.wad | cs_dust.wad]
Stojke StojkeUnreal
Posted 11 years ago2013-02-11 13:01:14 UTC
in Geometry compiling question. Post #312572
Tetrahedrons take too much time, try trimesh:

http://twhl.info/forums.php?thread=18271
Stojke StojkeUnreal
Posted 11 years ago2013-02-11 09:38:11 UTC
in Geometry compiling question. Post #312565
Oh, thats the question, dunno, you will have to test it
Stojke StojkeUnreal
Posted 11 years ago2013-02-11 09:05:36 UTC
in Geometry compiling question. Post #312562
Is this the object you are trying to achieve?
User posted image
https://dl.dropbox.com/u/54462712/Mapping/SlickedObject.7z
Stojke StojkeUnreal
Posted 11 years ago2013-02-11 01:26:05 UTC
in How to get animation height? Post #312555
Describe the situation, and animation for what?
Model/Sprite?
Stojke StojkeUnreal
Posted 11 years ago2013-02-10 20:15:42 UTC
in Sky texture question Post #312552
Well, truth is it is just like soup says, but a thick skybox should block off VIS:

https://dl.dropbox.com/u/54462712/Mapping/SkyRender2.7z

I didnt try multi layer, you will need to experiment.
Stojke StojkeUnreal
Posted 11 years ago2013-02-10 10:25:13 UTC
in Sky texture question Post #312548
Sure is :D
Well, know how they say, you learn something new each day.
Stojke StojkeUnreal
Posted 11 years ago2013-02-10 08:32:36 UTC
in Sky texture question Post #312546
Just use multi layers or a thick skybox.
Made an example:

https://dl.dropbox.com/u/54462712/Mapping/SkyRender.7z

[E] > Uses cs_dust.wad
Stojke StojkeUnreal
Posted 11 years ago2013-02-07 20:25:31 UTC
in i got this black fog in my valvehammer? Post #312505
The map is too big its clipping. Increase the render distance in options 3D card.
Stojke StojkeUnreal
Posted 11 years ago2013-02-01 09:19:31 UTC
in Trimesh (displacements Hammer 3.5) Post #312409
Ahhhh, solid list! Thanks, me blind :)
Stojke StojkeUnreal
Posted 11 years ago2013-01-30 10:20:52 UTC
in Trimesh (displacements Hammer 3.5) Post #312378
I understand how would you use the vertex, but how do i activate this function?
Stojke StojkeUnreal
Posted 11 years ago2013-01-28 08:42:43 UTC
in Trimesh (displacements Hammer 3.5) Post #312348
How to use this?
Stojke StojkeUnreal
Posted 11 years ago2013-01-17 08:34:33 UTC
in GameBanana Contest: $850 in prizes Post #312228
You shall not pass! :D
We will try our best :)
Stojke StojkeUnreal
Posted 11 years ago2013-01-16 11:00:34 UTC
in Post your screenshots! WIP thread Post #312219
Thats just one room xD
Stojke StojkeUnreal
Posted 11 years ago2013-01-08 23:39:24 UTC
in Half Life alpha 0.52 Post #312119
http://vogons.zetafleet.com/viewtopic.php?t=34347

This is Half Life alpha 0.52 dated 04.09.1997, around 1 year before it was released. This is a leaked tech demo.
Some cool shit right here :D
Stojke StojkeUnreal
Posted 11 years ago2013-01-07 10:37:22 UTC
in The Great Debate Post #312082
Vanilla > Chocolate

I like fruit flavors the most. Kiwi, pineapple, raspberry, cherry.
Stojke StojkeUnreal
Posted 11 years ago2013-01-04 23:37:47 UTC
in Competition 33 Post #312034
"... Oppan Temple style"
User posted image
Stojke StojkeUnreal
Posted 11 years ago2013-01-01 02:55:14 UTC
in NRA blame video games Post #311974
You can kill up to 10x more people with a blade than a rifle.

Its not about "can it be used as a weapon" or "how powerful the weapon is" its about are you mentally ill or not. First fix that than think should you allow guns or not.
Stojke StojkeUnreal
Posted 11 years ago2012-12-31 11:12:22 UTC
in Hammer 3.5< problems with Windows 7 Post #311954
Probably long address name.
Stojke StojkeUnreal
Posted 11 years ago2012-12-30 16:51:44 UTC
in Hammer 3.5< problems with Windows 7 Post #311937
Set the program compatibility mode to Windows XP.
Also clear every registry component Hammer has created.
Stojke StojkeUnreal
Posted 11 years ago2012-12-27 22:54:27 UTC
in Don't use Gamefront/Filefront Post #311896
Blocking any country for no reason is a dick move.
Stojke StojkeUnreal
Posted 11 years ago2012-12-27 20:08:00 UTC
in Don't use Gamefront/Filefront Post #311891
Fuck em, soon me.ga :>

Also, dropbox, gamebanana, localhostr, google drive, etc.
Stojke StojkeUnreal
Posted 11 years ago2012-12-22 13:16:24 UTC
in texture resources Post #311800
I am in process of making a single mega wad of all the textures i have.
There will probably be doubles, but ill keep in mind to check it all. So far the WAD size is 40MB.

