Forum posts

Posted 7 years ago2017-06-06 10:40:27 UTC
in Post your screenshots! WIP thread Post #335277
@Windawz
I thought you had a GTX 750. Also, look at me, how can I manage to make videos, with my terrible laptop? Seriously, grow up. xd

Edit: Alright, I'll make one right now to demonstrate. >:)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 12:19:10 UTC
in Post your screenshots! WIP thread Post #335260
Sent it. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 09:05:54 UTC
in Post your screenshots! WIP thread Post #335257
@Alberto309
I'll PM you on GameBanana.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 08:18:54 UTC
in Post your screenshots! WIP thread Post #335253
You are KIDDING me, right? I think I placed exactly 16 spawn points per team.
About the overview, I think I can do something about it...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 07:01:24 UTC
in Post your screenshots! WIP thread Post #335251
Wow, thanks. :D

Look at them, running at site B. The terrorists could now surprise them and get to site A.
Now that I look at the map this way, I think that it takes a lot less time to get to site B. -_-
No wonder I put "Rush B Сука" at the T spawn. :3

Also, look at the top. The brown hall with an L shape. I forgot to change the sprites on the candles there, from flame2.spr to a random glow sprite. Yeah, I hope that the flame2.spr problem will be gone.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 06:12:34 UTC
in Post your screenshots! WIP thread Post #335249
Nah, don't cry because it's over. Smile because it happened. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 16:09:48 UTC
in Post your screenshots! WIP thread Post #335244
@Alberto309
But you're missing the point. I said it's mighty by my standards, not by the global standards. xd
That's why I think that the R7 240, the R7 250 etc. are medium-end cards. Because that's how they pass my standards.

More on that in my journal. :]

@Windawz

OMG, OMG, OMG you silly little kid!

If the 700 is bigger than 600, it doesn't mean it's more powerful.
If the 60 is bigger than 50, then it means that it's actually more powerful.

And, lol, my Asus RX 460 which I'll hopefully get, is a tiny bit better than your GTX 750. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 13:40:47 UTC
in Post your screenshots! WIP thread Post #335240
Well I wouldn't say "mighty"
Oh, blah blah blah. It's mighty, of course it is.

Can you run HL2 on max settings and get good fps? Can you run Crysis 1 at 30 to 40fps on medium settings? Can you run DooM 3 and Quake 4 at medium settings and get good framerates? Yes?

Congratulations, it's mighty by my standards.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 12:49:42 UTC
in Post your screenshots! WIP thread Post #335238
And I have a dual-core with 2 gigs of RAM. Another important factor is the GPU - you have the mighty GTX 660 Ti (which is overclocked, too). I have the Intel GMA 965. If we were to compare the 2, it's like comparing an ant (my laptop) to a wolf. xd

Thanks for all the info. =)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 10:30:38 UTC
in Post your screenshots! WIP thread Post #335236
"That scene took me 2 minutes and 43 seconds to compile."
That's how much it would take my laptop to render 1 frame on that map. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 10:07:40 UTC
in Post your screenshots! WIP thread Post #335231
@Wiindawz
Mmmmm, no. Type _diffuselight. Man, looks like you'll need a modified FGD file. I actually modded my CS Expert FGD file and adapted it for J.A.C.K.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 10:05:18 UTC
in Post your screenshots! WIP thread Post #335230
User posted image
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 09:39:46 UTC
in Post your screenshots! WIP thread Post #335226
Now I remember using "-blur 0.001" in one of my maps... the shadows still weren't something, but they were somewhat sharper. Looks like the only thing we need is experimentation. :)

Now, where are my new screenshots of de_kobbl...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 16:11:41 UTC
in Post your screenshots! WIP thread Post #335221
But I've had nothing to show. xd
If I had had anything to show, I would've posted a screenshot, and that's what I'm going to do now.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 15:02:26 UTC
in Post your screenshots! WIP thread Post #335219
*giant facepalm

Oh my God, I've just realised it. xD
Bounced lighting, of course...

So, chop and texchop don't have anything to do with shadows. Topic closed.

Now, let's just focus on our usual flow of data, i.e. the screenshots. New de_kobbl screens coming soon + day version.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 14:45:04 UTC
in Post your screenshots! WIP thread Post #335217
Use the multi_manager, then.
I can recall the multi_manager working in, hmm, demo_2 and in de_stroytheschool. I should examine this stuff closer, maybe the targetnames are sensitive to capitalised letters etc.

Anyway, I put my laptop into a torture chamber - HlRad with "-chop 8 -texchop 4":
User posted image
Looking good, eh?

Well, look at this:
User posted image
  • PLEASE, NOTICE THE DIFFERENCE -
Have you seen the difference?
No? Well, look at the corners:
User posted image
User posted image
That's the difference... seriously. And guess which parameters did I use for the second one?

