Forum posts

Posted 7 years ago2017-04-18 11:03:15 UTC
in Post your screenshots! WIP thread Post #334473
"I have quite strange tastes."
Hah, wait until you see my playlist. :)
"Oh, and Bevel makes my eyes hurt even more than null does."
Well make your own Bevel and Null textures. :)
I once made my own AAATrigger texture for the lolz (I used my brother's face).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-18 10:39:19 UTC
in Post your screenshots! WIP thread Post #334471
Darn, in Quake there's no Null...

But instead, there's Skip. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-18 07:52:14 UTC
in Post your screenshots! WIP thread Post #334462
It's EXCELLENT for lots of stuff...
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-18 06:06:14 UTC
in Post your screenshots! WIP thread Post #334460
@Windawz
But you can always toggle the transparency of some textures as well as the visibility of the Null texture. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-18 04:14:14 UTC
in Post your screenshots! WIP thread Post #334456
Lol, I used Null for the terrain in ts_untergrund. The only problems I had were when I converted the terrain into a func_detail. Yeah, MAX_CLIPNODES_EXCEEDED. I did that solely for VIS reasons because it took forever to compile (have you seen the size of that map?).

So I reverted them back to world brushes.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-17 19:23:36 UTC
in Post Your Photos Post #334444
Yawn.
It's spring. :D
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Apparently, this is coming back to what it looked like in June 2016.

Now, onto the stuff which is worth mentioning...
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So we've recently gone to Daorson, and some 6th-graders claimed to have found a mine. My Nazi classmate and I went up close, and he took this photo:
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"Uništavanje ili premještanje kažnjivo"
"Removal or moving it is punishable." (i.e. illegal)

Stupid little kiddies.

But at least I got some nice photos there:
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Apart from that, something bad happened to me, but let's not mention that here. It's not as bad as you think. :)

Also, what THE HECK is this:
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OMG, that's so funny! XDDDD
My brother laughed so hard...

Let's see, what else?
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I brought my laptop to school to play CS 1.6 with my female counterpart. :P
Well, she would've been my counterpart if she was interested in the things I am, so she's not exactly my counterpart, lol.

And last but not least...
drumroll
User posted image
I tried running BF2 (it's free, by the way) in 64x64...
Hooray! But no fps differences whatsoever.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-17 16:46:49 UTC
in Post your screenshots! WIP thread Post #334442
Learn some stuff about 3D geometry, and then apply that knowledge onto a map and you'll pretty much know everything about it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-17 15:55:54 UTC
in Post your screenshots! WIP thread Post #334440
Nice, it has the bumpiness of ts_untergrund or something. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-17 11:44:57 UTC
in Post your screenshots! WIP thread Post #334435
"It's not about the poly count, it's how you use those polys." :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-17 05:21:12 UTC
in Post your screenshots! WIP thread Post #334427
@Windawz
OMG, no. Far Cry comes with 300 to 400 premade models by Crytek.
Also, everytime you start the editor, you get a terrain mesh which you can sculpt vertically. :)

It's also possible to make something quick and easy in SketchUp, and texture it in 3ds Max and export it to CryEngine.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-16 19:25:38 UTC
in Post your screenshots! WIP thread Post #334418
It's like this:
1 brush = 1 model.

So, now you have a floor model, a wall model, a ceiling model, a door model, props (chairs, tables etc.), a window model, a stair model etc.

Of course, you can make entire maps from single models, but then the lighting is a bit odd. That's why you can also port GoldSrc maps to CryEngine. 1 map = 1 model. xD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-16 17:58:52 UTC
in Post your screenshots! WIP thread Post #334416
Actually, CryEngine 1 doesn't have the Half-Life brushes.
BUT, it has its own brushes! In Far Cry 1, models = brushes. :D

Well, that made me learn more modelling in the first place.
So yeah, it's both: a model and a brush.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-16 12:59:00 UTC
in hammer error please help Post #334410
Speaking of Sledge, I'd like to point out that the 2D viewports don't refresh on my end. If I move a brush, it moves in the 3D view, but the rest is frozen. Definitely doesn't affect the rest of you, doesn't it? :P
Ah well, the "advantages" of older hardware.

