Forum posts

Posted 7 years ago2017-08-11 20:37:23 UTC
in help convert mp3 to HL wav Post #336854
@Shepard

Yep, it's 2200 commands, I think. To the ones who don't know, it means you can basically do 2200 operations (save, new file, record something, apply a filter or an effect, resample the audio, change playback rate, modify it with a graphic equaliser, delete the selection, paste something etc.).

@Solokiller

Well, in my case...
giggles
I just don't want to say it, lol. Everyone knows it anyway.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-11 18:48:51 UTC
in Post your screenshots! WIP thread Post #336850
Okay, screw the wood in 4Way, stone structures can support themselves after all. :P
So, I didn't want to leave the walls untouched, and that's why I made some changes:
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-11 18:42:42 UTC
in help convert mp3 to HL wav Post #336849
Goldwave isn't free AFAIK. Hmm..................
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-10 20:07:34 UTC
in Post your screenshots! WIP thread Post #336841
Switching constantly between map projects, wow...
And this time, I came back to 4Way. Lol.
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Hmm, yeah. DirectQ is one heck of a speedy source port. If this was in DarkPlaces, I'd be getting 12fps. :D

Also, some shots of Pustinya:
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ts_untergrund's spiritual successor, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-10 17:32:34 UTC
in help convert mp3 to HL wav Post #336839
And that's why I love GoldWave. ;)

Edit:
Oh, but it's not the only program which has that stuff. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-08 11:41:16 UTC
in HYPE TRAIN! Post #336810
"Well, I guess we're the only two people looking forward to anything ever."
Don't forget about me.

Crashday: Redline Edition

Oh my... Crashday was my childhood game. I know that they haven't done that much in Redline Edition, but it will be nice to see what's new in Redline Edition. :D
I'm not super-excited for it, it's just nice to see one of my childhood games trying to get revived.

And that's pretty much it. :P
I'm also excited for Half-Life 2: Episode 3 and Half-Life 3, but that will be in the next century. My grand-grandchildren will get to see the release of those two, assuming I ever have kids and my kids have kids and my kids' kids have kids.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-08 08:20:31 UTC
in Post your screenshots! WIP thread Post #336808
[content removed - double post]
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-08 08:18:50 UTC
in Post your screenshots! WIP thread Post #336807
@SourceSkyBoxer
You can customise a lot of colours in J.A.C.K.
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-07 21:36:29 UTC
in Post your screenshots! WIP thread Post #336793
Here's why not: it would not fit the westwood-ish theme of my map. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-07 20:24:05 UTC
in Post your screenshots! WIP thread Post #336791
I know it doesn't fit the roof, Kachito. xd
I'll see what I can do.

Edit:
Actually, I'm more like "Screw the performance", as you saw in de_kobbl.
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Now I just need to balance the colours. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-07 17:15:03 UTC
in Post your screenshots! WIP thread Post #336774
@SourceSkyBoxer
I. Hate. Models.

Not really, I love them. I just believe that good brushwork has a better place in GoldSRC rather than models etc. :P

But yeah, I've used SketchUp before. It's a nice tool. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-07 16:38:01 UTC
in Post your screenshots! WIP thread Post #336772
Latest revolution in GoldSRC door tech:
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And here's one of the huts for the map:
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Any suggestions? :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-06 21:07:44 UTC
in Post your screenshots! WIP thread Post #336751
"Decided to remake several of these textures from scratch so I can [...] stop relying on other peoples' textures."
You know, you've inspired me. Why use someone else's textures when I can make my own? :P
Besides, I haven't made any custom ones in a while.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-05 20:05:48 UTC
in Post your screenshots! WIP thread Post #336736
Started my 3rd map project this month:
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I decided to do something like ts_untergrund, but for CS 1.6.
Wish me luck. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-05 13:35:41 UTC
in cs_alley1 ~ remake them Post #336733
@Cd5
Don't forget me! I love CS 1.6. :D
In fact, I'm making another map for it right now (I'm working on 3 projects interchangeably).

@Vodka
Good luck with the map. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-01 04:49:36 UTC
in Post your screenshots! WIP thread Post #336626
@SourceSkyBoxer

I didn't use that.

Normal skybox, 4 func_pendulums and no origin brushes because the axis is already at 0,0,0.
The sky is not rotating. The platform I was standing on was rotating. Hehehehehe, relative movement is a bi*** sometimes.

@Victor-933
I don't do planning either, but sometimes when I do, it speeds up the mapping process because I simply know what to do next.

