Forum posts

Posted 18 years ago2006-03-08 03:46:24 UTC
in Annoying Bug Post #166934
It's a sky culling issue. I had some problems in Raincheck with this but they weren't very noticeable (noone went to that spot of the map) so I just ignored it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-08 03:45:11 UTC
in Tutorial Skinning ( And something else ) Post #166933
There's some Import/Export VTF photoshop plugins Wunderboy did a while back. You can probably google 'em cause I dont have a link handy.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-04 20:24:00 UTC
in Now Playing Post #166413
The Germs - Lexicon Devil
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-04 19:16:53 UTC
in Now Playing Post #166405
Slightly Stoopid - Everything You Need
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-04 18:03:19 UTC
in LUA Coding Post #166377
Garry's Mod is coded in CPP.

He simply added the LUA plugin function to his own modification. So, no, you cannot code for Source in LUA, you must code mods with CPP.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-04 05:02:39 UTC
in [CS:S] - de_venetia (WIP) Post #166213
HDR is impossible to properly showcase in static screenshots as Ant has mentioned.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-04 05:01:01 UTC
in overkill? Post #166211
Elevator maintenance rooms are generally at the top of the shaft, for the sake of any fixes done to the cabling used to run the elevator. The motor is in there as well.

All the hotel carparks I've been in have some sort of fenced-off section where tools and such for repairs are stored. Also, some more wall detail would be nice - I've been in an underground carpark where the walls were removed in sections and had fences with piping and valves behind it, and another where each parking spot had it's own door (snow equipment lockers for the person parked there) - So you have some options to play around with.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-04 04:56:48 UTC
in Whole map a func_train? Post #166210
Convoy's skybox scrolls, btw, not the map. It would be difficult to jump and maneuver if the entire thing was actually physically moving within the map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-04 04:55:01 UTC
in Compiling Normals in Vtex Post #166209
Yeah, show your normal map image. It could be incorrect.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-02 04:09:50 UTC
in The price of a map Post #165896
Generally contracts aren't per-hour, they're per-job.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-01 22:56:14 UTC
in Quick Question Post #165877
I've yet to experiment with them (Rabid has though, and I will be soon), but apparently a good figure to set for the compile is "- smooth 45".
-smooth 45 is an override for all smoothing groups in the map.

I find it a pain in the ass to manually do it on all surfaces, so I just run -smooth 45 and forget about dealing with it. Pretty much that combined with lower lightmaps on curved surfaces will result in even things like 3-sided curves to look very smooth.

Displacements are only handled through the displacement tab, nothing else. Blending textures is handled through the Paint Alpha function.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-01 22:52:52 UTC
in Question for everyone. Post #165876
I can load a VMF in about 3 seconds, if you're asking about loading editable files. I don't really get the question =/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-01 22:16:21 UTC
in Scary results from typo's Post #165870
User posted image
Awwwww cute puppy.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-01 22:15:20 UTC
in Now Playing Post #165869
Descendents - Myage

#But every night it's always the same, she be a-fuckin' with my brain#
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-01 22:14:24 UTC
in The price of a map Post #165868
No, seeing that you are a pretty good mapper, $8? That is about a doller a hour.
$8 is slightly above minimum wage for a single hour of work here.

For a single map $250-$350 sounds reasonable. For the larger project I've been working on the payout was ~1k for 4 SP levels, so that's about even for one MP map.
Charge them $500 an hour, take the money and send them to goatse.
It's called contracts and payment after delivery.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-01 04:54:26 UTC
in Teh desktops of late February~!!1 Post #165666
Hey, look, I'm at work :!

/me pokes IRC
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-28 10:47:45 UTC
in Teh desktops of late February~!!1 Post #165502
http://images.rabid-monkey.com/misc/desktop_feb_2.jpg

Lovely Induztry skin for Winamp. Pardon the various model skins which popped up overnight :F

I don't think fancier UI's look all that better, imo. At least, they distract me from my work.

http://skins.deviantart.com/windows/visualstyle/

An assortment of custom Windows styles to choose from.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-28 05:05:17 UTC
in light help Post #165468
cs_office lights are the proper drop ceiling models.

