Forum posts

Posted 10 years ago2014-03-16 01:45:43 UTC
in Basic Source mapping Post #318289
There really aren't too many differences to the hammer you're used to, and where there are changes, there are only improvements.

The Valve Development Community
First and foremost, The VDC, is your #1 resource for Source SDK questions, and exploring new features and theory. Additionally, there are ALWAYS links at the bottom of each article, if you want to expand your knowledge further.

Materials
Textures are handled a little differently, but nothing you can't adjust to in 5 minutes fucking around. Soon as you want to mess with custom materials, head to VDC for a full overivew on materials, VTF, and vmt files, and get yourself VTFEdit by Nem, if you don't already have it.

Lighting
Texture lights exist in source, but i would recommend shying away unless you have a specialized use for them, e.g., lighting the underside edge of a door, but mostly you are going to want to get used to using pointlights, light_spots, and of course the light_environment entity is still there. (i'm still having a hell of a time with lighting, but CSGO lighting is so pretty, you don't have to work to hard to get very nice results)

Models
Most of your models in game are going to be prop_static. If it's something your want a player to be able to move or break, then use prop_phsyics(prop_phsyics_muliplayer for cs or dm games). If a static model is not showing up as a prop_static, then try it as a prop_dynamic, and it should then work. (There is a way to tell whether models are dynamic or not in the model browser, but i can't remember how atm)

Displacements
Displacements are awesome for many reasons, probably you know their primary reason to exist is to create beautiful, smooth terrain, quickly and cheaply for the engine to render, but they have other uses. A big one for me is that on huge maps, you can increase your brushwork budget by changing ordinary walls to displacement surfaces. Remember Displacements don't block VVIS, nor do they seal your level.

Overlay Tool
Info_Overlays are the newest way to apply decals, and they are awesome. VDC says they are more expensive to use than decals(called Infodecals in Source), but personally, i never, ever use infodecal anymore, mostly becasue they are buggy. Overlays can be moved and rescaled as much as you want and are much more stable than infodecals. Important infodecal note: if you alter or move a brush with an infodecal on it, it may "disappear". if this happens, simply double click on the little entity box thingie, select the Brush Faces keyvalue. Then, click on the "Pick" button, and then select the brush(or ctrl+select multiple brushes) that the overlay is to be applied to, and finally, hit "Apply". The overlay should now show up again.

VisGroups
VisGroups are MUCH improved in Source, and can easily help you organize bigger levels into more-manageable chunks. If you don't like corralling your map's brushes and entities into groups, there's always Auto-Visgrouping, which automatically takes every type of brush, tool brush and entity, and gives you toggles you can check/uncheck. Finally, a nice new addition to Source VisGroups are the quickhide/quickunhide toggles on the tool bar, that will make your mapping life much easier when you learn to use them.

Smoothing Groups
Besides using texture alignment to make brush faces flow together, you now have smoothing groups. If you have an area where brush edges don't seem to fit together, making them share a smoothing group will help them blend tremendously. (i don't uses these too often, since the stock smoothing is so good, but i'm sure i could use them more to good effect)

Cubemaps
Use cubemaps to control and tweak all the reflections in your map. These are another thing i never really learned to use too well in Source, but mostly, i just put one cubemap at eye level(80 units?) in each distinct area of the map. However, I've heard you can assign individual brush faces to each cubemap, directly controling what faces reflect, though I've never done this myself.

Compiling
Compiling in Source SDK should be a seamless transition for you, since all the options besides HDR exist. There are still "Normal" and "Expert" compiling of course, but 99% of the time i use Normal(fast VVIS, fast VRAD and HDR), unless i'm working on final lighting. An important compiling note: ALL NON-VISBLOCKING BRUSHES IN YOUR MAPS SHOULD BE FUNC_DETAIL! If not your compile will be bogged down by unecessary VVIS calculations, which will dramatically slow down your compile, and zero benefit to performance. Compiling is MUCH faster for Source SDK all-around if you follow this simple rule, even on the biggest maps!

