Forum posts

Posted 12 years ago2012-04-09 00:03:47 UTC
in Post your screenshots! WIP thread Post #305100
Yes, Archie is not a terrible mapper... He got some toughness, a bit bounded by the classical mess, though. Open your mind more...

Your constructive ludicrousness is ridiculous...
Posted 12 years ago2012-04-08 21:58:28 UTC
in Post your screenshots! WIP thread Post #305094
Maybe well with you, Archie.
Posted 12 years ago2012-04-08 16:08:40 UTC
in Post your screenshots! WIP thread Post #305082
Terrible
Posted 12 years ago2012-04-08 09:29:04 UTC
in Post your screenshots! WIP thread Post #305069
Posted 12 years ago2012-04-07 12:39:36 UTC
in Post your screenshots! WIP thread Post #305044
Not bad, Joe. It's indirectly inspired by this old concept art for the 1982 movie Blade Runner, since Deus Ex was inspired by it.

Btw, why are you on 16-bit color?
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Posted 12 years ago2012-04-05 18:50:11 UTC
in New system, want opinions... Post #304963
Both are shit today. Buy the one with better FPS/$.
Posted 12 years ago2012-03-29 14:42:57 UTC
in help to create better thirdperson in hl Post #304755
No in yours.
Posted 12 years ago2012-03-29 12:12:51 UTC
in help to create better thirdperson in hl Post #304753
Thirdperson sucks, it totally destroys immersion.
Posted 12 years ago2012-03-25 09:55:14 UTC
in Half life 3(d) Post #304594
Fuck you and your fucking genius archie
Posted 12 years ago2012-03-24 21:20:36 UTC
in Half life 3(d) Post #304583
I mean Nvidia 3D or some HMD 3D. ****ing cockroaches...
Posted 12 years ago2012-03-24 09:34:51 UTC
in Half life 3(d) Post #304555
There is no doubt HL3 will support 3D like hell.
Posted 12 years ago2012-03-17 08:48:10 UTC
in Team Mapping Post #304361
No problem, it was just an idea. And yeah it would require good management.
Posted 12 years ago2012-03-16 19:30:51 UTC
in Team Mapping Post #304353
Why not make a poll?
Posted 12 years ago2012-03-16 17:23:20 UTC
in Team Mapping Post #304351
Don't be lazy, it's not that complicated... It's something more interesting than just tons of people adding tons of random shit into a single map. Anyway, what everybody else think?
Posted 12 years ago2012-03-16 16:05:54 UTC
in Team Mapping Post #304347
The first one? I thought this has been tried a few times and failed. Maybe my idea would work? What others think?
Posted 12 years ago2012-03-16 14:02:27 UTC
in Team Mapping Post #304343
What about more organized teamwork mapping? I mean, for example, one is responsible for layout and basic structure, one for all the details and finishing touches, other for texturing, other for lighting, other for ambience/sounds and so on. We could vote and choose the best mappers for each of these aspects. Several people could be responsible for a single aspect. Do you like it?

BTW, I'm for good old HL1.

EDIT: Also, this way our work would interfere as little as possible. Of course we could give suggestions to each other and so on, but we would avoid those very nasty debates. A leader of the team, the director or whatever you call it would be a good thing for this whole method of teamwork, because teamwork is all about good understanding of each other and we need somebody to bind everybody together. And if we succeed we might create something very quality.
Posted 12 years ago2012-03-15 10:45:41 UTC
in Post your screenshots! WIP thread Post #304321
Wow, great atmosphere, Blitzkrieg.

Very good, Archie! Your textures are getting better. I like the structure. Nice play with those lamps. Try making one of them more yellow or more blue, it happens all the time in real world. Now, what does it need? You probably don't want to waste such a spacious hallway. Add way more air/duct/vent shafts or whatever they're called, more different pipes in sizes and colors, some vertical too, maybe some valves too. Some wires hanging and an electrical box somewhere. But what would really kill the repetitiveness is some nasty staining, dirt and rust both on walls and floor.
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Posted 12 years ago2012-03-14 12:38:39 UTC
in Post Your Photos Post #304297
Testing my Sony Ericsson Android camera. I used camera only a few times in my life.
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Posted 12 years ago2012-03-13 18:55:06 UTC
in Now Playing: ... Post #304277
Ballad of Bruce Lee, Jeet Kune Do by Robert Lee (brother of Bruce Lee who dedicated these songs to Bruce after his death)

http://www.youtube.com/watch?v=R69tt2cB4AY&

http://www.youtube.com/watch?v=44yVJlN2XKE&
Posted 12 years ago2012-03-13 18:49:06 UTC
in de_747 beta Post #304275
Haha, I was planning to build Taj Mahal as a part of my Arabian HLDM map. I shouldn't say that...
Posted 12 years ago2012-03-13 14:37:37 UTC
in de_747 beta Post #304271
Not terrible.
Posted 12 years ago2012-03-13 12:07:10 UTC
in de_747 beta Post #304265
Pretty messy, but not terrible at all!
Posted 12 years ago2012-03-12 20:02:13 UTC
in Now Playing: ... Post #304255
Some dude playing Billie Jean on the accordion!

http://www.youtube.com/watch?v=sMhAu_3w10c&
Posted 12 years ago2012-03-12 16:57:25 UTC
in Valve console? Post #304254
Find it please!
Posted 12 years ago2012-03-12 15:50:26 UTC
in Valve console? Post #304252
Does Source output surround sound? Because two channels are probably not enough to represent the work done by those physics.

