Forum posts

Posted 10 years ago2014-09-11 13:25:23 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321717
I've been mapping on my lunch breaks on my work laptop. It's a refurbished Lenovo.
My home pc has been taken over by Unreal 4 and 3DS Max.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-10 19:25:14 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321705
Yeah. I'm having most of the issues on the integrated AMD graphics
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-10 19:22:42 UTC
in Post your screenshots! WIP thread Post #321704
Good to hear. Great work on the models by the way; the rack looks awesome.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-10 09:27:31 UTC
in Post your screenshots! WIP thread Post #321700
Check the bone location and make sure the model base is at world(0,0,0).
Failing that, move it 8 units down and re extract+compile.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-09 19:01:14 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321698
It seems that Texture lock isn't working when i'm Cloning Objects.
I keep losing my window settings every time I boot.
And I'm also encountering that VM bug Jesse Mentioned
Clicking and dragging lower vertices in the top view makes the selected points slide all over the place.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-08 01:31:59 UTC
in Now Playing: ... Post #321677
Fantastic voicebox on that woman.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-07 03:25:04 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321638
It's a laptop.
Drivers are up to date.
It works fine now.
Although
If you open an RMF that doesn't have a camera, and you try to move it, sledge will throw all those error windows.
Can be rectified by adding a camera into a 2D view however.
If you can't duplicate the error yourself, I have a map that does it constantly
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-05 10:31:23 UTC
in Mod Creation From Scratch Post #321635
Yeah. Skimming the code it looks as if it was commented as an afterthought. There's even references to HL1 code from what I can gather.
My lack of coding experience isn't helping much, but It's very hard to figure out what links to what, and why my errors are actually errors.

I might have to dig deeper to find some more guides. It's very frustrating spending 45 minutes solving one compile error when I'm getting bombarded with 20+.

If I don't make significant progress by the end of September, I'm going to download the Unreal 4 Source code and see what mess I can make with that.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-04 18:26:21 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321632
Hmm..
Apparently sledge needs to be reset to reconfigure the 3D renderer.
I thought just disabling the 3D view would do the trick.
Nope.
False alarm. Everything's working with the lower tier renderer.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-04 17:05:51 UTC
in Mod Creation From Scratch Post #321630
SNAFU #42
SOURCE needs one of these: Code Map

In other news I'm going to try and convert the Handgrenade into a throwable dart. The grenade code covers spawning of objects, launching at a trajectory etc.
The grenade projectile handles collision and damage dealing upon colliding with a player.

I kept trying to play with those but it's throwing a mass of compiler issues at me.

Holy headache batman!
I'm not giving up though!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-04 15:50:13 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321629
I'm getting some odd render errors. Mapping for large outdoor areas is a pain.
It very well could be my computer though.

Textured Preview -
User posted image
Shaded Polygon Comparison -
User posted image
I've tried both render modes, and I've also tried bumping up the clipping planes and such to 10K each.
I've also tried to turn off texture filtering and global transparency but those don't have any beneficial effect.