But the 3-point cutting is just brilliant.
but hey Hammer crashes too
J.A.C.K. crashes too. :^(
Though, on the course of 2 years it crashed 10 times, in the entity property window.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-16 12:12:18 UTC
in hammer error please help Post #334408
It's not like Sledge Editor is the only alternative. There are:
  • QuArk
  • Radiant
  • J.A.C.K.
And so on...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-16 10:48:19 UTC
in Post your screenshots! WIP thread Post #334405
"I may look like a real dumb*** (and that's almost true), but I have never used custom textures in any of my maps."
Also... don't feel bad for not using custom textures before. I haven't used custom textures in my maps until the end of my first year of mapping. And the same goes for Source. It took me a while to get to using custom textures.

The same goes for CryEngine. But then, with custom textures I was able to do a lot of stuff. Well, that includes:
User posted image
Free weapons, yay. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-16 10:40:12 UTC
in Post your screenshots! WIP thread Post #334403
Yeah, GIMP has a palette editor, and if you feel limited with the 256-colour palette, you can always switch between indexed and RGB mode, and then save the BMP indexed. :)

I had a problem (bad colours after indexing) with a tree sprite. Back then I had no idea about changing the mode to indexed, so I used to put BMPs into Wally and then extract them. That made my tree grayscale.
Now I use GIMP.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-16 07:18:02 UTC
in Post your screenshots! WIP thread Post #334398
Can't you just open Paint.NET and convert them 1 by 1 into 8-bit BMPs?
That's what I usually do. And if I want more control over the colour palette, I use GIMP. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-16 06:22:35 UTC
in Post your screenshots! WIP thread Post #334396
I think the Jpeg would get rejected, use an indexed (8-bit) BMP just in case.
I remember accidentally putting a PNG instead of a BMP and it gave me an error.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-16 05:58:48 UTC
in Post your screenshots! WIP thread Post #334394
No it's not. It's not made out of tetrahedrons.
It's basically a bunch of triangulated prisms.

Did I mention that it's hollow like a pipe, too?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-15 19:44:48 UTC
in Post your screenshots! WIP thread Post #334384
Yup. :3
All of that on my almost-10-year-old laptop. xD
R.I.P. me...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-15 18:42:43 UTC
in Post your screenshots! WIP thread Post #334382
Ctrl+Alt+T...
Did someone say curved pillars? :D
User posted image
Yeah... without Triangulate I'd waste hours of work...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-15 16:53:33 UTC
in Post your screenshots! WIP thread Post #334380
Also, if you get the "Faces not planar" error, select the errored brush, press Shift+V and then press Shift+Alt+T. :)
It will save a lot of time compared to using Ctrl+F for individual faces. A.f.a.i.k. there's also a vertex welding command but more on that later...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-15 11:48:41 UTC
in Post your screenshots! WIP thread Post #334378
Eh, see, the problem about World alignment is that 1 axis (Z, X or Y) will remain as long as the brush is rotated less than 45° in the X or Y axis (I mean, rotated on a horizontal axis).

If it goes over 45° then it will switch the axis to avoid stretching.

Of course, if you put a flat area, cut it up into triangles, and apply the World aligment there, I don't think that Vertex Manipulation will change the projection axis (but if you try to make it vertical with the VM tool, you'll probably get a "texture perpendicular to axis" error or something like that).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-15 10:22:47 UTC
in Post your screenshots! WIP thread Post #334376
@Windawz
Well, some parts will need to be smoother. :/
I'll have to increase the poly count.

And, umm, how did you discover what I exactly did?
I don't remember typing: "Select a face, then press Shift+F6 and left-click the other faces, and then go back to Lift+Select mode."
Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-15 09:10:51 UTC
in Post your screenshots! WIP thread Post #334373
2nd cave:
User posted image
So, I think I'll need to "tessellate" the cave because it looks low-poly with the downscaled textures.

Also, surprisingly, Vis needs less than 10 minutes. :D

Other than that, this cave will need some elevation, along with a one-way trip down the cave, followed by big pipes. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-10 20:20:19 UTC
in Post your screenshots! WIP thread Post #334308
If you mean obsession with shadows, I have an obsession with shadows, too. :)

I once put 6 DynamicLight entities (talking about CryEngine 1) hoping the 6 sharp lights would make a blur effect and give an illusion of 1 realistic light + shadows. I got 6fps, but it was totally worth it.

