Forum posts

Posted 15 years ago2008-09-30 09:39:57 UTC
in Post your screenshots! WIP thread Post #256376
User posted image
Secret Project #501.
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Posted 15 years ago2008-09-29 22:08:23 UTC
in _normal map problem? Post #256357
The heightmap is what's used to generate a normal map. It tells whatever normal map program you use what parts are supposed to stick out (the white bits) and what dips in (the black bits), and converts it all to the funny blue normals. You won't need one in there with your textures. I'm guessing ShaderPro does this bit all by itself.

Anyway, the fact that your light formation rotates with the texture makes me think it is the normal map doing it, it will need to be evened up so there are no obvious dips in the height map and final normal. I can try it, but not until tonight once I get home from work.
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Posted 15 years ago2008-09-29 11:15:23 UTC
in _normal map problem? Post #256317
Actually.. I do see that now. This honestly has me quite stumped.

Try rotating the texture 45 degrees (or something a fair bit off), if the "petal" formation shows up in the exact same position, then I'm willing to bet it's Source's lighting playing up.

EDIT:
This might be the cause, and I can't believe I never thought of it before.
User posted image
This is the heightmap for the normal, ShaderPro would've generated something similiar based off the diffuse texture. You'll notice some areas come out darker than others, which would end up being deeper, and therefor letting more light 'in'. It just seems very exaggerated.

I'll try evening up the heightmap tomorrow and compiling a new normal map, see how that goes. It could be the problem, but we'll see. If it is the case then the normal maps and Source's lighting are actually doing what they're supposed to be doing. :P
Could that be the reason that you were unable to open my vmt files?
Are quotations actually necessary?
Well, they are, but I don't imagine they're the reason I couldn't open them. I would have probably received some sort of syntax error for that.
So how did you made and compiled your normal map texture and used no compression?
I used the original vtex.exe method, with a targa and a txt file defining how to create the vtf. The txt simply had:

"normal" "1"
"nocompress" "1"

Which told it to convert it to the appropriate format for normals, and to completely bypass nice filtering/compression. Makes the file large, but gets rid of any artifacts people sometimes get with their bumpmaps.
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Posted 15 years ago2008-09-29 05:33:27 UTC
in _normal map problem? Post #256307
Finally got around to this, sorry it took a while.

I could open all your .vtf files, but for some reason the .vmt's wouldn't work. Like they were corrupted or something, I'm not sure.

Anyway, I did up new material files and recompiled the map with them, and I had to manually compile a new normal map because I remembered that Nem removed the "No Compress" flag, for some reason.

It turns out the lighting is absolutely fine with HDR enabled, but goes awry when it's off (I scaled the bumpmap up so it's more noticable):
User posted image
User posted image
To me, this says the materials aren't the problem anymore. I'll keep looking into it, but I guess I now know this has something to do with the way LDR lighting works with normal mapping in the engine. Restricting users to HDR isn't exactly great.

Anyway, here's the new ones I did up with no compression, just incase you wanted them. They go in materials/temp like your originals.
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Posted 15 years ago2008-09-28 15:18:04 UTC
in Splinter Prize Fight Post #256276
I cannot think of anything else to say except:

Sigh.
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Posted 15 years ago2008-09-27 09:57:16 UTC
in _normal map problem? Post #256221
I'll give it a look over.
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Posted 15 years ago2008-09-26 23:47:55 UTC
in _normal map problem? Post #256197
And the results are still the same? If so, it's probably not the compression at fault.

Delete the light sources, replace them, recompile, then type:

sv_cheats 1
mat_reloadallmaterials

It'll refresh everything, including the lightmaps. If that doesn't work then I'm not really sure what's going on. Would you mind posting the .vmt up here? It might help (or it might not).
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Posted 15 years ago2008-09-26 00:43:40 UTC
in Mapping for Far Cry 2 Post #256152
Yeah, I can't say I like where mapping seems to be heading with games lately. All the effort, skill and imagination is being taken out of it, which is really a shame.
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Posted 15 years ago2008-09-25 23:35:39 UTC
in _normal map problem? Post #256149
Check the compression on your normal map. For the best results normal maps should use either fine compression, or no compression, but this can make the _normal.vtf file quite large. I've noticed that normals that are too heavily compressed can throw lights out wierdly, you might notice the normal comes out perfectly in one direction, but artifact-y and uneven in a different direction.

There's a flag you can use when compiling your textures, I'm assuming you're using VTFEdit to do so?

Tick "No Compress" and make sure you import your normal with a suitable image compression, RGBA8888 will give the nicest (and largest) result, but the others should work ok with No Compress.