@James Luke
Eh, this one was just 2.3MB big, I'm not surprised it can fit.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-31 22:00:07 UTC
in Post your screenshots! WIP thread Post #336620
I was so bored, so I made this:
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I wonder what to do next...

(and no, the middle platform and the skybox are actually static, only the triangular "cakes" are rotating. The cool part here is that I didn't use any origin brushes ;) )
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-30 21:02:55 UTC
in Post your screenshots! WIP thread Post #336588
Actually, the guy who uses that CRT TV in my map uses it only for his PS1, PS2 and his VHS tapes. :P

Of course, when the terrorists came... ouch.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-29 22:09:42 UTC
in Post your screenshots! WIP thread Post #336573
You can have really complex brushwork but with a very simple and low-poly collision, so those 2 shouldn't be the same. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-29 21:08:43 UTC
in Post your screenshots! WIP thread Post #336561
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Just as I was testing out the new "Upper Cave" part of Kobbl...
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I fell through the floor:
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And I kept plummeting down to the bottom of the map.
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I've never fallen through the floor. XD

Anyway, you've seen the new part, and that's what matters.
Also:
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That's why! :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-29 21:02:55 UTC
in Now Gaming: ... Post #336560
I remember playing the demo of it on my uncle's PC, years ago. It was so laggy, ran at maybe 10fps or so. :D
And once I tried it on my desktop PC (which was alive back then :P), I didn't have such a bad time, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-28 20:35:58 UTC
in Post your screenshots! WIP thread Post #336523
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I escaped the influence of my laziness yet again, and I made this. :D

I also got a new idea:
Players will spawn in the "Selector", where there will be 3 options:
Victims, Victim 1 and Victim 2.

Victims will spawn in one area together, Victim 1 will experience getting "saved" by one of the terrorists (but Victim 1 will escape after that).
As for Victim 2, I'm not sure yet. Since their role is optional, it surely brings some fun stuff in there. Oh, right, Victim 2 will spawn in the underground cave! :biggrin:

Well, yeah, I've said enough. This concept is pretty interesting, and I tried to pull off a similar thing in Sandstorm where 1 group of players spawned in the truck, while the other group would wait for them at the HQ.

At some point, Victims, Victim 1 and Victim 2 will all meet and continue together. But before that, well, things will be a bit interesting. ;)

Of course, Victim 2 will be optional because I'd like the minimum number of players to be 2.
So yeah, I'm assuming I'd have to prepare a good puzzle for Victim 2. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-28 15:21:53 UTC
in Now Gaming: ... Post #336515
I played Crysis again, just to get to some parts I've never gotten to before:
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Poor Jester. :P

Then I decided to increase the graphics quality to medium:
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Looks like the shadows aren't being rendered properly. :P
Well, that's pretty much it. I probably won't play Crysis again until next year...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-27 20:02:01 UTC
in Now Gaming: ... Post #336487
@Urby
Contradictory, I don't like Fallout games, so there. They're boring in my opinion. :|
Well, I only enjoyed Fallout Tactics a little bit. Then I got bored and decided I'll never play Fallout games again.

Hmm...
If I can make things like these in a game I play...
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... then I'll play it, just for the sake of being able to make that stuff in it. It looks like that I only stick to games I can mod, in this particular way.
I don't play games for playing them. I play games to test my maps, as I had said earlier. Most of my hours in CS 1.6 are because of mapping, as well as in Sven Co-op. The same will go for TF2, CS:S etc. and pretty much any game I'll make maps for in the future.

Lastly, and I'm most certain about this:
I like games from specific genres. FPS and racing. Well, it's been FPS-only lately. So, yeah, if it has quick movements, weapons, a first-person view etc. then I'll play it.
I also have a specific taste in games. I like it modern and/or mildly futuristic like Crysis.

Of course, there are 2 honourable exceptions: Grand Theft Auto and Sumotori Dreams.
They just... they just stand out so much that I like them even though I'll never mod them. :]
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-27 19:01:55 UTC
in Now Gaming: ... Post #336483
Well, if you are fine with dying every single time you try to kill something, then play Dark Souls. :P
It's pretty challenging, as far as I've heard.