Computer specs:
User posted image
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-03 01:25:16 UTC
in Post your screenshots! WIP thread Post #321603
Shit. That's all brushwork?
I can't tell what's models and what's BSP.
Good stuff!!!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-02 13:26:33 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321591
The thing with source is lighting and materials.
With GoldSource, you have one choice in materials (not counting detail textures). It's just a diffuse layer. There's no bump or normal or reflection to deal with. So your final product comes down to sprite-work and light brightness.
Source has a more complicated lighting & material system. End results depend on color correction, sprites, light volumes, point/spot/dynamic lights, reflections....
Unless you understand how the pieces interact, the end result is never going to as good as it can be.
Source takes a lot more time to get looking right. I think a WYSIWYG editor will immensely help that out, but I'm not sure that'll happen. A more advanced engine deserves a more advanced editor. Spark and UE4 Editor are amazing for that.
/wishlist
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-09-01 04:39:05 UTC
in Mini-Competition: Tree Mapping Post #321580
Goldsource is an absolute wonder to map for.
This is coming from someone with a lot of Source experience. It's just.... damn nice to work with.
The engine limitations are there, yes, but for the most part the maps just flow easier.
I have an idea - like i said before - I may start working on it tomorrow.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-31 15:19:32 UTC
in Map Plans & Story Lines Post #321567
yeah my planned maps start out as barely-legible notes and terrible sketches.
They don't really evolve on paper after that.
I try to just focus on basics then go back and detail.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-31 02:35:00 UTC
in Mini-Competition: Tree Mapping Post #321550
I have an idea. I may enter.
When is the deadline?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-30 12:00:35 UTC
in Mini Competition 2 - Colors! Post #321533
Spider web?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-30 02:39:22 UTC
in Mini Competition 2 - Colors! Post #321530
Haha. Yeah. My mistake playing without any lights on.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-29 23:14:00 UTC
in Mini Competition 2 - Colors! Post #321521
Fine fine fine....
Mine won't give you seizures and it doesn't look all that great.
But there's a puzzle and an ending.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-29 20:54:42 UTC
in Mini Competition 2 - Colors! Post #321518
You really want the sorry excuse for a map i made?
I spent about 2 hours on everything, and most was storyline and entity work.
When I heard this was more visual than anything, I gave up.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-27 12:40:10 UTC
in Now Gaming: ... Post #321479
I stopped because I had some things to do.
Then I got sidetracked by life probably.
Then I reformatted my HD so I'll have to re-d/l anyway
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-26 22:43:36 UTC
in Now Gaming: ... Post #321470
I realised the other day that I had actually never finished Black Mesa. I've only played up as far as those first houndeyes you encounter, right after the resonance cascade.
... That's EXACTLY where I stopped
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-26 22:42:35 UTC
in How do you make pushing water? Post #321469
What if you make the water thin so when the player is fully 'submerged' his feet actually stick out the bottom?
Maybe try combining the forward push with an upward push?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-26 11:24:04 UTC
in Now Playing: ... Post #321456
Then I tried playing some notes on the guitar and guess what? I could see the sound in the stream of the smoke! Oh god...
The most convincing statement I've read as to why I should take up smoking. However convincing, it's ineffective.

I've been listening to a lot of Chevelle recently.
Going to see them Saturday Night.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-26 11:11:41 UTC
in Sprite mis-oriented Post #321455
YAY!
Thanks PB!
If I could buy you a beer, I would
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-26 00:21:32 UTC
in Mod Creation From Scratch Post #321401
Until I get more comfortable with the code, I'll be copying and pasting.
All of the stuff I want to do has been done before. So I just need to find where the code is and modify it for my needs.

I'm writing a book to go along in my adventures.
Not for publishing, but for the general public.
EDIT
I found a crapload of tutorials and tools for making models for HL2.
Unfortunately, they require 3DSMax 2012 and I have 2015. But Thanks to Autodesk's wonderful dedication to students, I'm currently downloading 2012.

I'll whip up a model and see if i can get everything working.
EDIT 2
I guess there's no such thing as whipping up a model. I'm having a bear of a time setting up any of the community model compiling tools. They all return the same errors and no models pop out. I'm going to go the hard way and write batch files. I got the basics set up so now I need to get it all working.
EDIT 3
Successfully compiled 2 models tonight; a test box and a foam dart model.
Next step is to have the Deagle spawn the dart!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-25 10:43:49 UTC
in Show us your Face, your Cockpit & yo Post #321426
@Stu - Normally, I wouldn't be sitting there for sure. They also cleaned it too. Else I wouldn't have touched it - too much carbon build-up.

SCAVENGER HUNT!
If you can find a pic of my old Chevy Malibu SS, The plates are the same!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-24 22:11:08 UTC
in Mini Competition 2 - Colors! Post #321408
I got more excited with other projects :-/
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-24 22:06:08 UTC
in Show us your Face, your Cockpit & yo Post #321407
Thanks! Yeah I went from about 210lbs to 185lbs a few years back. Cut back on pasta and potatoes and crap food. Now I just gotta put on muscle.
I'm sitting inside of the firing chamber (where the flame goes) of a 500HP fire-tube Boiler. I program Boiler control systems and one was being serviced when I visited the job site. That's the back side of it.