Notes on Brushwork
As you may have heard, Hammer 4 sometimes has "issues", keeping complicated groups of verticies exactly where you left them, but take heart, the superior smoothing in Source makes it likely you won't notice very slightly off-grid points in the game, so my advice: don't obsess too much about grid points unless you are getting a visual error in the game. Important Brushwork Note: If any brush begins to "act strangely", e.g., when trying to clip a brush and it refuses to let you split it into 2 equal halves, scrap that brush and start over!

General Hammer Tips
If any tool or hotkey or anything in hammer starts acting "weird" or other than expected, immediatley SAVE your work and restart hammer! Also, even though hammer autosave works pretty good, it is by no means bulletproof(meaing it simply fails to work sometimes), so my strong advice is to regularly make backups of your cherished hard work! ;)

That's all i can really think of for now, but don't forget: the most important reference tool for Source SDK users is The VDC!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-15 22:50:56 UTC
in Basic Source mapping Post #318286
^^

If what Ant said doesn't sort it, you might try uninstalling all the base sdk files, and follow Archie's list anew.

Btw, if u interested in cs mapping at all, I'd highly recommend the csgo SDK, as everything works great, without any additional fuckery :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-13 20:52:43 UTC
in Mouse stutter with Windows 8 Post #318255
Yeah. Actually, i think i just tried updating the unifying software? (not that it helped)

My driver version is actually a little older than yours--6.1.7600.16385--, so i will try to update and see if it helps, thanks :)

BTW, do you think installing the SetPoint will do anything? (i'm guessing no, but wth i might just try it)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-13 19:32:55 UTC
in Mouse stutter with Windows 8 Post #318251
I hear ya homie!

I only say something because i've been using this mouse for 2-3 years with no problems, ever, and now i'm just getting this issue with OMD2(which i've played since came out in 2012, with never a previous mouse problem) ;)

i changed batteries, updated drivers, even exchanged the mouse for a new one; basically, i tried everything and the bug still happens, AND, it only recently just started.

BTW, you still play DoD on servers? I used to play for hours and hours and hours, with the various mods that allowed you to call for artillery strikes and other fun stuff.. Ah those were the days :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-13 19:18:02 UTC
in Mouse stutter with Windows 8 Post #318249
I'm getting a very similar issue with my M510 playing Orcs Must Die 2 on steam, except i'm on windows 7.

I'll try to play some HL mods later and see if i can reproduce the bug with them.. (perhaps it's a steam issue with certain logietch mice/drivers, and not an issue with windows 8?)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-13 02:25:31 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318236
OK, i've finally caught up and see what you mean. Essentially, you want Sledge to make visibility calculations in real-time, correct? ;)

If PB can make it happen, that would be sweet, though i feel like you are really asking for a lot here :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-13 01:17:50 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318233
I see no reason to do anything with the sky brushes, but that's just my thought. (all your skybrushes should be visgrouped anyway keeping things neat OR you could just use auto-visgrouping to quickhide them)

The whole point of this--or so i thought--, was to be able to view the skybox pre-compile, while you are mapping. Anyone who doesn't get how this would be helpful, or thinks it would "get in the way", i just don't understand..

Rendering the skybox as the void would have NOTHING to do with leaks or sealing the level, or at least it shouldn't! If this is implemented, I do agree it should be toggleable.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-12 01:56:50 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318214
You could just use a big-hollow cube with the sky materials applied, the obvious problem tho being the very limited back-clipping distance..

I think it would be pretty damn cool if you could make this work properly for Sledge =P

Edit
This actually looks ok stock in the source sdk, except materials are rendered really weird in the foreground, because the vmt properties are set to sky:

User posted image
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-09 01:22:38 UTC
in Post your screenshots! WIP thread Post #318200
Nice work homie! I feel the design could use a little more imagination, but it's very nice just the same :)

Are you on GameBanana? They have some sweet full-replacement models, WIPs, and reskins on there pretty much constantly ;P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-03 20:06:47 UTC
in custom cecals Post #318181
I see what you mean now! =P

Another way to test your theory is to examine some professional wads, and see if they include any decals mixed in with the opaque textures. Probably does have to be in decal.wad then? (hopefully someone wiser will chime in and enlighten us)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-03 18:47:09 UTC
in custom cecals Post #318177
Try putting a request in over at GB if nobody will help you here, and/or, maybe try a spray creator? (Tho I'm not sure if that will work)