Hmm... I might also show this:
User posted image
This is my old school map which I made in 7th grade. This year I decided to give it a facelift because I was going to play CS 1.6 in school. The new one (if anyone's wondering) will be quite different, and will probably come out next year when I get to high school. (see, my elementary is right next to the high school, so I will still be able to work on it, and expand the map into the high school :D)

I'm extremely surprised that AllocBlock didn't even reach 60%.
Though, I'm sure that -notexscale -chop 2 -texchop 1 would work well too. :)
(well, barely, because hlrad.exe would take a few hours or a day, and it would need a lot of RAM)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-08 20:35:05 UTC
in Post your screenshots! WIP thread Post #334287
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Looks like I'll need to use that Z-axis projection again...
But hey, this kind of resembles the HL2: E2 caves. :D
User posted image
Secret, secret! :)
User posted image
So, this is what happens when you find the silver key.

@abbadon Sorry, a Shambler would wreck most players:
User posted image
I mean... come on! The doors open slowly, and by that time, the floor opens so the lift below goes up. So, I put 2 Enforcers and a Hell Knight* instead.

*the Hell Knight only appears in Hard difficulty
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-08 18:04:28 UTC
in Post your screenshots! WIP thread Post #334283
I've always loved space maps. <3
Hmm, that inspires me. I could make a space map for Quake. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-07 19:03:26 UTC
in Post your screenshots! WIP thread Post #334272
Looks very nice. :)

Meanwhile, I added that cave:
User posted image
I think that this was a common level design technique. You reuse the same area but for a different path, on a different place in that area.

And then, after you pass the cliff, you should enter another cave and then get to the top of the castle where you fight a lot of enemy soldiers and call it a day. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-07 16:21:45 UTC
in Post your screenshots! WIP thread Post #334270
Meanwhile... I found a way how to apply the same Z-axis texture projection, for all my desired surfaces:
User posted image
See the green and yellow lines? Basically, they're parallel to each other, and that's exactly what gives this seamlessness to the cliff texture. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-07 16:03:52 UTC
in Post your screenshots! WIP thread Post #334269
I saw a map like that already, with terrain. Basically, a guy made an island map and it was HUGE! Man...

Anyway, that's where I got the idea of triangular terrain in DooM, so I implemented it into my first and only (yet) DooM map.

And about the complexity of my map:
Well, look at ts_untergrund. It looks complex, but it's not, really. I might pull off the same with this map. Basically, both have lots of triangles. :)
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-07 14:27:19 UTC
in Post your screenshots! WIP thread Post #334265
Windawz, a lot of it is possible. Just make triangular sectors and raise their vertices so that they resemble terrain. :)

I'd say around 1024 tri sectors.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-07 04:15:41 UTC
in Post your screenshots! WIP thread Post #334261
@JeffMOD
Oh, you're so wrong. If I play DooM in 1280x800 I can still get to some below-30fps areas. :)

Though, I could also port 4Way to DooM 2, and the terrain, too! :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-06 20:07:26 UTC
in Post your screenshots! WIP thread Post #334254
User posted image
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OK, what now...
Hmm, I could add a cave. :)

And it looks not-so-lit on my phone. :/
I should turn up the lights more.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-06 16:52:26 UTC
in Post your screenshots! WIP thread Post #334252
@Windawz
Of course I'm using J.A.C.K. :D
User posted image
Also, look at his face:
User posted image
That just looks so funny and goofy! XD

@abbadon
Yeah, you mean one of these?
User posted image
The worst thing about them is that they don't have a trigger target. :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-06 14:11:01 UTC
in Post your screenshots! WIP thread Post #334248
Either in the articulator, or the tutorials, I found something related to humour in mapping. It contained stuff about flight companies across Doom, Quake and Half-Life 1. That gave me an idea about what to do next with my Quake map:

First I make the map in Quake, then port it to Quake 2, then to Half-Life 1 and then to Half-Life 2.

It shouldn't take more than a year, no?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-06 10:48:36 UTC
in Post your screenshots! WIP thread Post #334241
But adding new entites would basically be a new mod, right?
Hmm, that could actually be interesting. Imagine a Quake mod which brings HL:DM into Quake. xD

Anyway, I heard of QuakeC but I have no experience in it, nor in C, only typing code from a tutorial into a .cpp file. :)

And Quake seriously lacks func_breakable, or I'm blind...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-05 21:06:18 UTC
in Post your screenshots! WIP thread Post #334236
I started some Quake mapping:
User posted image
The 2nd floor hallway...
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...after getting swept through.
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This is where the teleport leads to.
User posted image
So, I've realised that mapping for Quake = GoldSrc × 0.5. So yeah, that means that half of the features are gone etc. but that's why it's simpler.