I've never played it myself and I never will, simply because I'm not into it for a multitude of reasons.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-27 18:15:06 UTC
in Now Gaming: ... Post #336474
@Urby
That opinion about Crysis' graphics gets formed when you play it way after its release. It was so good in 2007. :]
But then, CoD4:MW1 also had good graphics, yet it was released in 2007. :P
(but it wasn't even close to Crysis xd)

About fun gameplay over graphics, well, I completely agree.
Sadly, I can't have either because of my GPU. XDDD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-27 15:59:26 UTC
in Now Gaming: ... Post #336464
Somebody from another website said:
"You can play at 7fps?? I would get a headache and become very irritable."
No wonder you can get headaches at such a high framerate. 6fps is, like, a godsend compared to what I got on cutscenes. >:P
(and you've seen it, 2fps)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-27 15:10:11 UTC
in Now Gaming: ... Post #336462
As I had promised:
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Ahh, 72fps. :D
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Ahhhhhhhh, 272fps!!! >:D
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Ohhh
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OHHHHHHH
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Nope, never mind. 2fps. :P
All hopes about framerates have been lost. xd

So, I really enjoyed Crysis, even though it lagged so much for me.
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Dis gaym haz bettr grefiks den Mainkreft. xd
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I didn't quite enjoy the fact that the dynamic light didn't light up the terrain. :/
But hey, my GPU is older than my brother!
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This game looks pretty even on the lowest graphics. :P

Let's see the frametimes, too:
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So, we have 2, maybe 3 big lag-spikes.
The biggest one (lasting 14 seconds before the next frame) was when the game auto-saved. Probably my laptop's 5400rpm HDD, lol.

Most of the time, I had 6 to 7fps, so that's a good result considering my laptop's age.
At least it's better than what I get in CS:GO. In CS:GO, I got 3 to 4fps. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-26 14:12:11 UTC
in Post your screenshots! WIP thread Post #336412
Client-side scripting would be better as the server wouldn't have to sync all that stuff between every client, right? xd
Thus we'd avoid network traffic issues.

Alright, time for me to get back to work... Kobbl is waiting, Kobbl is my duty, Kobbl is my promise. (of course, until high school begins)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-26 13:25:57 UTC
in Post your screenshots! WIP thread Post #336410
@Windawz
My problem with AngelScript is that I have insufficient coding knowledge to achieve this stuff. But nothing prevents me from learning it, lol.
But hey, doing the func_conveyor trick isn't really that ugly!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-26 09:00:10 UTC
in Post your screenshots! WIP thread Post #336395
I'll place a few non-solid func_conveyors with a scrolling rain texture, I'll put a few rain-splash sprites, and a rain sound. ;)

Who needs env_rain? >:P

By the way, I found out that Sven Co-op can have more entities per visible packet, so adding this much stuff won't really make entities disappear like it would do in standard GoldSRC.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-26 08:48:36 UTC
in Post your screenshots! WIP thread Post #336393
Yes, good job, just make sure you don't alter the brightness of the original texture too much. It can mean a huge difference in ambience etc. especially in night maps like Kobbl.

I've discovered that just by tweaking the contrast and brightness, you can get different levels of influence on the main texture. (which is pretty obvious, I knew it already)

If the contrast is high, the bright spots will be even more bright, and dark spots will be very dark, and that's why the detail texture will be very noticeable, so you should be a bit careful with what you choose. On the other hand, lowering the contrast will blend your detail texture more and it will stand out less.

The same thing about brightness goes for making the texture too dark. I have this texture MZ_KOBBL_1, and it's some sort of a pavement.
When I put a black'n'white detail texture on top of the 64x64 main texture, it was pretty dark. But in such a good way that I thought it was wet! :D
Basically, I made a mistake and ruined the map's feel a little bit. Except this wasn't a bad mistake in this case, as it made the texture look wet, which is an excellent reason for me to add rain. Lol.
This stuff is cool. I luv it! <3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-25 23:55:31 UTC
in Post your screenshots! WIP thread Post #336382
One DeTx for all? XD
Not really a bad idea, as I'm using the same detail texture for 3 grass textures in Kobbl. But man, you really should try experimenting a bit with them. It can get really interesting sometimes, you know.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-25 22:25:10 UTC
in Post your screenshots! WIP thread Post #336378
Yes, no detail textures have been made for the rock (I make them myself :P).
I've never known that detail textures can be so fun. :D
I can make a texture look dirty, or burnt out, or make it have scratches, and many more stuff. But I mostly use them in the map to cover the 64x64 diffuse textures, which really helps me out with AllocBlock.

Now I reduced the usage from 61/64 to 55/64, which is pretty nice and leaves me more room for things. Since I'm using it in Sven Co-op, though, crossing the old AllocBlock limit shouldn't result in an error, right?

Lastly, people who disable the detail textures on their end will experience a significantly different aesthetic, quality, look and feel in my map as of now.