The prop is simply the model, not the source. To define a light source use a light_spot or light entity. Light entities are generally for testing or development usages or for special uses where omnidirectional light is required. Spotlights are used for areas that need certain control over their focus or appearance. I swear by them for all of my light sources.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-28 05:01:41 UTC
in Reflective Bump Mapping Post #165467
[quote]"LightmappedGeneric"
{
"$basetexture" "texture/path"
"$envmap" "env_cubemap"
"$bumpmap" "texture/path_normal"
"$envmapsaturation" 1
"$envmapcontrast" 1
"$envmaptint" "[ .x .x .x ]"
"$normalmapalphaenvmapmask" 1
}
[/quote]

You need to be defining the envmap strings as well as the bump map path. I stole the base code from one of the stone floor materials, you'll need to tweak your tint values and experiment with saturation and contrast.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-28 04:52:17 UTC
in Doors! Post #165466
prop_door_rotating if you want hardware.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-28 04:48:50 UTC
in Teh desktops of late February~!!1 Post #165464
@ RabidMonkey: You have Generals Zero Hour: W00t, I thought I was the only one who played that game.

edit: I would really like to pimp my desktop (Get away from this shitty theme). I would really like something like RabidMonkeys (On winXP) anyone know how I can?
I usually play it with some friends every night.

Mine's just a shell hack I got off DeviantArt. The author's in my DW somewhere if you really want something of his.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-28 04:44:42 UTC
in Who's your daddy? Post #165462
It's in the SD pack that Fakefactory released IIRC.

It's kinda funny its all framed and stuff and then the family picture is just kinda taped up on there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-27 16:30:08 UTC
in npc_cscanner movement Post #165388
logic_auto the scanner to SetFollowTarget to the train, not OnWake. OnWake is fired when it wakes up from being asleep. (start asleep etc)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-27 08:21:15 UTC
in Quick question! Post #165295
HL1 'prop' models are usually acceptable. I used a few PS2 models in Sandstorm. Custom weapons/creatures are annoying for people who play other maps/mods/etc though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-27 08:20:11 UTC
in I Need Your Face 2 Post #165294
Posted 18 years ago2006-02-27 08:17:12 UTC
in How many times have you played HL-SP? Post #165292
Too many.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-27 08:10:20 UTC
in Teh desktops of late February~!!1 Post #165291
http://images.rabid-monkey.com/misc/desktop_feb.JPG

Simple desktop, simple theme. XPMC is great for workflow.

Nice Stalker wallpaper there ZL.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-26 21:58:46 UTC
in The rare awards *not mapping!* Post #165247
Haha Mephs
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-25 04:28:00 UTC
in Wuddaya Think? Post #164935
v_models - You need to be tweaking the weapons' origin in the QC as well as get the hands to animate properly with your weapon. It's easiest to compile after the animations etc are all sorted.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-25 04:26:53 UTC
in Model editor for Source Post #164934
Pretty much anything that exports to SMD will work. You'll need plugins for the higher-end modelling tools, although Milkshape should export to SMD natively, aye?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-25 04:04:55 UTC
in Now Playing Post #164932
Read Yellow - Model America
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-23 11:43:35 UTC
in NODRAW texture appears in-game on disp.. Post #164624
Also - Don't displace the entire brush - Only the visible faces.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-23 11:41:09 UTC
in Model editor for Source Post #164623
XSI is difficult to use, imo. I use Max8.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-20 22:52:06 UTC
in Add sounds Post #164192
Add an ambient_generic entity, give it a name, make a logic_auto entity, then you need to fire a PlaySound output to the ambient_generic.