I was going to post an exterior of the car as well: (Got Ninja'd)
User posted image
It's a very capable snow vehicle with proper tires.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-24 21:47:57 UTC
in Show us your Face, your Cockpit & yo Post #321405
Me
User posted image
My Ride - 2010 VW Jetta TDI 6-Speed
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-23 14:17:41 UTC
in Mod Creation From Scratch Post #321373
I was a bit disappointed to find that there weren't any "red team" and "blue team" spawn points in the initial FGD. I tried to make a test map for my Mod, but I could only join the spectator team. I think I need to create team spawns myself.

I read a tutorial on the VDC on how to create a logical entity - I learned how the FDG links entities to the code. So I decided to tackle this myself and just read the code.

I found the RED TEAM and BLUE TEAM code in the sdk_gamerules.cpp file.
In there is the pre-defined link to the FGD.
[quote]
#if defined( SDK_USE_TEAMS )
LINK_ENTITY_TO_CLASS( info_player_blue, CSpawnPoint );
LINK_ENTITY_TO_CLASS( info_player_red, CSpawnPoint );
[/quote]
So if we're using teams, use info_player_red and info_player_blue.

I did some snooping and found the base FGD code for The T and CT teams from CS:S. I'm hoping i can just copy that and modify it to suit my needs.
//--------------------------------------
// Copied from CS:S FGD
//--------------------------------------
@PointClass base(Angles) studio("models/player/ct_urban.mdl") = info_player_counterterrorist :
[
]
So in looking at the CS:S Player start definition, there's no other code that needs to be written, because the "Angles" is the only field that matters. We're inheriting that already because our base class is already "Angles". When placed, it'll use the ct_urban model.

I just have to copy mine to use the (included) red_player and blue_player models, and link them to the info_player_red and info_player_blue classes.

My red team spawn FGD code:
//--------------------------------------
// RED PLAYER SPAWN
//--------------------------------------
@PointClass base(Angles) studio("models/player/red_player.mdl") = info_player_red : "Red Spawn"
[
]
I modified that for the blue team as well.
I saved and then loaded up the SDK Launcher, and Hammer.
IT WORKED!! :biggrin: :biggrin: imgur
User posted image
I placed red-ish and blue-ish overlays beneath the spawn points to make sure read spawns in the red location and blue spawns in the blue location.

Saved, Compiled, Annnnnd It works!!! :walter: :hammer:
User posted image
Victory
EDIT
I was also getting an error in HL2 saying there was no info_player_deathmatch. I added on into the FGD and set the model to models/editor/playerstart.mdl
Works like a charm, and no errors anymore!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-21 01:07:12 UTC
in Mod Creation From Scratch Post #321301
I figure most people don't code because they run into problems like this. I'm gonna make notes on how to fix everything.
Here was my main error for anyone who experiences the same issue:
3>.Release_sdkClient.dll : fatal error LNK1169: one or more multiply defined symbols found

EDIT!
Woohoo! Figured it out!
I added something somewhere that i wasn't supposed to. During one of the tutorials, I thought i was supposed to add:
STUB_WEAPON_CLASS( weapon_pistol_dart, WeaponPistolDart, C_BaseCombatWeapon ); into the clientmode_sdk.cpp file. I commented that out and it works fine! even sending the command give weapon_pistol_dart works and i get ammo equipped.
EDIT 2
I'm a total noob and found the script files in the sourcemods/dartfight/scripts folder.
Copied weapon_pistol to weapon_pistol_dart, modified a few things and now i'm golden!
User posted image
It also seems that I don't have info_player_deathmatch entities in my FGD.
I have to attend to that.
I might just make info_player_red and info_player_blue spawn points - but then i'll have to learn how to assign teams to them. hmmm