I'll give it a shot when iget home from work, if you still haven't sorted it.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-02 12:25:11 UTC
in custom cecals Post #318171
More info in one of these, and a tutorial, in-case you didn't already check it ;)

Alternate Plan
Step 1: Switch to Source SDK.
Step 2: Use env_overlay(with any material you want, and supports transparency, straight up).
Step 2a: Never worry about decal problems again.
step 3: Jump for joy =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-01 18:36:39 UTC
in Post Your Photos Post #318163
Sexy bitch! (though i don't remember Gordon sporting a Mac-10) :P

BTW you don't look fat at all, though we won't know for certain until you post the ]pics in a leopard skin mankini ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-25 06:13:26 UTC
in The browser war Post #318111
Nice ChickenFist!

One day I will try to root my razr m... I can definitely say I'll never buy a phone with a locked bootloader again, I.e., anything by Mororola =)

Edit
Finally overcame the fear of bricking my phone, and used this extremely simple method for rooting droid razr m, and now i have su access! =P

NOW, I can try unlocking the bootloader and installing CyanogneMod :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-24 04:17:27 UTC
in The browser war Post #318098
What browser is everyone using over mobile?

I like Dolphin the best so far. It's not perfect, but offers the most flexibility of other android browsers I've tried. I also use Opera for a few mobile sites(like GameBanana), because it seems to handle them better.

One thing i really like about Dolphin is the user agent, that allows you to choose the UI you want to view a site, e.g., Android, Desktop, iPhone, or iPad.

I use "desktop" mode for youtube, so now I can comment without using Google+, and some sites i just really prefer the desktop mode in general.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-23 00:46:29 UTC
in The browser war Post #318075
Ok PB, Thanks for the schooling!

I just assumed it was noscript keeping me safe from all the baddies, since i haven't had a single malware problem since i started using it a couple years ago. I have my browser set to update automatically always, but probably back then i didn't, and that's how i got infected..

My boss uses a full paid security suite and still continuously has problems with his machine acting unpredictably(freezing, crazy-random shit getting installed, etc), but maybe that's just due to him installing things he shouldn't, or, maybe he simply has a hardware problem?

Anyhoo, serves me right for speaking about something i really no nothing about... at least now i can stop misinforming people, sorry!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-22 12:23:41 UTC
in The browser war Post #318055
NoScript should be built in to Firefox, ffs.

You don't need to disable JS entirely, 95% of sites run just fine with the site itself only allowed, and the rest of the horseshit scripts disabled.

If people aren't willing to protect themselves and blanket allow JS, they have noone to blame but themselves when their machine becomes compromised (I've learnt this lesson myself the hard way)

But you are right, most people cbf... my boss refuses to use noscript, so I refuse to help him now when he is attacked by some random shitware =p
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-22 03:41:30 UTC
in The browser war Post #318045
^^ What Scotch said, plus, i like the addons/plugins for FF; the last time i tried Opera, it didn't have an addon that i needed, so i never tried it again..

I would never use Chrome because it's made by Google. Call me old-fashioned, but i don't like the subtle way google has become more and more invasive/sneaky in general, kind of like the way i used to feel about Microsoft products. (if this is not the case and i shouldn't feel that way about google products, someone please school me!)

Like maybe someone can explain the point of google+ to me? Why does a giant like Google still feel the need to track my every movement, when they already have the market cornered?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-21 07:35:59 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318023
New update looks great PB, can't wait to try it!

Really, really impressed how you have kept up on, and continue to move this project forward.. It's so exciting that you are able to resolve/sort issues and add new features so quickly! :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-11 20:27:07 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317898
Yeah, that's kinda what i thought Muzz, so i'm not going to mess with Propper! anymore, unless we get a patched version from the author himself...

Anyhoo, so long as Dim makes use of level changes, we should have no problems keeping small details like that simple brush entities ;)

BTW Muzz, have you ever fucked around with func_lod?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-11 19:03:53 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317896
Maybe Source 2 will help to bridge that gap, with func_model or something? (i know there are func_lod, but that still deducts from your brush budget, afaik?)