But, if you ask me, i think its better if i split it into Decals, Types, etc. Multiple WADs.
Stojke StojkeUnreal
Posted 11 years ago2012-12-21 12:02:18 UTC
in Complete bullshit new law passed in US Post #311727
Thats what happens when too much corruption rises.
The sad thing is that this will only make things worse as time passes.
Stojke StojkeUnreal
Posted 11 years ago2012-12-20 12:28:20 UTC
in Competition 33 Post #311694
GoldSource Skals, it renders differently, 15k poly will make your fastest i7 struggle to put out 100fps.
Stojke StojkeUnreal
Posted 11 years ago2012-12-20 09:12:59 UTC
in Competition 33 Post #311692
Rims thing looks awesome. Cant wait to play it.
Stojke StojkeUnreal
Posted 11 years ago2012-12-19 23:54:10 UTC
in Competition 33 Post #311675
Heh, Moaby is doing something similar to mine.
Stojke StojkeUnreal
Posted 11 years ago2012-12-17 10:49:01 UTC
in Competition 33 Post #311610
You can of course, but don't use the copyrighted ones. There are a few.
Stojke StojkeUnreal
Posted 11 years ago2012-12-15 10:02:32 UTC
in Competition 33 Post #311592
Nothing better than a chance to compete with the best! Id say.
User posted image
Stojke StojkeUnreal
Posted 11 years ago2012-12-15 07:56:15 UTC
in Map your house coop Post #311589
We know Urby, but it takes skill to do it with ease and preparation :D
Stojke StojkeUnreal
Posted 11 years ago2012-12-14 20:55:47 UTC
in Map your house coop Post #311580
You would? Well than, im in :D
Problems will be textures, but who cares.
Stojke StojkeUnreal
Posted 11 years ago2012-12-14 20:21:23 UTC
in Map your house coop Post #311578
Better organization maybe?
Rewards are nice, but it needs to be organized.

Plus, not all have CS GO. Im still stuck at 1.6 :)

Captain T has awesome compo ideas that i love to look at, bud sadly cant participate.
And also lets not forget that some times we can be busy with real life activities and such.
Stojke StojkeUnreal
Posted 11 years ago2012-12-14 17:54:28 UTC
in Competition 33 Post #311569
I most certainly agree with Skals. You don't know what will happen if you dont try :)

We all know good mappers are present here on this web site and that every one needs to try hard and well to make something good and interesting. So don't worry about little details and get going! Aye sir!

Im definitely participating. :)
Stojke StojkeUnreal
Posted 11 years ago2012-12-09 10:56:34 UTC
in Competition 33 Post #311433
Cool. Ok.
Stojke StojkeUnreal
Posted 11 years ago2012-12-09 10:41:46 UTC
in Competition 33 Post #311431
So FULL MAP is one map only and not a mod?
Stojke StojkeUnreal
Posted 11 years ago2012-12-08 08:28:59 UTC
in Nurse kills herself over prank call Post #311413
If she killed her self:

DJs > Jail > 20 years.
Stojke StojkeUnreal
Posted 11 years ago2012-12-02 08:04:43 UTC
in The cat in the banner Post #311287
Its a generic mouth licking cat picture with shopped lasers.
Stojke StojkeUnreal
Posted 11 years ago2012-12-01 11:22:33 UTC
in Half-Life: The Core Post #311262
Came in to say I've voted, ant loves me page loads.
Stojke StojkeUnreal
Posted 11 years ago2012-12-01 09:23:10 UTC
in Post your screenshots! WIP thread Post #311258
That outer sea shot is FUKING awesome!
Really cool.
Stojke StojkeUnreal
Posted 11 years ago2012-11-29 22:24:34 UTC
in Anyone familiar with this bug? And how t Post #311233
They can pick up the rest of the info from here :)
So no worry. Its important that they identified the problem and can find a solution and full discussion here and a short info there.
Stojke StojkeUnreal
Posted 11 years ago2012-11-29 20:19:13 UTC
in Anyone familiar with this bug? And how t Post #311230
Awesome, i will add it to sprite definition. Cool job :D

Edit:

There we go! Dis be where you click mon
Stojke StojkeUnreal
Posted 11 years ago2012-11-26 14:26:39 UTC
in Anyone familiar with this bug? And how t Post #311173
Interesting. Well, if you need any help with the map, besides the sprite problem, which still needs to be analyzed, add me on skype. You have it on my profile.

I can help you with most of the things not working well in the map.
Also, stairs are kinda strange :)

Keep us informed of the progress, and cool, nice to see more Serbs here :D
Add me on skype, we can chat about mapping.
Stojke StojkeUnreal
Posted 11 years ago2012-11-25 19:38:32 UTC
in Anyone familiar with this bug? And how t Post #311152
First things first, when mapping always keep track of what you do, dont map than think of coming back and fixing.
Second, the tunnel bug may have occurred if you used Bevel. But other than that i cant guess, since it never happened to me.
As well as for the color changing sprite.

When an error happens and you dont know how to fix it, always examine the things around it and think of what could be logically connected to it.

Try moving the sprite around, puting a few more near it to see if the same thing occurs.

We cant help you much with out a sample of that place (RMF / MAP).
You must give as accurate description of what you did for us to most efficiently analyze the problem.

Also never, ever, say sorry for long post, were not 12. :)
I will try out your map, looks interesting.

--

Also, check out the Xash3D thread here on the forum if youre interesting into something new.
Stojke StojkeUnreal
Posted 11 years ago2012-11-25 09:50:17 UTC
in Anyone familiar with this bug? And how t Post #311147
Compilation tools, render mode of sprite, light properties.
Name everything thats going on on that spot.

Also, light environment properties if present.
Stojke StojkeUnreal