And when was that? Since the beginning or recently?
Posted 12 years ago2012-03-12 14:40:12 UTC
in Valve console? Post #304250
Cool. But Source engine? Never heard :o So sound waves actually bounce off and go through walls depending on material, thickness and so on? That's what I mean by sound physics.
Posted 12 years ago2012-03-12 12:33:07 UTC
in Valve console? Post #304248
I knew years ago that Valve will look at the feedback stuff whether it's biometric or haptic or whatsoever. It's the first step to new era of games. Today's games are nothing more but pimped Wolf 3D's.

What I want is totally stereoscopic HMD with eye pupil and ciliary muscle tracking and UHDTV resolution. It would allow to use our eyes to focus and such things as anti-aliasing and texture filtering wouldn't be needed anymore. Also correct surround headphones plus realistic sound physics in game (which anyone haven't done yet).

It would cost quite a nasty amount probably... But now it's pretty realistic to expect a collector's edition box of HL3 with something like this inside.
Posted 12 years ago2012-03-01 17:02:13 UTC
in Hammer clip tool sucks? Post #303860
Sometimes the misalignment is so tiny you can't see it but is enough to create lighting and clipping bugs. Try making things like spheres, domes, donuts and you'll see what I mean.
Posted 12 years ago2012-03-01 15:18:06 UTC
in Hammer clip tool sucks? Post #303857
There is something very wrong with clip tool, Captain Terror. Through years I learned that it's very unpredictable. Clip tool shouldn't be used on objects more complex than a cube. On more complex objects clip sometimes sets vertexes off grid in the level of floats (by thousands of an unit). Also, clip should never be used on grouped objects. Also, vertexes often go off grid when compiling a map, in the process of .RMF to .MAP. conversion. I heard some prefer mapping straight in .MAP format. Also, everyone should use vluzacn's new VHE float enabler which possibly improves the conversion too.
Posted 12 years ago2012-02-28 20:57:34 UTC
in Post your screenshots! WIP thread Post #303821
Thank you. It is inspired by Pitch Black! Haha. Those corners aren't really that nasty, VHLT does great job on smoothing compared to previous tools. Such bugs happen when a surface/polygon is tinier than a single unit of the lightmap on it. You can fix it by lowering the scale of lightmap (by lowering the scale of texture). Anyway, GoldSrc is just too old for such level of complexity, especially when it comes to brushwork. But if you map very efficiently, I'm sure you could use it in some places.

Here, some up-close texture testing:

From left to right:

1.Original 1024x1024 to 512x512 (scaled by nearest neighbor)
2.1024x1024 to 128x128 (bilinear)
3.1024x1024 to 128x128 (nearest neighbor)
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Posted 12 years ago2012-02-26 17:31:08 UTC
in Post your screenshots! WIP thread Post #303767
Does UDK have dynamic radiosity/real-time global illumination?
Posted 12 years ago2012-02-26 16:36:54 UTC
in Post your screenshots! WIP thread Post #303765
Some experiments. Note the complex geometry metal walls, made of brushes by hand, also one my first texture painting attempts.

Also some logic behind it:

