Forum posts

Posted 12 years ago2012-07-22 19:12:31 UTC
in Post your screenshots! WIP thread Post #308274
Using displacements for roads great to make them uneven, but also don't forget that displacements can use blend textures as seen here.
User posted image
They don't just have to be used for grass and dirt!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-21 22:09:41 UTC
in The Voice Acting Thread Post #308219
New voice acting reel. Would love some feedback!

http://youtu.be/7cU1ThZm8Ys?hd=1
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-21 15:55:01 UTC
in Colorado Shooting Post #308179
Oh yeah, that's a brilliant idea. Untrained pedestrians shooting blindly back at a man with an assault rifle. That's a superb idea.

Solution to the gun problem? More guns!

Sheesh.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-21 15:34:51 UTC
in Now Gaming: ... Post #308177
User posted image
Poor wee Rapture has now been nuked 6 times. Genghis really, really seems to hate Andrew Ryan.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-21 12:37:30 UTC
in Slow Internets are slow Post #308170
User posted image
Just recently upgraded to a fibre optic line for no extra cost.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-21 00:14:53 UTC
in Colorado Shooting Post #308132
The fact that US gun laws are so lax would terrify me if I lived there.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-20 12:28:47 UTC
in Rchi Minicompo #1 Post #308124
Very interesting take on it!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-09 20:49:22 UTC
in Counter-Strike: Source - crashing after Post #307724
I created around 5 for a forum game with Penguinboy's permission so they could be deleted if necessary.

Seriously though, what's crawled up your butt? You've always been such a positive member, why the TWHL negativity?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-09 20:30:19 UTC
in Counter-Strike: Source - crashing after Post #307722
Who has multiple accounts? :/ It's a bannable offence, actually.
Users who have created an alternate account risk having both accounts suspended.
- Forum guidelines.

Further, there were no snide or irrelevant comments here. I'm really surprised you've taken such an odd turn at this. You posted with a potential solution to your own problem and then got annoyed when people waited to see if that was the solution before helping the troubleshoot?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-09 20:03:57 UTC
in Counter-Strike: Source - crashing after Post #307720
There's no need to be defensive.

We're simply raising the point that if you think it might be something -"maybe the crashing is me impatiently clicking the enter button"- check before making the thread so that you're not accidentally wasting everybody's time.

Also why the two accounts?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-09 18:42:04 UTC
in Counter-Strike: Source - crashing after Post #307711
Did you try not impatiently clicking the enter button before making this thread? :s
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-09 14:36:18 UTC
in PlanetPhilip suddenly closed Post #307704
I can completely understand the frustration he must go through when shit happens, but I can't condone ditching the community like that.

I have a sad, and I'm quite frustrated because I didn't think Phillip was the sort of person who would shake on a deal and then bail on it.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-05 22:05:57 UTC
in Now Gaming: ... Post #307658
I was thinking more like the Ego engine they used for Red River. Clearly capable of similar scale, but just with the stability of a huge publisher backing it for several mainstream games.

Or maybe Avalanche Engine 2.0, used for Just Cause 2. Again, insanely massive scale and a recent mod for JC2 proved that it can handle stable netcode on a mass scale.

Edit:
I am in no way saying Red River was a good game. It was awful. The engine is very capable, though.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-05 21:44:26 UTC
in Now Gaming: ... Post #307656
I think DayZ is one of the most amazing games ever, ever as a concept. I think making it on the Arma 2 engine was a horrific mistake. It's terrible in looks, performance and stability.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-05 18:42:11 UTC
in CS:S Player Following Things (Hammer cre Post #307650
Type it in the parameter field.
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-05 16:10:30 UTC
in CS:S Player Following Things (Hammer cre Post #307645
Parent your "thing" to !activator and make the player trigger it.

i.e.
trigger_once, target "thing1" output "parent" via a parameter of "!activator"

thing could be a breakable physbox or something. You have a few options there.

Don't post twice.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-04 17:52:28 UTC
in Post your screenshots! WIP thread Post #307634
Indiana Jones and the Dimbark's Bullshit
For some reason this made me laugh loads.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-04 09:40:08 UTC
in Post your screenshots! WIP thread Post #307622
...Pardon?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-03 08:41:01 UTC
in Straight Talk Wireless Post #307595
..as in... per month?

God damn America is expensive.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-03 07:02:18 UTC
in Source Film Maker Post #307589
I gave them a valid reason for me to get it early and they were happy to oblige. Valve rock.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-03 05:58:37 UTC
in Source Film Maker Post #307587
http://youtu.be/iz_dj4u6pGA?hd=1

seriously can't stop laughing at the end.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-03 05:16:36 UTC
in Source Film Maker Post #307585
User posted image
Oh dear, I appear to have ejaculated everywhere.