"-chop 512 -texchop 256"

It looks like we finally debunked the mystery of the infamous chop and texchop. It doesn't affect the shadows. It affects the edges. This requires further experimentation, really.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 13:09:32 UTC
in Post your screenshots! WIP thread Post #335215
Nah, I don't really need the camera. -_-
Sorry.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 12:39:28 UTC
in Post your screenshots! WIP thread Post #335213
In de_kobbl's case, it goes like this:

The bomb zone triggers the multi_manager which triggers the camera.

But in de_stroytheschool, it goes like this:

The C4 explodes and breaks a func_breakable which triggers a multi_manager which triggers a camera. At least I think so... hmm...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 12:02:10 UTC
in Post your screenshots! WIP thread Post #335211
"How did you try to trigger it?"
With a multi_manager. :P
It worked on 2 of my maps which use a camera.

de_stroytheschool has a trigger_camera which gives a scene of the school being destroyed after the C4 blows up.
And demo_2 which has a helicopter in it.

Ah well, I don't really need the camera. xd
The player can get close enough to the C4 explosion to see the beauty, without getting wrecked because of it. It's the player's option to admire the explosion. :3

And about the chop thing... it makes no damn difference. No difference whatsoever. I tried -chop 512, -chop 256 and -chop 128 (with halving the -texchop, of course), and it made no difference to me.

Of course, once you use "-notexscale", it should make a difference. :)
Basically, if your texture scale is 0.100, you'll have ultra-sharp shadows. If it's 2.000, then you'll have a very low-res thing from the mid 90s.
Basically, -notexscale treats every texture equally and projects the same grid on everything. That's at least how I think it works. Hmm, I haven't done any real experiments with it, but I'll see what I can do about it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 08:13:31 UTC
in Post your screenshots! WIP thread Post #335209
@Windawz
Quote: "It means the .gif you made features the fast-compiled version of the map, right?"
Tututututututu, not in the way you think.

The .gif featured multiple versions of the map. If you watch closely, you will see that the explosions on site A also come with a bright light entity. Some parts of the GIF don't feature that. And for some darn reason, the trigger_camera entity doesn't work, despite being triggered and having a set of path_corners to follow. >:(

To actually answer your question:
The map versions were compiled with these parameters in HlRad:
-vismatrix sparse - texreflectscale 1.28 -chop 512 -texchop 256 -bounce 1

HlVis had "-full" every time, and it was pretty quick, actually!

And no, I didn't hide the visgroups. The individual grass blades really slowed down RAD.
Quote: "I thought visgroups are used to make working on a complex map in 2D views easier.
They are, but they can have that secondary purpose of "interchanging" map features. I could literally produce all 6 versions of the map by switching the visgroups on and off, which I will do.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-01 21:17:05 UTC
in Post your screenshots! WIP thread Post #335204
Well, in the compile dialogue, you have this thing called "Save Visible Objects" or something like that.

When brushes and entities (which are a part of a visgroup) are hidden (i.e. the visgroup is turned off), they don't get compiled into the map.

Literally, those are visibility groups in the editor. You can, for example, visgroup a lot of detail brushes and hide them, because they're not needed for the fast compile. It's cool. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-01 20:37:57 UTC
in Post your screenshots! WIP thread Post #335202
So, I did some experimentation with the visgroups.
Aaand, I halved my compile time. :)

Basically, all the grass brushes (the ones with a transparent grass texture) were causing a major slowdown in HlRad, in such a way that even with -chop 512 -texchop 256 -bounce 1 it took it 10 minutes to do the job. Now it shrunk to just 5 minutes.

Now I am compiling the map with -chop 64 -texchop 32 -bounce 9 (and -texreflectscale 1.33) for a good result to show you folks how it looks like. :)

I also replaced my info_texlights with 3 light_surface entities.
In the meantime (while it's compiling), I'll show you this awesome C4 blast compilation:
User posted image
This, my friends, is the reason why I started mapping. This is the definition of insanity. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-01 11:07:55 UTC
in Post your screenshots! WIP thread Post #335200
@Cd5ssmffan
The map should come in 6 versions:

de_kobbl - Original map, night time
de_kobbl_day - Original map, daytime
de_kobbl_gsu - Map for GSU: some features removed
de_kobbl_gsu_day - Map for GSU, daytime
fun_kobbl - Fun version, with more features
fun_kobbl_day - Fun version, daytime

If no-one likes the night version, then screw it, you have the day version.

