Forum posts

Posted 18 years ago2006-07-11 00:18:35 UTC
in Advanced Brushwork Mini-Compos Post #189632
lol, that map from the "mother of god" thread had +8000 wpolys, but It was still "playable" :P

Captain P didn't say one thing about r_speeds, only that it must play in half-life... so game on, BITCH! ^_^

Yeah, I didn't think you'd be able to resist this compo :)
Posted 18 years ago2006-07-11 00:10:48 UTC
in The Interesting Thread Post #189628
Bread makes me poop... Yay! I'm going to Hawaii Yay!!!
Posted 18 years ago2006-07-11 00:03:54 UTC
in The Interesting Thread Post #189621
Cats don't leave massive human-sized craps.
LOLOLOLO
Posted 18 years ago2006-07-10 23:28:53 UTC
in The Interesting Thread Post #189606
Cats are good for people who are never home. You don't really have to worry about them, because they mostly sleep all the time.

Dogs are very needy generally, and are only good for people who are home to walk/brush/pet/play with them a lot.

My friend Ian has a purebread German Shepard called Hercules--he is gigantic. When nobody is home--which is all the time--, the dog barks the whole time, and the neighbors complain constantly.

Ian is a good example of someone who shouldn't have a dog.
Posted 18 years ago2006-07-10 22:22:52 UTC
in Advanced Brushwork Mini-Compos Post #189589
User posted image


1 building down, 23 to go :P

It's fun for once not having to worry about interiors whatsoever! This compo sort of feels like building a model town for a train set :)
Posted 18 years ago2006-07-10 22:07:43 UTC
in rowleybob Projects! Post #189588
Thank you for your support :) I'll try to make y'all proud with blisteringly exciting new updates soon ^_^!

Dauby: I've found as long as you stick directly to the ship, the wpolys are pretty ok. It's when you noclip and zoom out that they get really big, really fast!

Kasperg: Wow, that page is astoundingly comprehensive! TY!

Captain P: Yes the interiors are flat as heck... Right now, all they really are is the result of building the outside, so they're highly raw. All except the bridge, which I think is pretty ok, but also really far from perfect at this stage.

TY again for your comments :heart:
Posted 18 years ago2006-07-10 22:01:26 UTC
in The Interesting Thread Post #189586
We could talk about Luke's mum, or my mum, or... meh, I can't think of anything interesting to talk about :(
Posted 18 years ago2006-07-10 02:36:22 UTC
in rowleybob Projects! Post #189461
(Copying Kasperg, and using this thead as a WIP portfolio. :))

Here's my latest attempt an HLDM map, based on the Enterprise-A from Star Trek.

Battle areas will be on the inside and the outside of the ship. There will be various ways around the ship, including Transporters, Jeffries tubes, Airlocks, Turbolifts, and maybe even a shuttlecraft!

I realize this is not the most feasible/conventional way to build a multiplayer map, but I think I'll be able to make it work.

Some Alpha screens:

Hallway:

User posted image


Torpedo bay:

User posted image


Shuttlebay:

User posted image


Bridge:

User posted image


User posted image


Exteriors:

User posted image


User posted image


User posted image


User posted image


User posted image


User posted image


Hammer Screens lol:

User posted image


User posted image


User posted image
Posted 18 years ago2006-07-09 00:51:25 UTC
in Advanced Brushwork Mini-Compos Post #189377
srry: Yeah, sloppy spelling, sorry. There is NO floor space restriction.

Elon:Yeah, I just walked through the example, and I expected it to be much smaller.

Your way might be more fun/challenging, Elon :)
Posted 18 years ago2006-07-09 00:11:18 UTC
in Advanced Brushwork Mini-Compos Post #189371
lol, I just read the rules again, and noticed there floor area size restriction... so much for putting them together :.(
Posted 18 years ago2006-07-08 23:36:54 UTC
in Now Playing: ... Post #189368
John Mayer - No Such Thing

I like the John Mayer a lot...he just totally lost me with that one song ;)

Plus, I don't think he really cares what I think, since every girl I know worships him literally. My cousin Melissa's email address something crazy like Number1JohnMayerFan@...