User posted image

Also.. Parallax Mapping is ugly as sin.
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Posted 15 years ago2008-09-23 20:32:59 UTC
in Half-Life: Decay for PC Post #255996
I'll stick with Sven Co-op 3.0
4.0 is nearing completion, apparently. ;o

Decay on PC, sweet. downloads
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Posted 15 years ago2008-09-22 05:41:16 UTC
in The Wii, Xbox 360 & PS3 so far...... Post #255918
Metroid Prime Corruption and Resident Evil 4: Wii Edition both shine with the Wiimote, they're a helluva lot of fun. Gets a little gimmicky after a while though, Wii desperately needs something more hardcore with more depth.
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Posted 15 years ago2008-09-22 05:38:23 UTC
in hosting sites???? Post #255917
FileFactory
RapidShare
Badongo

None of those require you to sign in/up, which is always handy for lazy people like me.
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Posted 15 years ago2008-09-21 09:11:03 UTC
in Competition 26 Post #255868
Well then you'll have 30+ days to polish your map to perfection. ;)
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Posted 15 years ago2008-09-21 07:55:19 UTC
in ... Post #255861
Thanks.
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Posted 15 years ago2008-09-20 08:43:50 UTC
in Lighting, oh the joy. Post #255753
Oh right, yeah that should still be the same for Source. Muzz is correct.

So yeah, you'll just have to edit the rad file.
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Posted 15 years ago2008-09-20 08:11:55 UTC
in Lighting, oh the joy. Post #255751
I tried all the white textures, but all of them gave too much light. Perhaps there is a way to adjust the light setting that a certain texture gives?
You need to use the lights.rad file, but that means you'll have to include it as custom content with your map.

I'd try experimenting with standard lights, or decompiling Valve's original map and see whatever they did.
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Posted 15 years ago2008-09-20 08:04:59 UTC
in Ufo Sighting in Illonois! Post #255750
How about you shut the hell up because we all know you don't do a damn thing in favour of TWHL.
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Posted 15 years ago2008-09-20 08:02:29 UTC
in Repeating Razor Train Problem Post #255749
You could try it with a point_template. Add all the entities required for the train into one point_template, kill off the existing entities when the train has passed, then trigger the template entities after however long you want. It should work, I think.

This should help, just because it partially shows how to use the point_template.

I'd try making an example map myself, but I'm on a mapping hiatus. :P
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Posted 15 years ago2008-09-19 02:06:12 UTC
in Lighting, oh the joy. Post #255656
Ah, well I seem to recall there being a couple of the white texlight textures, maybe there's one in there with the correct lighting. I might be mistaken though.
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Posted 15 years ago2008-09-18 21:55:19 UTC
in Lighting, oh the joy. Post #255642
Valve's original map probably had the window light filtering in from a skybox, not a white texlight. It's a nice light blue, rather than plain white.

Closer inspection leads me to believe they simply placed weak lights near each window. You can see the radial lighting on the ceilings above each window. Makes sense really, now that I remember the outside lighting is actually orange.

Their spotlights also have a slightly more yellow tinge, which contrasts (only slightly, but it works well enough) against the blue.

My advice is, whenever possible, avoid plain white lighting. Giving your light_spots (and the env_spotlights) a subtle yellow/green/blue tinge to suit the environment does a lot for the atmosphere.
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Posted 15 years ago2008-09-18 21:07:47 UTC
in Competition 26 Post #255638
Of course the entity work involved would be ultimatly, mind-bendingly fucked up the arse.
That's the best kind of entity work.
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Posted 15 years ago2008-09-17 09:09:54 UTC
in Competition 26 Post #255544
Correct.
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Posted 15 years ago2008-09-17 03:08:41 UTC
in Zombie on CSS Post #255535
They're seperate. The headcrab might be a model attachment. I'd just try positioning a headcrab ragdoll on the dynamic zombie and parenting it, it should work.. I hope.
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Posted 15 years ago2008-09-14 04:37:10 UTC
in Respawnable crates Post #255355
Someone who's been around longer than you.
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Posted 15 years ago2008-09-14 03:21:52 UTC
in fpsbanana stole a tutorial!! Post #255350
Yep. It's the authors tutorial, so he can do what he likes with it.