And, Slade directly told me to use de_storm's aesthetics, hmm...
(P.S. Admer is a name, not an object xd)

@Windawz
"some of which is pirated"
In my case, it's "most of which is pirated". Man, you should just see how many programs I've pirated, ever since 2011. I blame Goldeneye: Source for that. I discovered torrents because of it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-01 10:11:01 UTC
in Post your screenshots! WIP thread Post #335197
I don't understand why would someone be sorry about including the taskbar in a screenshot. :P

And now that I think of it, I could've used Power 1 displacements to achieve whatever Dr. Orange did. Aaaaahhh... now I see...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-31 17:20:03 UTC
in Post your screenshots! WIP thread Post #335191
Speaking of optical illusions:
User posted image
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This floor is actually flat:
User posted image
And back to the topic of making that stuff:
It's susceptible to Vertex Manipulation:
User posted image
But not as well as it should...

Now I see the problem with Vertex Manipulation. If you manipulate a displacement in that way, it doesn't preserve the texture UV, unlike real displacement tools. :/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-31 16:21:55 UTC
in Post your screenshots! WIP thread Post #335188
@Windawz
I am 99% sure that Dr. Orange used (or could've used) the Vertex Manipulation tool for that room. :3
You don't need to use the actual displacement tools provided in Hammer 4, just make the displacements and then move the edges. I've VM-ed displacements before, so I definitely know.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-31 14:24:29 UTC
in Post your screenshots! WIP thread Post #335185
Pretty easily, actually. Place a brush, press Shift+A and select one surface. Then go to the Displacements tab and hit Create. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-31 12:44:12 UTC
in Post your screenshots! WIP thread Post #335178
@Windawz
You were supposed to do it from the inside, not the outside. Or maybe both sides, if that's what you needed.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-31 08:01:09 UTC
in Post your screenshots! WIP thread Post #335175
@Windawz
My first approach:

1. Make an inverted cube
2. Cut each side into a grid of tetrahedrons

See? This is the problem because this wouldn't resemble a ball. OK, maybe it would, but still, it's more like faking it. Hmm, but GoldSRC basically fakes a lot of it, so it shouldn't really matter.

3. Smooth out, i.e. subdivide, the "displacements".

Then, the other way is much more manageable and more time-saving:

1. Put a flat 360° arch
2. Put some squares on the arch pieces (OR MAYBE, cut the squares into the arch, but that wouldn't be so easy...)
3. Elevate the edges accordingly
4. Duplicate the first hemisphere and flip it upside-down or leftside-right, however you started out.

Yeah, I'll try out both methods. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-31 07:33:12 UTC
in Post your screenshots! WIP thread Post #335173
@Windawz
Well, my approach to hollowing a ball might be more mathematically incorrect, so I'll not have such an easy time if I want to make a correct one.

But hey, I don't have A's in geometry for nothing! I can make it. :)

Edit: I know! I'll construct it with pyramids instead of 4-sided blocks. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-30 19:03:23 UTC
in Post your screenshots! WIP thread Post #335165
@Windawz

Ah, spiral ramps? Or curved spiral stairs? That's easy. I'll even cover that in my tutorial, The Big One. I'm 100% sure that CS 1.6 vehicles will hate those ramps. xd

Also, hollowing out a ball would be good for low-gravity Tau Cannon maps.
I can't wait to make my first hollowed ball. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-30 16:47:04 UTC
in Post your screenshots! WIP thread Post #335161
@Windawz
I think he used Worldcraft. :P
Or maybe Notepad, only God and he know...

Hmm, "zasuchit rukava". Well, if south-Slavic didn't have this "a" in "zasukati", but instead had "i", then it would be "zasučiti".
Hmm... First Palatalisation - K, G, H into C, Z, S when they're in front of E and I.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-30 15:44:33 UTC
in Post your screenshots! WIP thread Post #335159
I replaced the mechanism which unlocks Easter Egg doors, with a new one:
User posted image
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Basically, there's a bomb inside, and you need to shoot it, after you pull the lever to move the picture.

@Windawz

Not "it's", that means "it is". Instead, use "its". It's correct to use its correct form: its; but incorrect to use it's incorrect form. (see what I did there? XD)

So, "suka" should be "bitch" in English, and "pička" (or "kučka") in south-Slavic. Well, that's not such a bad word when used that way.
Did you know that south-Slavic has a verb "sukati"? XD
It has multiple meanings:
sukati pitu - to roll a pie (the crust of the pie)
zasukati rukave - to roll up sleeves
And so on...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-30 13:10:17 UTC
in Post your screenshots! WIP thread Post #335154
Yes he did:

Ebanni karas'
Durak
something I couldn't recognise
Babka
Bljat (because my transcription system uses Ля = Ljа)
Ebannie v rot
etc.