Big thanks to Snehk for inspiring me to actually start Quaking. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-02 18:36:14 UTC
in Post your screenshots! WIP thread Post #334209
For GoldSrc "games", yes. But for usual mods, it's 50/50. If your GoldSrc mod is just a simple level pack with 2 new weapons, then it doesn't need Xash3D. Though, you're right about the limitations. :)

I mean, I was barely able to fit my school map into a 4096^3 space. All entities were inside the space, while some brushwork did slip off into the outer space. ts_untergrund is enormous, and suffers from its size on some locations, too.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-02 13:56:39 UTC
in Post your screenshots! WIP thread Post #334206
Darn, that inspires me to make a Quake map in J.A.C.K. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-23 17:17:14 UTC
in Post your screenshots! WIP thread Post #334109
"but i guarantee any 10 year old system can push a decent 400fps"
My laptop is almost 10 years old, and I am confident that your statement does not apply on my end. :P
Even in 640x480!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-20 16:03:30 UTC
in ERROR usage -wadinclude Post #334061
@Unq
I said it because VHLT is mainstream in GoldSrc mapping. ZHLT is fine too, lol, as long as you've got something that works with the command.
Now, if someone really wants to use those Quake compilers, then I'd say that person is hardcore. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-19 14:24:19 UTC
in ERROR usage -wadinclude Post #334049
You should use VHLT
Incorrect.

You must use VHLT.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-17 19:43:24 UTC
in Valve hammer light fail Post #334021
Darn, seriously?
Let me find another link...

Edit:
http://forums.svencoop.com/showthread.php/42174-Vluzacn-s-ZHLT-v34-Update
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-17 19:17:46 UTC
in Valve hammer light fail Post #334019
Mistake:

You're using the Quake compilers.
You should use VHLT:

http://gamebanana.com/tools/5594

Also:
** Parameters: C:\Program Files (x86)\Steam
You probably put the wrong "Base Game Directory" folder. It should target your Half-Life folder. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 20:37:22 UTC
in Post your screenshots! WIP thread Post #333997
I vote for: GPCT!
(Gold Polyhedron Compiling Tools)

Coming in 1st April, 2033, at 4:20 PM., exactly when Half-Life 3 releases. (OK, you could ignore these 2 sentences because it's a joke xD)

I don't know, it sounds cool!
BSP-based mapping (CSG should be appropriate, too) is basically about polyhedrons. So, I think it's OK.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 17:12:30 UTC
in Post your screenshots! WIP thread Post #333989
Huh, I didn't know that.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 12:31:06 UTC
in Post your screenshots! WIP thread Post #333985
Yeah, I tried HlRad with -high.
My laptop was suffering, and I had to kill hlrad.exe. :(

So yeah, I guess that we came to a conclusion:
If you want a detailed, outdoors map, just be patient and wait until it finishes.

What jacksepticeye said: "Speed is key!" is false.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 12:09:23 UTC
in Post your screenshots! WIP thread Post #333983
Wait, a Pentium 4 with 3.2GHz!? I only thought they were around 2GHz. :P

Yeah, I wonder what if someone makes a GoldSrc version, of the Source compilers? Then some people could easily take incorporate the Lightmap Scale option into a map editor, for example.

And, there's one thing I must say during compiling:
NEVER SET PRIORITY TO 'REALTIME' DURING COMPILING.
Always remember this. This applies to hlcsg, hlbsp, hlvis and hlrad.

Basically, the "realtime" priority is only for the mouse and the keyboard, i.e. the main input devices! If you choose to set the priority to real-time then your mouse, keyboard and the entire system might freeze.
It happened to me once. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 08:37:01 UTC
in Post your screenshots! WIP thread Post #333978
I was talking about GoldSource, not Source.
And it's true, compiling Source maps takes waaay less time than GoldSrc. :D

I was so so surprised that 1 simple room with 1 light took like 2 seconds to compile for Source. Meanwhile, it takes longer for GoldSrc.

And hey, I usually wait 5 or 10 minutes for VIS, and then 30 to 40 minutes for RAD, for GoldSRC.
I guess that's what happens when you have a 10-year-old laptop with a 2.4GHz dual-core processor with 2GB of DDR2 (Shepard gets triggered) memory.

As for the map itself, let me find it...
It's basically a map from Rainbow Six: Siege ported to CS 1.6.
Admer456 Admer456If it ain't broken, don't fox it!