Also, I've mentioned this before
I'm assuming i'll have to do the following:
1) get player view vector
2) spawn a dart in front of player
3) give an initial velocity to the dart based on view vector
4) simulate dart like a slow moving rocket
5) create a physics model of the dart upon impact so it bounces / rolls /falls after a collision
The crossbow and crossbow_bolt code do this already. I just need to copy it for my needs.
And in my research of that, It seems that I started down the incorrect path by copying the pistol code.
Oh well.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-20 23:15:48 UTC
in Mod Creation From Scratch Post #321299
Having some issues with multiplied references and such.
I'm just trying to copy the weaponpistol code.
At first i needed a weapon script, which I got, but there seems to be more to it.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-20 20:54:37 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321296
That reminds me of UDK and SPARK (NS2)
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-18 14:24:35 UTC
in 3D Modeling Post #321276
wow zeeba. that's really freaking good.
without zooming, it looks like a tuft of Sod.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-18 14:23:08 UTC
in Mini Competition 2 - Colors! Post #321275
the wheels could follow a single track, just spaced.
The train would need its own however.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-16 21:42:36 UTC
in Post Your Photos Post #321238
is that Archie's cat again?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-15 16:59:53 UTC
in Mod Creation From Scratch Post #321215
I'm waiting on free time rufee :) I somehow found 4 hours on Wednesday to work out all the kinks and get the initial compile working. I'm not sure when I'll have another solid block of time like that.
Anyway, my next step is modifying the pistol code to launch a foam dart.
I'm assuming i'll have to do the following:
1) get player view vector
2) spawn a dart in front of player
3) give an initial velocity to the dart based on view vector
4) simulate dart like a slow moving rocket
5) create a physics model of the dart upon impact so it bounces / rolls /falls after a collision
Valve has some good documentation on this: https://developer.valvesoftware.com/wiki/Projectile_based_Weapons
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-15 16:35:48 UTC
in 3D Modeling Post #321219
Yeah don't give up! That's why this forum exists.
Ghost, I saw those airflow renderes somewhere before. I think I commented then; they're awesome! What program is that?
Also, Zeeba, I'm just using the default render and copied the default light a few times. I'm still playing with materials and light effects - I really don't know what i'm doing.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-15 13:27:26 UTC
in 3D Modeling Post #321214
Ghost it seems you have some bugs to work out with the player model, but that's great work!
Urby - Definitely GREAT for a first model. Seriously!

Here's my first round at rendering in blender. Re-Working my company logo for a splash screen animation on our touchscreens. (So... I'm getting paid to do this!! :crowbar: )
Some WIP -
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-15 10:12:54 UTC
in 3D Modeling Post #321209
Each source modeling tutorial is different based on which program you're using.
It pretty much boils down to exporting, compiling, and making sure everything is in the correct folders.
I'm working with 3DS Max. If you are too, ill let you know what to do.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-14 20:57:42 UTC
in Mod Creation From Scratch Post #321195
I've ran into a few SNAFUS last night. Including a shifty debug compile that almost brought my computer to its knees.
I'm keeping a journal/ log / instruction manual of all the issues i've ran into thus far.
Included in the manual is the steps taken to resolve the issues and then some links for more information.
I really hope, you can explain how source coding works.
Rufee, As soon as I gain some insight into that i'll let you know. I've been trying to figure that out as well. I can't find any 'main()' function that calls things, but I do think entities are called and processed in ticks.
I haven't found the 'tick' command origin yet however.
I'm still running through some of the coding tutorials - and I haven't played a successful compile yet... It'll all come together in time.

Just didn't do a debug compile and everything worked just fine!
Only problem I need to sort out now is that I need a red_team spawn and a blue_team spawn.