I still like his breakthrough hit the best, but I really should try more of his current stuff.

edit: Oh, and that "Body is a Wonderland" tune is questionable too ^_^
Posted 18 years ago2006-07-08 19:18:14 UTC
in Now Playing: ... Post #189362
John Mayer - Daughters

repeat [on] off

Possibly the gayest song I've ever heard, but somehow, I can't stop listening to it :roll:
Posted 18 years ago2006-07-08 19:15:32 UTC
in Advanced Brushwork Mini-Compos Post #189361
The hell with those rules! I quit!!
I hope you reconsider, that looks pretty cool!!! (I love the parking stripes :P)

Starting mine tonight, and I think I know what I'm gonna do :/
Posted 18 years ago2006-07-08 01:39:06 UTC
in Now Playing: ... Post #189249
Falco - Der Kommisar
Posted 18 years ago2006-07-07 19:13:11 UTC
in Advanced Brushwork Mini-Compos Post #189212
Pwn! (Wewt for the countdown timer as well :) )

I was hoping for a shorter term too, but Muzza, you can make the next compo a shorter one ;)

MINI COMPOS, BITCH!

^_^
Posted 18 years ago2006-07-07 17:35:10 UTC
in When wierd turns to wonderful Post #189190
LOL Maddy, have you been reading "the elegant universe" again?

that = pwnaged
Posted 18 years ago2006-07-07 17:22:31 UTC
in Advanced Brushwork Mini-Compos Post #189186
<rowleybob keeps muttering "sweet" under his breath> :P

I for one say make the deadline monday dinner time GMT, a "weekend" mini compo of sorts.

If you guys think that's too short, I would say 1 week maximum for the time limit.

[/2centavos]
Posted 18 years ago2006-07-07 15:58:44 UTC
in Now Playing: ... Post #189167
Starting now:

The entire Replacements Discograpy
Posted 18 years ago2006-07-07 15:56:16 UTC
in Advanced Brushwork Mini-Compos Post #189165
Shouldn't matter I would say, in fact, it would be cool to have a medival village next to a cybertronian futuretopia :)
Posted 18 years ago2006-07-07 15:47:54 UTC
in Advanced Brushwork Mini-Compos Post #189160
Srry, that's the coolest thing about this compo, I think you just don't like restrictions of any type :)

Captain P hasn't posted the rules yet, but I'm envisioning everyone starting with a square of a certain size. within that square you can do WHATEVER you want.

"Squares", because then we can align them together to form a grid. Your parts don't have to line up perfectly with somebody elses... you can do whatever you want inside the square afaik.
limits you to making a "normal" city?
I don't see why Captain P would make that stipulation.
Posted 18 years ago2006-07-07 15:17:59 UTC
in Advanced Brushwork Mini-Compos Post #189157
I don't see how basic scale could possibly affect your choice. I mean, you can still build whatever you want, but whatever.

Maybe pm captain P--as to not divulge your idea to everybody--, and he could modify the restrictions if necessary.
Posted 18 years ago2006-07-07 15:09:13 UTC
in Advanced Brushwork Mini-Compos Post #189155
I really don't like the preset scale/connectivity thing at all. What if you wanted to have different terrain heights
It's not a restriction, it just creates uniformity. You could make the terrain as high as you wanted to, but things like street widths, lightpost heights, standard door sizes would all be the same.

Ya know?

edit: Yay! EDIT BUTTON FTI!!
Posted 18 years ago2006-07-07 15:00:00 UTC
in Advanced Brushwork Mini-Compos Post #189154
Posted 18 years ago2006-07-07 14:46:05 UTC
in Now Playing: ... Post #189149
Tranispotting #2 Soundtrack LP

repeat [on] off
Posted 18 years ago2006-07-07 14:43:28 UTC
in Advanced Brushwork Mini-Compos Post #189147
Vote count:

high poly room
Muzza
VOX(he seemed to vote for both :) )
Rimrook

Miniature city
Capatin P
rowleybob
srry
noob#2
VOX(he seemed to vote for both :) )
Jimmi
Daubages

Did I miss anyone?
Posted 18 years ago2006-07-07 14:39:01 UTC
in Advanced Brushwork Mini-Compos Post #189143
I meant brushes. "Model" meaning a "Mock-up or scaled-down city.