You cannot hear MP3 files in Hammer, only WAVs.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-20 02:04:59 UTC
in Single view only? Post #164041
Ctrl - A
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-15 21:50:37 UTC
in Deep Velocity Studios Post #163531
Bah, my post dissappeared =/ -

I'm experienced in all the aspects of level design / art you're looking for. I'm also highly skilled in Source Engine development in general, if you need anyone to code game scripts and the like - I'm also quite organized, if you'd like I will offer to work with the other level designers, organize the department and report to the head designer. I don't really have the committment to work on the actual art, BMS uses too much of that effort, though if you need someone to help organize or manage it's good practice for me. Let me know. Screenshots or artwork helps, too ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-13 06:49:37 UTC
in Fillrate Issue Post #162959
LightmappedGeneric isn't terribly expensive, but you do pay a bit of texture memory for the lightmaps. 1024x textures use a lot of texmem, maybe that's why.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-12 17:43:15 UTC
in Lighting glitch CS:S Post #162909
Assault is not an HDR Skybox. Use the Militia one or the Lostcoast one.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-11 06:01:30 UTC
in happy 17th! (NOT work-friendly) Post #162616
Heh, he's right, we've probably had enough.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-10 04:12:15 UTC
in Building cubemaps, a question Post #162382
Yes, all cubemap effects are saved once you run the command once. Players do not need to run this when they play the maps.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-09 18:04:49 UTC
in Guess the line! Post #162326
Haha ;P

A man walks into a bar with a giraffe. They both get pissed. The giraffe falls over. The man goes to leave and the bartender says, "Oi! You can't leave that lyin' there." And the man says, "No, it's not a lion. It's a giraffe."
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-08 14:06:17 UTC
in Newb Source Q Post #162101
"calculate environmental maps on specular surfaces." can you explain this? examples of where its used?
They're used everywhere a specular mapped texture is. If you don't utilize cubemaps, the specular map defaults to the generic specular map texture or the generic EnvMap texture and it won't look proper in relation to your environment.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-08 14:04:29 UTC
in individual camera to screens Post #162100
No no no, Source can only handle one monitor per monitor dev texture per PVS. Ever wonder why there were dev_monitor1, dev_monitor2 etc? That's why.

As for that particular tutorial, it's code-based for a custom setup. Unless you're coding an entirely new mod you won't be able to implement that.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-08 13:58:42 UTC
in wads! Post #162099
How much exactly Rabid?
300gb a month, 10gb webspace. I only use about 1gb of my bandwith a month right now ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-08 13:54:34 UTC
in Guess the line! Post #162098
@Haz: Bullet Tooth Tony from Snatch.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-08 04:51:45 UTC
in Top Maps Post #162046
Yeah, it's really flawed because people can post their map, then vote 5 stars and then it's getting selected for top map as opposed to others with a 4 and a 5 vote, which imo, is unfair.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-08 04:48:35 UTC
in wads! Post #162045
Have you uploaded anything there? I get a 404.

I'd be glad to host a map for you if you can't get WebSamba to work - I have loads of webspace and bandwidth. Just drop me an email with the file and I'll post it up for yah.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-08 02:54:17 UTC
in happy 17th! (NOT work-friendly) Post #162036
User posted image
Anyone else think that looks suspiciously like donut glazing? Mmm, donut glaze...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-07 19:18:44 UTC
in a few questions Post #162003
point_viewcontrol doesn't move, it has to be parented with a train or something. Setup a series of path_tracks and then have a func_tracktrain follow it then parent the viewcontrol to the train.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-07 19:17:23 UTC
in Newb Source Q Post #162002
Cubemaps are used to calculate environmental maps on specular surfaces. Check the VALVe Wiki on these.

The Tony Danza icon is an entity which is not used in the FGD - Either you're opening the file in the wrong game config (Deathmatch entities aren't in the CSS FGD for example), so anything that's not in the FGD is displayed with the little 'Obsolete' icon.
RabidMonkey RabidMonkeymapmapmapfapmap