[edit]
I was wondering why it was 10GB until I remembered I don't have TF2 installed so it'll have to pull down all the content.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-01 21:39:31 UTC
in Post your screenshots! WIP thread Post #307559
Good stuff.

de_forest exists already, though.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-30 11:17:42 UTC
in Post your screenshots! WIP thread Post #307544
I said what the purpose of the map was in the original post! :P
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-30 10:23:18 UTC
in Post your screenshots! WIP thread Post #307541
I'm not sure what you mean by "no real variation", but regardless - for the purpose it doesn't matter if you can see patterns in the wide shot, it's never seen in-game. This is all you'll ever see of the map in The Core:
User posted image
User posted image
Also, of course I won't take offence at you saying it's not the best you've seen, haha! I know it's not, I'm only showing it because I'm impressed that the engine compiled it without errors, not because I'm impressed with the map!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-29 23:31:23 UTC
in Post your screenshots! WIP thread Post #307534
Blitz, this is almost identical to that technique, but it's more efficient. Daubster wrote a tutorial about it right here.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-29 23:21:40 UTC
in Now Gaming: ... Post #307532
I really enjoyed it for 4 hours. Then I spent 4 hours just kinda wanting to finish it. Then I gave up.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-29 21:45:44 UTC
in Post your screenshots! WIP thread Post #307528
By the way Archie, may we see a wireframe view of that terrain?
No.

Well, ok.
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-29 21:23:14 UTC
in Post your screenshots! WIP thread Post #307522
the tram could easily hit the edges
... It's on a rail. It can't really deviate from that path in order to hit the cave walls.

Joebama, no download link?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-29 19:54:26 UTC
in Post your screenshots! WIP thread Post #307515
My processor fell out with me a bit over compiling this one.
User posted image
User posted image
What's particularly frustrating is the knowledge that this map never actually appears in The Core. I made it purely for in-game Black Mesa promotional signs.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-29 14:53:04 UTC
in Rchi Minicompo #1 Post #307504
Select your entire map, dimbark, then press shift and a to open the face editor. Now, simply click the 'world' tickbox.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-28 21:53:05 UTC
in Rchi Minicompo #1 Post #307490
I wanna see more WIPs from people.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-28 20:42:52 UTC
in Rchi Minicompo #1 Post #307488
Because it's the industry's best kept secret. If everyone knew about it we'd have to do a lot more to be a step above the crowd.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-28 15:27:41 UTC
in Rchi Minicompo #1 Post #307481
512x512 barely be an improvement over goldsource
as a standard image dimension, it's four times larger than goldsource's standard. That's certainly more than "barely" an improvement.
Also 512 isn't the limit, you can go way bigger.
Wisdom.
When you click on a material and click the "View Source" button, is it supposed to show you the vmt? (does nothing when i click)
In what context? In Hammer? NFI.

Some Questions from Lopers:
Can brushes be cut to divide their surfaces into two or more textures?
Absolutely not, that'd detract from the challenge. Textures will need to tile well over some quite expansive brushes.
Can I export it with propper, texture it in blender and then reimport it as a staticmesh?
No.
I don't have a great eye for designing textures by hand, so I would use a single projection from a model in XSI to generate my outline and use that as my foundation. Is this allowed?
Yes, but you'll save a lot of time by simply using gridlines in Photoshop to achieve the same reference foundation.
Can we use photos as a base for our textures. I have a thing for realism and am not the most skilled hand painter.
Photos are absolutely allowed, but you'll get more points for only using them as a base or overlay for your textures. Try to be a bit more creative than just slapping a tiled photo into a .vtf!
Also are their any restrictions on what game engine we use
Any Source or Goldsource game. I have them all including CSGO.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-28 15:14:16 UTC
in Source Film Maker Post #307480
Although only the TF2 art is currently included in the beta.

It doesn't take a genius to just move the other games' resources to the relevant place, though.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-28 02:13:25 UTC
in Source Film Maker Post #307468
You mean Matinee?

It's horrible. And I'm saying that as a film-maker, not as a game designer. UDK is powerful, but Matinee is such an afterthought it's nightmarish. Source Film Maker looks so much more powerful in terms of setting up virtual cameras in scenes, and the animation shown in the demonstration video looks barely less accessible than Gary's Mod.

I am hugely impressed.

This may be shattered when I actually get hands-on with it, but from what I've seen I am very excited.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-28 00:09:55 UTC
in Source Film Maker Post #307464
Expectations were too high after Spy and Medic were so amazing. It wasn't bad at all, though. I chuckled heartily!