Either way, i really need to get my butt in gear learning Blender... ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-11 18:11:21 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317892
Those look great TJB, well done!

BTW, if someone has recent experience using Propper!, if you could write me a quick/dirty tutorial for it's use and getting the models into EP2, it would be very-much appreciated!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-11 02:20:23 UTC
in Goldsource group Post #317877
Seems like there's more than enough people to support a thriving GS community, and it would grow tenfold with a GS workshop..

Also, i think it's about time they make half-life free to play( that would further promote the community and they can STILL make money off it in other ways).
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-09 23:49:12 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317854
Rim, do you mean painting brush faces in the 3d window, or sketching on the background like a background image? (Either would be amazing!)

Even the ability to add a background image like in Max would be cool, but i suppose you could always just apply a custom texture to a big brush, to accomplish the same thing.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-09 19:33:11 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317849
Remember, you slapped my pee pee for using your white DEVELOPMENT texture in my WIP screens? You said something like:
Ok bro, can i have my DEV texture back now?
I took that to mean you didn't want me using it anymore ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-09 18:14:27 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317847
Ok, i think i'll just make my own then :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-09 18:05:00 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317845
Rimmy makes the best DEV textures =)

Those colored ones i made from your white development base were awful, so i don't use them anymore.. i'm hopeless at creating textures ;)

Are these free use Rim, or will you slap my pee pee again for releasing WIP maps using them?

Dimbark: Still patiently waiting for an airlock :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-07 23:40:27 UTC
in [mod] X-Half-Life: ultimate multiplayer Post #317819
Looks amazing, downloading!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-07 23:17:19 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317818
It's going to be quite a challenge to pull off that construction in GS, but it is doable, 'specially if you intend to port it later on. Maybe try building it in Sledge? ;)

Textures are if anything easier to make for Source imo, since i'd prefer to use VTFedit over Wally any day, but if you don't have the SDK...

OH BTW, I was going to build the Tantive-inside-the-Star-Destroyer map we discussed for the GB contest, but i didn't think i'd be able to pull it off in 10 days before the end of the contest :glad:

You ever try out the CSGO SDK?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-07 22:08:36 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317816
Ctrl+L and CTRL+I are your very-good friends, nice work! =P

I worked on some similar, pipey-tomfoolery, for the latest mapping contest over at GB.

Ooh and btw, there is something wrong with your Hammer, your NODRAW textures say NULL?! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-06 21:43:55 UTC
in My Book - Source SDK Development Essenti Post #317801
The way i write, it would have take me about 20 years to complete.. I don't know where you found the time to finish it so quickly!

The testing must have been extremely tedious, especially considering the problems with the Source SDK being nerfed while you were trying to work...

You have inspired me sir ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-06 13:40:01 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317781
Me neither Archie until the last year or so, but now it is one of my very-favorite tools in Hammer.

I remember Soup talking about the wonders of the Arch Tool years ago, but i'm set in my ways and a late adopter... of everything :P

But yeah, most tools in hammer have their uses, from general to very specialized, except i still haven't found a use for Carve..

And yeah, the quarter method is also pwn for anything symmetrical :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-06 10:17:51 UTC
in My Book - Source SDK Development Essenti Post #317774
Holy balls, congrats on finishing it man! =P

You shouldn't feel like you are capitalizing on anything. I would bet everyone at TWHL is nothing but happy and excited to see one of our members accomplish such an amazing feat ;)

Pure awesome sir, i can't wait to read it! :heart:
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-06 01:05:18 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317769
It's definitely hard to think in the morning without any carbohydrates in you, but yeah, that airlock is not awesome =)

The arch tool is indispensable for things like this, or, build one quarter of it, and then copy, paste special, and rotate, for a perfectly symmetrical object.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-05 14:41:01 UTC
in Twelve Absent Men Post #317760
SP mod awesome! :o

It's great to see you still cranking out sweet maps after all this time; I wish more of the older TWHL users would do so ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-04 04:54:27 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317747
I don't think I have time to build tons of space ships, but one or two should be doable, if that's ok with you.
I may build a SSTO space plane to add to the mix if i get some time. I've always wanted to build one that you can walk around inside :)

Ninja: I have the same problem finding workable textures for my space maps.. I'm sure there are some great texture packs out there that would be suitable, we just have to find them ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-04 04:49:11 UTC
in [UTILITY] Compilator 3 Public Beta Post #317746
Thanks, will give adding Source support another go
Yes! :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-03 04:04:10 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317731
If so, then I'll start work on a bit of a mainframe and a design on what the airlocks connecting modules should look like.
Sweet! =
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-02 11:18:56 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317722
According to Dimbark, they will be independant stations.

