Forum posts

Posted 10 years ago2014-02-22 00:22:15 UTC
in The browser war Post #318034
Yeah lately my Chrome has been glitching on me. They added a bunch of cosmetic things that, I guess, that somehow interfere with its rendering.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-21 03:21:49 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318021
Where was I when this happened? It's about how to skew textures. http://twhl.info/tutorial.php?id=187

Find out how it works and just make it a tool or feature rather than a trick.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-21 01:18:47 UTC
in Mapper required for established Source S Post #318020
You're mod looks very impressive.

I gotta wonder though; what kind of mapping implications are there? For instance, stadiums that aren't flat, or have alternative arena-like qualities? All of which could bring a lot of variety to this and open up a unique mapping experience for the source community.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-15 03:57:33 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317959
User posted image
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-15 00:32:35 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317957
Wow there's a lot of stuff on that list. Kinda makes me feel like I'm preaching to the choir.

#81 about some modelling features; I sure SOME modelling features would be handy. Not so much in terms of making architecture but leaving it open for the sake of flexibility.

I'm really impressed with the planned enhancements. Get this to where it needs to be and I'll be a happy mapper.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-14 00:33:18 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317939
Not extruding the bsp, just creating a new brush oriented to the surface you clicked.

As seen in the video:
Basically you draw the rectangle on a surface.
Moving the mouse upwards pulls it out, and downwards pushes it in.
Clicking again finalizes it.

All that is similar to how one creates a brush in hammer anyway. Draw a rectangle and finalize it... unless you have the one setting on then it just draws it immediately.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-13 22:30:38 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317937
Oh I know such implementations would be a long time down the road because its a new program and there's a lot to do before that stuff gets put in.

I'm just worried that Sledge would have ignorable differences that wouldn't compel a common mapper to use it or switch from using hammer, an editor they already know.

I never asked, where is this change/future list? What kind of stuff is on it I wonder?
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-12 23:28:36 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317924
Here's an example of what a quick draw function would be like. Kinda like Skecthup but applicable to Hammer.

Sploink

This is from 3DS Max of course. The reason Max is #1 when it comes to architectural construction in 3D is because of some of its clever geometric tools. How is that any different from mapping really? If sledge could draft better than the average hammer, it would be better and people could use its power to make mapping more enjoyable rather than having to man-handle so much stuff. I think we should look at what other programs are doing right. Not just level editors, but big modeling and drafting programs.

I was also looking at spline drafting, but that's probably too much for now. I also noticed moving a transformation origin is useful, and having it snap to the grid. Another is different kinds of snaps, like to midpoints, centers, vertexes, and intersections of faces. For some reason, this is always a key element in basic drafting in CAD.

Oh... A grease pencil is mandatory if you make this able to be networked for live co-op mapping. Wasn't that a thing a while back? Sledge multiplayer? Anyway, the ability to show with sketches would be key to communication. Food for thought.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-10 13:32:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317866
Don't worry about realtime rendering. It won't happen in any Source/GS editor unless you build a render engine suitable enough to represent the final product as it would look in-game.

I'll need time to mock up those design things and make examples. I'll do a youtube video.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-10 12:44:55 UTC
in Goodbye... (For a month) Post #317864
I hate getting old ... I'm 16 now...
User posted image
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-09 23:06:49 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317851
I'm still hoping to see some kind of designing advantage to Sledge like quick drawing or sketching, quick brush drawing on the surfaces of other brushes, or SOMETHING.

Am I wishing too much?
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-09 19:21:43 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317848
Dev textures are free use and... what?
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-09 05:21:55 UTC
in Vluzacn's Half-Life Tools v34 Post #317837
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-08 23:38:52 UTC
in Vluzacn's Half-Life Tools v34 Post #317834
I haven't tried the new tools yet, though they sound impressive.

I'm curious what I'd have to do with Super Matt Jordan to get you to throw cash at me?
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-08 22:55:20 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317833
What if my module uses its mining laser on Ninja's asteroid?
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-08 21:17:50 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317829
NO YOU CAN NOT HAS! lol.