He also told me that "suka" isn't a bad word by itself. I don't know any more... :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-30 12:43:15 UTC
in Post your screenshots! WIP thread Post #335152
@Windawz
I have that in mind, I'll add "Не на Б, иди на А!" just to confuse the players. XD
I was actually playing on this map with a Russian friend of mine, and he always rushed towards bomb spot spot B. Hahahahaha.

Also, Bosnian should have around... let me just put it this way:

If 1 alternative for that word has the mass of a peanut, then the amount of all the alternatives in south-Slavic would be equal to the mass of 4 Suns.

(I'm actually being hyperbolic on this one, but we have a lot of such words too)

@Snehk
I've got a nice skybox, just let me post some new screenshots.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-30 10:50:06 UTC
in Post your screenshots! WIP thread Post #335146
AHAHAHAHAHAAAAAAAAAAAAAAAAAA

@Windawz
"that you've got your hands on my boner"
A "boner" is when... ah well, I'm too young to know that, so I shouldn't say it. It's related to mature things in the bed, you know.

#continuing
Anyway, let's see what I've done with my map:
User posted image
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The blue lights indicate the bomb spots.
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I added this thing. And I've recently added another one with 3 boxes or lemons.
User posted image
The least-detailed part of the map, i.m.o.

It's available for download (open beta), too, and I'd love to find out the framerates of others.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-28 15:29:54 UTC
in Brush Sizing in Hammer 3.4 Post #335119
There's also QuArK, Radiant, Trenchbroom (oh wait, that's for Quake, xd), and so on...
But the best 2 options are J.A.C.K. and Sledge Editor. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-27 21:03:39 UTC
in Post your screenshots! WIP thread Post #335108
Umm, I would never ask you that, because I literally have no idea what Brotherhood of Nod is, nor I'm planning to know that. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-27 20:47:32 UTC
in Post your screenshots! WIP thread Post #335106
@Windawz
I found a good texture from chateau.wad, did some colour-balancing, and forged it into this:
User posted image
It needs a few slight adjustments, but it looks OK for now.

@Snehk
Actually, it looks much much better in-game:
User posted image
User posted image
(those are old screenshots, but you get the idea)
I basically put 4 sprites around each lamp (one for every edge) and it works very well. Render Mode is Glow too, so it gives an extra layer of awesomeness.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-27 20:30:52 UTC
in Post your screenshots! WIP thread Post #335104
@Crollo
I don't make maps for them. This is my first time, lol.
Hmm, he did show me some screenshots inside J.A.C.K., but even if he does make maps, he could probably use the expertise of an external agent.

Edit:
To actually answer your question: It's because of money.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-27 20:05:36 UTC
in Post your screenshots! WIP thread Post #335101
Well, Slade (the co-owner of GSU) said that it's OK if I put detail in the map. Whatever happens, I'm OK with lowering the detail. I mean, I'd then just make a separate map.

Custom textures - yes, a WAD given by Slade and a few made by me
Windows - well, the window:
User posted image
User posted image
It's actually more than one texture. 2 wall textures (brick and indoors), 1 window texture and 1 white colour texture. And of course, Null. XD

Mm, also, you're right about the arches. I should use a different texture for that...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-27 19:49:16 UTC
in Post your screenshots! WIP thread Post #335099
Alright, I've decided to, finally, finish de_kobbl.
And, I went mad about the detail:
User posted image
Yeah, if this doesn't hurt my GPU, then I'm a good mapper. :)

I also put this up:
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And, since the 'hall' was very boring and dull, I added some decorations:
User posted image
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I'll add a light or two there, too, so don't expect darkness there. :)
Man, I'm so excited because I haven't been mapping for a while now.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-27 17:59:31 UTC
in Post your screenshots! WIP thread Post #335095
Yep, this will be a hit in no time. :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-27 17:11:37 UTC
in Post your screenshots! WIP thread Post #335093
In fact, it looks ugly and derpy right now. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-27 16:32:25 UTC
in Post your screenshots! WIP thread Post #335091
Now it doesn't look so cute. :/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-26 06:09:00 UTC
in Post Your Photos Post #335057
"I rescued a bee"
In my country, some primitive people would just kill the poor bee or let it drown. ;'(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-25 19:16:40 UTC
in Post your screenshots! WIP thread Post #335051
"
User posted image
"
Aww, that's adorable and cute. =3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-25 14:29:33 UTC
in Post your screenshots! WIP thread Post #335044
I didn't mean cel shading, I meant actual cartoon stuff, child-friendly things etc. not bloody monsters.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-25 10:25:39 UTC
in Post your screenshots! WIP thread Post #335040
Now I wonder why Quake never had cartoony mods. Or had it?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-05-24 15:02:14 UTC
in Post your screenshots! WIP thread Post #335030
Aww, it looks so cute! =3
Admer456 Admer456If it ain't broken, don't fox it!