/ - Low weight
Y - Medium weight
X - High weight

To save metal ^^
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Posted 12 years ago2012-02-22 13:13:46 UTC
in Need help with optimization Post #303623
Shrink the density of detail. Make the pipes with less sides. Scale up textures somewhere (for ex. grass). Use NULL. Use -subdivide 256 on BSP. You can't do a lot because your map is very open.
Posted 12 years ago2012-02-21 20:03:46 UTC
in Now Playing: ... Post #303608
MJ43V3R
Posted 12 years ago2012-02-20 16:04:47 UTC
in Light intensity Post #303589
You can't. All you can do is control global lightmap scale through compile parameters and make it either uncompilable or terrible looking. Again, it's 2012, my friend.
Posted 12 years ago2012-02-20 07:16:56 UTC
in Going crazy with hint brushes Post #303580
Hint brushes do cut world. Learn to use pyramid technique if you really need to use hint. It makes a lot less cuts and is easier to join together. There is a tut somewhere on the net.
Posted 12 years ago2012-02-19 23:46:01 UTC
in Going crazy with hint brushes Post #303570
It's 2012 man. Screw them
Posted 12 years ago2012-02-18 16:11:22 UTC
in Competition 32 Post #303539
To do traditional GoldSrc or Src lighting in real-time you would need a 10 petaflop PC. Of course, it's just that it's very inefficient. Frostbite 2 (Geomerics) managed it...
Posted 12 years ago2012-02-17 00:13:38 UTC
in Light intensity Post #303463
Texture light brightness is calculated a bit differently, since it works by arranging point lights in a grid depending on the scale of lightmap, which is probably 16 by default, you have to multiply the brightness you desire by 16 as well. When using -extra, lightmaps are automatically scaled down two times. Lightmaps also scale when scaling textures. In other words just use numbers in terms of dozens.
Posted 12 years ago2012-02-15 18:27:44 UTC
in Zeitgeist - An alternate reality HL2 tot Post #303413
Learn, my fellow men...
Posted 12 years ago2012-02-15 15:09:15 UTC
in Cheap smokes Post #303408
Probably a transparent solid with some sort of animated smoke sprite inside it will do it.
Posted 12 years ago2012-02-15 14:57:08 UTC
in Zeitgeist - An alternate reality HL2 tot Post #303406
Screw time! Like Mr. Gabe Newell once said, make it perfect or release it imperfect and it will suck forever. Don't let time influence you.
Posted 12 years ago2012-02-15 14:47:23 UTC
in Cheap smokes Post #303404
How big is that room?
Posted 12 years ago2012-02-15 13:39:48 UTC
in Post your screenshots! WIP thread Post #303401
Not bad. Similar to my one I posted before.
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Posted 12 years ago2012-02-14 20:03:52 UTC
in Vluzacn's Half-Life Tools v34 Post #303385
No, I'm not saying this. If it really uses average color then it should emit pinkish light. I just wanted to figure out why it differs, now it's clear.
Posted 12 years ago2012-02-14 19:33:30 UTC
in Zeitgeist - An alternate reality HL2 tot Post #303384
Congratulations for creating a great project! And of course, congratulations for an impressive achievement of writing a book!

The idea itself is something really new, very unique and opens vast range of possibilities. The concept of mix between past and future is something very unnatural to people's eyes and I think that's exactly what people unconsciously want.

It reminds me a bit of a movie called "The League of Extraordinary Gentlemen"
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However, I won't lie - there is a lot room for improvement. At least from the images the level of detail in some maps seems too low for Source engine. Some places look great, but some look like it's GoldSrc. Also, I think it's quite repetitive in some places. The neon letters look very similar everywhere. Lighting too. The connectivity between old and modern could be a bit better. For example the modern glass building doesn't blend with the surroundings well. I could compare it to early HL2. You guys really need to polish everything a lot. But it's not a problem. You have a strong base - great story, big team, a book and the project itself seems very quality. This is definitely going to be a success, but you must not hurry! Also, I would really, honestly recommend to get rid of this yellow color correction/color tint or whatever it's called. I just think it makes things look boring and not alive.

The trailer is composed really great but production itself is pretty unprofessional. Some scenes seem like straight out of Garry's Mod.

So, I think it's just a matter of time. You should eventually go from a level similar of early HL2 to HL2 as it looks right now. Your game looks way better than early HL2, I must say.

Sorry for quite a nasty amount of negative feedback but I just want it to turn out even better! Good luck, my friend!
Posted 12 years ago2012-02-14 18:44:43 UTC
in Vluzacn's Half-Life Tools v34 Post #303382
One the difference:

Maybe light_surface calculates the average color of the texture it's being emitted from to define light color? The texture isn't very red, it's quite pink on average. I also heard that light_surface uses smaller density of the light sources than old texture lights. Or maybe it's just a bug?

"...it MAINTAINS the texturelight look. Awesome."

You could always get the same result with ordinary texture lights, you just needed to use -coring 0, but few knew that. But I believe vluzacn already fixed the "pointlight" bug thing in dynamic lights.

You should inform vluzacn about this.
Posted 12 years ago2012-02-13 20:44:00 UTC
in Vluzacn's Half-Life Tools v34 Post #303359
info_texlights sets values globally for all surfaces with specified texture, while light_surface allows you to have different values for individual surfaces even with the same texture.
Posted 12 years ago2012-02-12 18:28:55 UTC
in Post your screenshots! WIP thread Post #303339
Don't listen to him! Why should you stop? Never stop!
Posted 12 years ago2012-02-12 17:01:15 UTC
in Post your screenshots! WIP thread Post #303336
Looks interesting, but architecture and textures look kinda Unrealish and cartoonish. The lighting is strange too. What is it? Show more screens. The window (if it is), at least from this angle, doesn't really feel like a window. Maybe the lighting is bad? Try putting SKY behind it instead of texture light.