Someone around here made a version of the dev wad that has a ton of colors. I only made a few.

I have just too many questions about this project.

Is there a communal skybox that we will use so it all looks like one or is it a free for all?

How important is zero gravity? Spirit can create zero grav areas that can help with that. If this is all compiled into a single mod like "Rooms" we could do that, for gold source anyway...
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-08 13:29:35 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317821
I got started. I think I know what module I want to make... screenshots pending since I haven't put too much into it beside some basic hull elements.

Edit

Skrenez.
User posted image
User posted image
I'm wondering if everything will link together like the rooms project did. airlocks make good level changes ya know.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-08 02:03:23 UTC
in [mod] X-Half-Life: ultimate multiplayer Post #317820
I checked it out. It has a ton of really awesome new weapons. My favorite is that lazer rifle, and the gravity grenades. The flamethrower is pretty awesome too but its easy to set yourself on fire.

Overall this is a fantastic multiplayer mod!
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-06 16:04:00 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317784
I use carve only to punch a square into a wall from time to time. I'd never carve anything angular ever again.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-05 23:53:48 UTC
in Vluzacn's Half-Life Tools v34 Post #317768
YOiNK!

Just in time for a new compo to be going around eh?
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-02 13:21:05 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317724
does anyone have a list of modules or do we have to define those ourselves?
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-01 21:23:42 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317713
I might be in on this. It sounds fun!

So who am I paired with, or is this no longer a team activity?
Rimrook RimrookSince 2003
Posted 10 years ago2014-01-29 20:41:31 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317680
two people working together in a small space of a 2048 cube? sounds like a bad sitcom.

and no glodsource?

0/5
Rimrook RimrookSince 2003
Posted 10 years ago2014-01-28 03:29:06 UTC
in Post your screenshots! WIP thread Post #317651
Most Americans can`t understand American traffic signs.

Crazy sick map bro!
Rimrook RimrookSince 2003
Posted 10 years ago2014-01-25 18:28:12 UTC
in Atom's TWHL Minecraft Server Post #317627
TawnosPrime fled across the desert and the gunslinger followed.
Rimrook RimrookSince 2003
Posted 10 years ago2014-01-23 17:59:26 UTC
in Developing a party game Post #317613
You could make a game like "LIFE" and call it "LIFE SUCKS" where you never really win, you only do a little better each time.
Rimrook RimrookSince 2003
Posted 10 years ago2014-01-14 04:57:34 UTC
in I seem to be seriously wounded Post #317503
Ask your questions everywhere all over the internet, then when you're least expecting it, you'll find it yourself.
Rimrook RimrookSince 2003
Posted 10 years ago2014-01-09 00:50:57 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317438
I think it was Bruce maybe that shown it. I remember there was a screenshot of a really smooth curved water canal in goldsource.

I think it'd be a modification of the texture lock, since with that on, you can achieve the effect when you scale the brush, but when you release the mouse it goes away. (not available atm to make screens of this)
Rimrook RimrookSince 2003
Posted 10 years ago2014-01-08 00:06:21 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317418
So i tried this out today. I love it overall, and its more cusomizable and smoother than Hammer.

However, I missed the Apply Texture button in the tool palette. I didn't realize how much I used it until it was gone.

Also, remember that trick where you alter the raw text data in an .map file to angle the geometry and texture in a fitting way? Is there a way to make this a legit editor thing?
Rimrook RimrookSince 2003
Posted 10 years ago2014-01-04 22:47:50 UTC
in Now Gaming: ... Post #317362
I'm playing Scribblenauts for the DS, I may get the PC version soon though. I also may be getting Natural Selection 2.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-26 03:00:32 UTC
in Christmas Presents Post #317275
Steam is dying? What gives you that impression?
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-25 18:02:12 UTC
in Christmas Presents Post #317268
I got colored pencils, construction paper, Ukulele lessons, razors, floss, and animal stickers. I know that doesn't sound like much but I love derpy stuff so I had a pretty awesome Christmas.