2048x2048x2048 is actually pretty big; i'm not sure how many stations will be able to fit before hammer says fuck off.. Maybe impose a brush limit?

Maybe modules Rufee said would be more doable?(piecing them together would be a lot of fun ;) )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-02 06:52:03 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317719
Partners would be fun!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-01 05:29:48 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317711
okk, sounds good =P

If any GS mappers would like to enter a space station, PM me a link or whatnot, and i'll get the brushwork, lights, materials ported to EP2.

Feel free to use GS models and sprites, and i will try to replace them with something equivalent that exists in the EP2 assets..

Feel free also to use texlights, and i'll try to tinker with source texlights to match OR i'll match the look of the map as close as i can with spotlights/pointlights.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-31 14:50:48 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317707
Rufee: My Hammer 4(csgo sdk) doesn't crash, like ever, so... Idk, maybe try a reinstall and/or verifiy game cache, etc..

Zeeba: Compile times are much much much faster for H4, so long as you make all non-visblocking brushes func_detail, but map for whatever you like! One thing i really really do miss are GoldSrc texlights ;)

Considering the new tools available and new editors like Sledge(and others) on the horizon, it's never been a more exciting time to map for GoldSrc! :)

On-Topic
Is anyone building a space staion?

Dimbark: Perhaps offer to GoldSrc mappers that you will convert their work to vmf, so they can also participate in this? (i would be willing to help port maps over, if you needed it)

Perhaps also, a unified texture pack would also help smooth the conversion process, if you decided to open this to GS mappers.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-30 05:35:11 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317691
My hammer 3.5 error log is 3-4 pages long, For Hammer 4, i don't even keep one because i rarely, if-ever get compile killing errors..

In terms of brushwork, you can basically turn solids inside out, and they STILL show up just pretty as a daisy after compile.You can make world objects in Hammer 4 you would never dream of even trying in 3.x, not to mention your budgets for everything FAR outpace GoldSrc limits.

THE ONLY downside of Hammer 4 is it's inability to keep complex groups of vertices on-grid, BUT, this is more than made up for by the improved smoothing in-game(you rarely notice an off-grid vertex in source), and the aforementioned, increased flexibility and resources ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-29 21:35:01 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317687
There really isn't any differnece between the editors, and Source SDK is much less buggy than it's predecessor, so don't hate you GS mappers!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-29 12:12:04 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317667
That sounds like it would be fun, Rufee =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-29 06:15:48 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317664
Oh cool! =)

If i can't finish my space station entry for the GB contest(which i probably won't), maybe i can recycle bits of it for this coop?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-29 04:40:04 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317661
Nice idea!

Maybe whip up a modular prefab airlock system to give people a starting point?(this would also make it a breeze to connect modules/spcecraft/etc from separate entries, if you ever wanted to do that)

We should have started this a month ago, and gang-mapped an entry the GB high-altitude contest! ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-28 06:08:22 UTC
in Post your screenshots! WIP thread Post #317652
^^ Moosh-mui! Looks incredible victor_paiva! :o

Reminds me of Terminator RPG maps for GMOD. I've never seen this kind of depth before in a GoldSrc map! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-24 22:15:39 UTC
in Post your screenshots! WIP thread Post #317624
Jaynestown maybe?

Great show and great movie ;)

Doodle: Did you use an alpha layer to create the neon effect, or some other fuckery?(it looks really nice whichever way you did it) =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-24 20:26:47 UTC
in Post your screenshots! WIP thread Post #317622
Yowser! Is this set in modern times or a dystopian future? (reminds me of an outlying planet settlement from Serenity fsr..) Looks great! =P
Captain Terror Captain Terrorwhen a man loves a woman