I see your point muzz, but it seems more people want the minature city. I thought you were going out of town this weekend too?!

<rowleybob counts votes>
Posted 18 years ago2006-07-07 14:31:56 UTC
in Advanced Brushwork Mini-Compos Post #189139
Daubages, are you in too!?
Posted 18 years ago2006-07-07 14:28:37 UTC
in Advanced Brushwork Mini-Compos Post #189136
I think the "model city" idea wins for the first compo. I like the "High poly map" idea as well, so maybe we can do that for the next one :)

Captain P: Your compo, your rules. Your decision if you want spirt, cutom content, or whatever included. You'll be judging since it's your idea, unless you can find a mod to do that so you can participate yourself.

I recommend a short time limit like 2-3 days, but really, it's your decision. We seem to have lots of interest too, so probably the faster we get started, the better.

If you need help with creating the base map for this, let me know. I thought about having a base map with "roads" on it, so when we link them together, they would match up. Just an idea.
I could make a count-down page, just give me a yell.
Mr. P, the word is given :)
Posted 18 years ago2006-07-06 19:08:59 UTC
in Advanced Brushwork Mini-Compos Post #188990
Yeah, we could do one after the other, even the toilet one too :)

Timeframe?

I suggest 2 days, and maybe one of the smarter of us could make a link to a countdown clock--i'll host the page if u want. This way, we won't be easily confused about the timeleft accross our various timezones--or at least I won't :)

edit we should probably wait on the one muzzie suggested, since he can't participate on this one. So I guess that leaves Captain P's unless somebody else has a better one.
Posted 18 years ago2006-07-06 18:42:03 UTC
in Advanced Brushwork Mini-Compos Post #188988
It would be cool to use one of these "model" towns as scenery perhaps, like looking out a window at a town far away.

I was going to map a Starbase from Startrek, and put minature starships out the windows :)

Any more ideas, bitches?
Posted 18 years ago2006-07-06 18:23:02 UTC
in Advanced Brushwork Mini-Compos Post #188979
That would be really cool/easy/fun, and WorldCraft Dude would love it too!

I like this idea best so far 'cause it's so different.
Posted 18 years ago2006-07-06 18:19:56 UTC
in Computer Troubles Running Hammer Post #188975
lol I didn't even notice this was the Source forum :nuts:

Kasperg: that tutorial looks awsome btw!

WAHT R DISPLACEMT?! gOLDSOURCE FTI!!!1
Posted 18 years ago2006-07-06 18:14:38 UTC
in Computer Troubles Running Hammer Post #188970
I think this is definitely a hammer bug.

Come to think of it, I just had this happen working on my enterprise map, where I was doing simple translations on an extremely large 8-sided cylinder. After about the fourth time crashing, I just clipped the big cylinder in half, and it never crashed again.

Possible fix would be to make the brush smaller, or less complicated--clipping a single complicated brush into many simpler ones might be a good practice for you here ;)
Posted 18 years ago2006-07-06 18:05:45 UTC
in Computer Troubles Running Hammer Post #188963
I only find Hammer crashing like this on GIGANTIC maps--where the outer boundary's are only like 64 units from the edge of the useable space--and then, only sometimes.

I hope your not literally "hollowing" a big sphere like that, and rather your using clip/vm to make a hollow version of it.
Posted 18 years ago2006-07-06 17:48:10 UTC
in Now Playing: ... Post #188961
Radiohead - Lucky

repeat [on] off
Posted 18 years ago2006-07-06 17:47:33 UTC
in Advanced Brushwork Mini-Compos Post #188960
FOR THE INTERNET!

Or also interwebs, internets...