Not related to Christmas, the legal mitigation from the accident I had at work is settled. The lawyer is working to get me a bit of money which is nice.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-25 15:40:35 UTC
in TWHL Mini-Christmas COOP 2013 Post #317263
Extend it to new years and I'm in. If not, nope.avi
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-20 14:50:08 UTC
in Textures problem when compilling Post #317184
On models, that is caused by the UV map. When a face isn't properly represented on the UV map, it stretches. Its not a glitch, just poor texturing on the artist's part.

To fix it, you have to work with the UV Map in one of your editors.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-19 16:50:58 UTC
in Half-Life: The Core Post #317172
So... I have a question.

With your popularity, it wouldn't be hard to snatch up some decent talent. Would you take a extra people on to help finish the mod?
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-19 04:04:53 UTC
in Half-Life: The Core Post #317167
Awesome!
User posted image
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-16 20:18:17 UTC
in Post your screenshots! WIP thread Post #317138
Do you use HLFix because I just tried that and it made a load of invalid surfaces.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-16 16:08:10 UTC
in Post your screenshots! WIP thread Post #317133
how did you make that :/
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-15 14:18:12 UTC
in Help with optimization Post #317127
Shorter render distance? Tighter node sizes and more precise vis rendering? The way the map is set up, it shouldn't be that difficult. You could always put it in the problem maps vault as seen what we can do with it. I'd give it a go.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-15 01:28:55 UTC
in Half-Life: The Core Post #317122
Can I borrow your publicist about this time next year?
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-13 18:58:14 UTC
in Half-Life: The Core Post #317104
^This.

Also, what percentage do you think the mod is done? Give it your best estimate.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-13 07:02:25 UTC
in Half-Life: The Core Post #317091
I tried a new chipotle mayonnaise sample at the market today.

That trailer was equally as intense.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-11 20:27:42 UTC
in Half-Life: The Core Post #317078
THE WH :nuke: RE
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-10 17:53:30 UTC
in Half-Life: The Core Post #317069
So with after effects, how long would it take you to make someones head explode?
Not long. This video shows many different things.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-10 05:14:55 UTC
in Post your screenshots! WIP thread Post #317061
r_speeds... haven't heard that term in a while. 7000 doesn't sound like much. That bus model from the other thread was 7000.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-09 17:12:34 UTC
in Post your screenshots! WIP thread Post #317042
Awfully sunny in hell today, isn't it.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-09 16:00:54 UTC
in Post your screenshots! WIP thread Post #317040
The lighting is a tad dark for my tastes but I imagine it does look pretty cool running through it at ground level. I like it, keep up the good work!
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-09 15:55:09 UTC
in Entity (Cycler) 3d model problem Post #317039
Your model doesn't have any sequences.

In your exporter in max, you should have the ability to export an animation sequence. You actually don't have to animate anything so export it as it is. Call it "idle" and add this line in your QC script under sequences.

$sequence idle "idle" loop fps 1 ACT_IDLE 1
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-08 18:56:12 UTC
in Entity (Cycler) 3d model problem Post #317029
if you make a models folder in your hammer editor directory that matches the one like in your valve folder, models will show up in the editor properly.

just like .../valve/models/bus.mdl
you would also have .../valve hammer editor/models/bus.mdl

you DO have to have a copy of the file in both folders, one for the editor and one for the game. Reason for this is that when the editor hears 'models/bus.mdl' in the parameters of the cycler, it defaults to the hammer folder, where the game defaults to the game folder. Having one in both folders makes everyone happy.

If that doesn't work, google for the FGD that allows for it, or how to edit the FGD to display models.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-06 03:10:57 UTC
in Half-Life: The Core Post #317004
@Tetsuo: The developers did a terrible job of modding their game. So much, in fact, that you can start playing the original doom with Chex Quest items and weapons, and conquer the Shores of Hell with them. Sort of similar to Half Life in a way. However, this game was free in Chex boxes, so you got free Doom.
Rimrook RimrookSince 2003