I'll probably have to copy the info_player_start and info_player_deathmatch information.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-14 00:39:17 UTC
in Mod Creation From Scratch Post #321161
This is for Source 2007.
So steps I've taken so far:

:hammer: Download Source SDK
:hammer: Create a Mulitplayer Mod with Source 2007
:hammer: Run Game to download source code
:hammer: Download Visual Studio 2010 (FREE!)
:hammer: Open Source Project
:hammer: Tried to Compile and failed :pwned:
:hammer: There are missing pieces of code! A compile will result in an error unless you have these:HERE THEY ARE
:hammer: There are also some fixes you need to apply HERE and HERE

End of night progress - Code compiles. Victory
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-13 22:45:11 UTC
in Mod Creation From Scratch Post #321157
So I've always wanted to make my own game, and It's time I felt I'm able to do so.
I have ONE more class left to take before I get my degree, so I'll have some more time to dedicate towards my goal.
I have a firm grasp on Level Design with Hammer
I've been using 3DS Max on and off for a few years and I feel comfortable making props (weapons will need to be learned)
I've taken two C++ courses, and I have coded C regularly at work over the past 4 years.

This thread will serve 2 purposes.

1 - Learning for others
  • I want to tell people of my experiences and hopefully teach anyone who reads this
2 - Learning for myself
  • I'm hoping that some people have gone through what I will go through and might be there to help me along the way.
I've created a Word Document with the steps I've taken so far, and links to helpful websites. I hope I'll have the discipline to update that as I go along, as I'm sure It'll be a helpful learning tool for everyone once it's complete.

Mod Description
Close-Quarters Multiplayer Foam Dart Combat


I've always had a lot of fun with NERF(c) guns, but I've never had a lot of people to legitimately shoot and play with. I was thinking of making a simple shooter that uses foam darts as ammo and points are accumulated by non-lethal hits and completing level objectives like capture the flag or hack the mainframe(lol).

Each round, every player will start with the same Weapon: a single-shot dart gun. You have 10 darts (with one in the chamber upon spawning) and you're required to reload after every shot.

Darts will travel slow, and will have significant drop. Once darts impact ANYTHING (players or otherwise) they will become a pickup,

Players use points to purchase better guns that hold more darts, require less manual reloads, fire farther, and more accurately.

Players have a Hit Point pool of +/- 3. Players will warp to spawn when depleted, and will need to wait a specified cooldown time to regenerate points before returning to the arena.

More powerful weapons take more of your hit pool off, and headshots will count as double.

Weapons / Damage
Single-Shot Pistol - 1
6-Shot Revolver - 1
Double-Barrel Shotgun - 2
Single-Shot Sniper - 2
Semi-Auto SMG - 1
Full Auto SMG - 1

Levels will include Offices, Playgrounds, Houses, Schools, bumper to bumper traffic jam.

My mod has already been created, and I have created weapon models, foam dart models, and have access to the source code.

[b] First Milestone Goal[/b]
  • Create Single-Shot foam Dart gun that shoots foam darts.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-13 20:58:35 UTC
in 3D Modeling Post #321155
YES! good thread.
I'm currently learning 3DS max and Blender at the same time.
So i'm learning the same techniques with different ways about doing them.
Modelling is really the same as coding - once you have a workflow down, it's just about learning each programs tools (syntax).

I'm going to import a weapon into a new mod I made using 3DS max. I'll post some WIPS when i get closer to a finished product.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-13 20:56:51 UTC
in Fucking Pyromantics. Post #321154
Damn dude. Glad to hear that everyone is ok
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-13 13:53:14 UTC
in trigger_relay and trigger_push Post #321135
try making the multisource the button's master.
So the button won't work unless the multisource is active.
Still have the button target the pusher.

Trigger relays always gave me trouble.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-13 11:32:49 UTC
in trigger_relay and trigger_push Post #321133
Is the multisource the buttons master?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-13 00:07:54 UTC
in Post your screenshots! WIP thread Post #321127
I thought Valve was well on their way with source 2 with TitanFall
Also playing with 3DS Max
User posted image
Trying to whip up a little mod.
First step - cheap weapon re placements and proof of concept gameplay
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-09 15:20:53 UTC
in Post your screenshots! WIP thread Post #321083
hammer 5 plz
Tetsu0 Tetsu0Positive Chaos