30 SECOND COMPO FTI!!1
Posted 18 years ago2006-07-06 17:25:53 UTC
in Advanced Brushwork Mini-Compos Post #188954
2 HOUR COMPO FTI!
Posted 18 years ago2006-07-06 17:16:55 UTC
in Advanced Brushwork Mini-Compos Post #188952
Ummmmm wpolys :)

HIGHEST WPOLY MAP FTW! ^_^
Posted 18 years ago2006-07-06 17:11:21 UTC
in Advanced Brushwork Mini-Compos Post #188949
I'm happy with whatever we decide to do, as long as we all agree on a relatively short term. Less pressure that way imo, because if you budget your time for a couple days, realistically, there is a limit to what you can do.
Posted 18 years ago2006-07-06 17:08:20 UTC
in Advanced Brushwork Mini-Compos Post #188945
... best toilet?
lol sure why not. See what everyone else thinks. Besides, I just made one in an updated version of this. :)

Huntee: Machines = cool ;)
Posted 18 years ago2006-07-06 16:53:13 UTC
in Advanced Brushwork Mini-Compos Post #188942
It seems many of us--Elon, Muzzie, VOX, srry, and others have a penchant for props, prefabs, or just fancy brushwork in general.

So, for all the plebians--like me--who don't map for source, how about let's have some mini compos focused on complicated/fancy brushwork?

Ideas here for who's interested. Best Idea is the first compo, and that person judges--some mods too, if they want to participate.

I'm envisioning the term for these contests to be relatively short--like 2 or 3 days--, but whatever you guys think.
Posted 18 years ago2006-07-06 16:41:50 UTC
in remaking a map? Post #188941
isn't it against the copywrite to decompile one of valves maps, edit it and recompile it anyway?
You can't really "steal" anything from a decompiled map, excepth maybe the idea of it or how it was done. In the Black Mesa: Source mod if you recall, they were/are recreating the whole original game--again-- for the Source engine.

I could be wrong, but I don't think they paid for any licensing.

[quote]He is in love with me! heart - :heart:[/elon]

Elon :heart:
Posted 18 years ago2006-07-06 03:03:18 UTC
in remaking a map? Post #188800
You can however take the decompiled map, and compile with entities only, and thereby edit any entity in the map, like spawns, sounds, etc.

I've done it before... it's easy and fast to do.

If you want to change any brushwork like elon said, you have to rebuild the whole thing :(
Posted 18 years ago2006-07-06 00:42:47 UTC
in When wierd turns to wonderful Post #188794
2: Mapped on the crapper
2: Mapped on the crapper

LOL look at alexb911's Avatar!!!11

Do we even want to know how your paralyzing the cats?!1
Posted 18 years ago2006-07-06 00:27:56 UTC
in How can I make a skylight? Post #188790
n00b. He deleted it ages ago :P
Posted 18 years ago2006-07-06 00:18:28 UTC
in map too big for site Post #188788
Is that you btw rowley?
lol no, that's Mervin :P

FOR THE INTERNET!
Posted 18 years ago2006-07-06 00:04:12 UTC
in map too big for site Post #188783
YAY! FREE HOSTING FTI!
Posted 18 years ago2006-07-05 23:53:47 UTC
in map too big for site Post #188780
Trying now... <rowleybob is muttering "sweet" over and over again under his breath >

edit:

YAY! IT WORKS!!!

Thanks penguinboy!
Posted 18 years ago2006-07-05 23:52:52 UTC
in How can I make a skylight? Post #188779
Captain P was working on a nice in-game tutorial, but I don't think he finished it.

You should release it anyway Elon! It would be nice to have one, nice finished example on all the different types imo.
Posted 18 years ago2006-07-05 23:25:59 UTC
in How can I make a skylight? Post #188775
Here's a couple more maps that contain nice examples of volumetric light.

The search only works if somebody puts the terms your searching for in the map title or in the description... There are many fine examples in the vault, with very poor descriptions ;)

A nice one by Rimrook using sprites:
http://twhl.co.za/mapvault_map.php?id=2902

A nice one by Seventh-Monkey, also utilizing a rotating fan:
http://twhl.co.za/mapvault_map.php?id=1783

One by me that has a good example of 2-sided volumetric light(.rmf is included):
http://twhl.co.za/mapvault_map.php?id=3885

Another by Seventh monkey that is a rotating alarm:
http://twhl.co.za/mapvault_map.php?id=1706

I know there are more in the vault, but these are all I could find.