Source Film Maker is awesome. The fact that it comes with the Meet the Heavy source files is mindblowing.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-27 22:47:44 UTC
in Rchi Minicompo #1 Post #307462
512 x 512 @ 72dpi is pretty standard.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-27 18:06:24 UTC
in Rchi Minicompo #1 Post #307449
un-group some of these things in order to make texturing and the tying of entities less fucky?
Obviously, but only for the ents part. The only reason you'd need to for texture application is if you're using the apply current texture button which I have told you repeatedly to never use because it textures all the unseen faces of the brush as well. Use the face edit tool (shift + a) and only texture the faces you see. That way you can tie to entity and still have your unseen faces unrendered.
Can you use your own models in GoldSrc too?
Sure, but I don't see why you'd bother. It won't affect the judging.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-27 14:34:38 UTC
in Rchi Minicompo #1 Post #307444
Urby uses Photoshop.
Free alternative is GIMP.

Query from Lopers:
Can brushes be cut to divide their surfaces into two or more textures?
No. Part of the challenge.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-27 07:24:01 UTC
in Rchi Minicompo #1 Post #307439
Outsource, outsource, outsource.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-27 06:29:24 UTC
in Rchi Minicompo #1 Post #307436
That's 4 days of texturing. Easy peasy!

Importing textures into source:
Steam steamapps Skals half-life 2 episode two ep2 materials SkalsMaterials

Put them there. Job done.

Ugh, fuck you TWHL. Stop deleting my forward slashes.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-27 06:24:39 UTC
in Rchi Minicompo #1 Post #307434
It's an old technique used to add things like glows to make brushwork more interesting - submerged.wad was the first thing to really well implement the effect.
You add a 1-unit deep brush nulled on all faces except the front face which has a glow-version of the texture of the brush beneath it. In goldsource, this would be a totally black texture with the glow on it to be used with Rendermode: Additive (removes the black).

In Source, you're better using alpha channels in the texture itself and then setting up the vmt to self-illuminate specific parts of the material you want to glow.
https://developer.valvesoftware.com/wiki/$selfillum
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-27 06:09:13 UTC
in Rchi Minicompo #1 Post #307431
Yes, I mind. Sorry. It's a very early iteration of a section in The Core. Only took 30 mins to make, though, and it's pretty lazily done. You can do much better!

Edit:

Just for clarity, by the way, models can use vanilla materials.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-27 05:16:39 UTC
in Rchi Minicompo #1 Post #307429
Hm. Tough call, Strider.

I think I'ma be strict about this, however and stick to the no brushwork whatsoever rule.

You may use existing sprite textures, or try making your own.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-26 23:28:41 UTC
in Rchi Minicompo #1 Post #307421
Overlays and decals are encouraged
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-26 22:44:25 UTC
in Rchi Minicompo #1 Post #307419
host some texture-making minicompos
- Captain Terror
OK.

READ THE RULES CAREFULLY. YOU WILL NOT BE ELIGIBLE TO WIN THE PRIZE IF YOU FAIL TO COMPLY TO THE RULES.

This is a minicompo open to both GldSrc and Source. I provide the base map and you must texture and light it.
However, you are not allowed to use any stock textures/materials at all. This must be 100% custom content made by you.

This will be a really good exercise in making textures to fit a specific purpose and despite the map being quite small, you'll probably still have to make upwards of 15 textures just to cover the space.

You also need to consider textures to be used as light sources, doors and windows.

A non-flexible rule is that the brushwork can not be changed, even slightly. The only change you can make to brushwork is tying to entities.

You are free to place whatever point-based entities you choose. Source users, this includes models, but keep in mind that the competition is about your textures. Source users, you may also change the lightmap grid. There are no rules regarding texture resolution.

Competition ends August 1st 2012.

GoldSrc RMF - Download

Source VMF - Download

Feel free to post WIPs and you are welcome to ask me any questions regarding texture creation.

Submit by making a post beginning with "FINAL" in bold, followed by at least 4 screenshots, but preferably a link to the playable BSP.
You should also consider displaying your flat textures seperately as well. Make sure you clearly state which game your map will run in.

Winner will be decided by me. There will be a prize of £15 worth of Steam Games of your choice.
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-26 09:49:19 UTC
in Post your screenshots! WIP thread Post #307408
...sort of.
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-24 22:45:57 UTC
in Post your screenshots! WIP thread Post #307384
You should Propper it, and probably lose the func_reflective_glass. It'll absolutely bugger any water in your map.

Very neat little prefab.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-24 12:50:37 UTC
in Steam Profile Analysis Post #307375
How do you explain the spent money?
Well...
Archie ArchieGoodbye Moonmen