@SourceSkyBoxer
I can't see your image in your post. It appears to be blocked for me. :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-25 20:40:03 UTC
in Post your screenshots! WIP thread Post #336371
Before:
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After:
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(the rock texture doesn't have a detail texture, by the way :P)

Cause:
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Consequence:
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What do you think? ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-25 11:58:45 UTC
in Post your screenshots! WIP thread Post #336346
A decrease of 1000 faces would mean so much to me, mostly for my laptop. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-25 11:51:54 UTC
in Now Gaming: ... Post #336345
@Windawz
Crysis is an exception. A very good one. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-24 21:34:37 UTC
in Post your screenshots! WIP thread Post #336334
@Shepard62700FR
But there's someone who's jealous of your programming/coding skills. ;)
Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-24 21:28:25 UTC
in Now Gaming: ... Post #336331
@The Mad Carrot
I'm so sorry, I just can't help myself. XD
I don't hate my laptop, I don't like it either, I'm just happy that I didn't get anything worse, like an Intel GMA 950 + T2300 laptop with 1GB of RAM.

In fact, I'm going to play Crysis on it again. I'll somehow manage to install it, lol, and take a few screenshots for this thread, and show how much I don't really hate my laptop. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-24 19:22:42 UTC
in Quick Static MDL In kHED Post #336308
Well, to be honest, I don't really use the snap-to-grid feature because it broke for me. I don't know why it broke, maybe it was because I just hit any random key hoping that something would happen.

Snap-to-grid is pretty useful, though, when it comes to modelling stuff like buildings etc.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-24 19:19:21 UTC
in Quick Static MDL In kHED Post #336306
@Windawz
Of course it does! Just press S on your keyboard to toggle it. ;)
You can also customise the heck out of the grid, too. You can make it measure in Half-Life units, too. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-23 22:57:23 UTC
in Post your screenshots! WIP thread Post #336285
@Windawz
Your clipnode count will get wrecked if you use too many func_details, even if you use the Bevel texture.
Be careful. :3

(unless those are passable "zhlt_noclip 1" func_details!)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-23 13:08:14 UTC
in MDL color remap(Player/Sven NPC&MDL) Post #336251
If I ever make a player model skin, I'll make sure to check this out. I think I can do something pretty funny with it, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-23 11:58:05 UTC
in Now Gaming: ... Post #336250
Aw, now I want to launch Min-
Oh snap, I forgot that my laptop will explode if I do. :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-23 11:52:22 UTC
in Lights lulz!!! Post #336249
Or, go to the Map Properties, and increase the Minimum Light Level! >:D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-22 22:49:02 UTC
in Lights lulz!!! Post #336245
@WorstMapper
Sorry for your laptop, then. :(
I'm not responsible for your laptop, by the way. Ah, it probably burned because it overheated because of fullbright mode. ;)

2)
I meant:
1. Place an info_texlights entity
2. In its properties, disable SmartEdit
3. Press Add and type the name of the floor texture you're using
4. And then give it a value of 255 255 128 400

So, your floors will emit light and the map will be fully lit, if all floor textures in the map emit light. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-22 21:16:59 UTC
in Lights lulz!!! Post #336243
If you want the entire map bright, then don't run HLRAD at all. Go to Expert Mode and disable hlrad.exe.

Also, another method would be using the floor textures as texlights, if you're willing to do it.

Also, you're probably using the wrong angles for light_environment. Place it somewhere in your map (only if you have sky brushes), and then go to the parameter Pitch and type -90.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-22 20:55:05 UTC
in Post your screenshots! WIP thread Post #336240
I'll see what I can do.
In the meantime, look at some of the screenshots here:
https://forums.svencoop.com/showthread.php/44725-Kobbl-(a-k-a-that-map-from-CS-1-6)?p=528017#post528017
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-22 18:06:17 UTC
in Post your screenshots! WIP thread Post #336235
@Windawz
You silly, little kid, that's exactly what he said!

"Paired with good mapping and a clever entity setup, it's very possible."
Games are illusions anyway, so is every single stealth in every single game.

I'm capable of doing both, so this shouldn't be that hard to implement.
I'll do a testmap just to develop the actual setup for it. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-22 15:23:56 UTC
in Post your screenshots! WIP thread Post #336233
Having played CS:CZ:DS, I know what it looks like. There are dedicated hiding areas where the NPCs won't see the player, and then some missions like Miami Heat have parts where you have to memorise the NPC's walking pattern.

Lol. Well, time to get those screenshots, or maybe a video...

In the meantime, I managed to optimise the map well enough so that hlvis.exe only takes 4 minutes and 4 seconds! :D
And when you realise it took more than 2.6 hours yesterday... wow. I was mind-blown.
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Admer456 Admer456If it ain't broken, don't fox it!