Site exclusivity would still be nice, though. ;)
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Posted 15 years ago2008-09-13 01:38:18 UTC
in LHC Post #255286
This thread is dangerously close to being locked.
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Posted 15 years ago2008-09-12 09:38:44 UTC
in removing a entitiy/brush Post #255217
No problem. I think I've only ever used it once or twice myself, but I can see it being pretty useful.
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Posted 15 years ago2008-09-12 09:36:52 UTC
in Spore Post #255216
Spore care factor: zero.
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Posted 15 years ago2008-09-12 00:55:21 UTC
in removing a entitiy/brush Post #255204
You could try using an env_render to toggle the appearance of the cones.
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Posted 15 years ago2008-09-11 07:22:19 UTC
in LHC Post #255153
Magic hallway.
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Posted 15 years ago2008-09-09 08:48:48 UTC
in LHC Post #255068
do you think it is right to turn it on given that there is a risk of annihilating the world?
Science fiction might make people believe that, but I'm actually interested in what kind of discoveries we'll make with this thing.
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Posted 15 years ago2008-09-07 06:11:21 UTC
in Official Transformers 2 Set Video! Post #255027
Meh, anyone who took the movie too seriously, and hated it as a result, is an idiot. It has to be said. It's impossible to take a movie about giant transforming robots seriously, no matter how well made it is, so why should the film be serious?

It's the perfect example of a pure popcorn flick. I think some people have trouble just sitting back and having fun.
Basically it's Armageddon/Independence Day/etc.- ie a big dumb disaster flick- with robots thrown on top of it.
That is exactly right, and there's nothing wrong with big dumb flicks. It's nothing revolutionary, but it's nothing offensive or vulgar.
I don't understand why people thought it was so amazing. Plus Shia Labeouf is a fucking toolbag, period.
Very hard job for me to find people who would actually call the whole movie amazing, it's just loud, silly fun. And I like Shia myself.
Hope to hell the GIJOE movie is better.
Directed by Stephen Sommers? No chance in hell.
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Posted 15 years ago2008-09-05 01:53:33 UTC
in Counter-Strike Online Post #254978
Posted 15 years ago2008-09-05 01:12:19 UTC
in Official Transformers 2 Set Video! Post #254976
I've heard of that rumour, Tito. The problem is I think two of the Constructicons have had their name used in the first film. Easy to fix, yes, but still.

I've also heard rumours of "The Fallen" making an appearance (makes sense considering the title), even though he's from the much, much newer generation of Transformers.

My bro's a bit of a Transformers nut, he has all of the original show on DVD and the original animated film too. I guess that's why I know more about Transformers than I thought I did. ;D
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Posted 15 years ago2008-09-04 21:51:44 UTC
in Official Transformers 2 Set Video! Post #254971
He really is, but i'll be damned if Transformers wasn't one the most entertaining brainless action flicks of 2007.
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Posted 15 years ago2008-09-03 06:38:52 UTC
in [UTILITY] Twister 5 Post #254923
I give this update my tick of approval! I was the 'beta' tester and the new features rock. Solid program, so damn useful.
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Posted 15 years ago2008-09-01 03:33:57 UTC
in "Temple" for HLDM Post #254825
I know Blaz still frequents the Mapcore forums, mostly doing Source work now. Not sure about the other two.
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Posted 15 years ago2008-08-29 01:00:56 UTC
in Now Eating: ... Post #254683
I will eat a steak so long as it is simply cooked! I don't really care how well done it is, but if you put mushrooms or onions on it, you're getting a steak in the face.
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Posted 15 years ago2008-08-27 08:21:57 UTC
in Ugly Light Post #254591
Yes, the transparency is handled entirely when you make the materials, it will appear transparent on the brush, which you can tie to any entity you like.
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Posted 15 years ago2008-08-27 01:13:20 UTC
in Spirit Monster_Generics!? Post #254584
Err, yes. Yes I do. >_>
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Posted 15 years ago2008-08-26 23:38:39 UTC
in Spirit Monster_Generics!? Post #254582
I haven't worked with Spirit in ages, but I'm assuming there has to be a flag or parameter somewhere there that can disable that behaviour. It seems strange that Spirit would alter an original entities function without giving you the ability to revert it..?

Also, I'm with Blitzkrieg, unanimous objects gawking at the player sounds hilarious, include a secret one!
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Posted 15 years ago2008-08-26 23:10:20 UTC
in Spawnroom problem Post #254580
What game is this for, CS:S, TF2? Wouldn't make much difference anyway, but it's always nice to know these things. ;>

That error usually does mean the spawn area is too cluttered, or going through geometry in my experience. The spawn entities origins (the point at the bottom of the Gordon model that always lines up to the grid) should be fine touching the ground, though I usually leave mine 8 or so units above it to be safe.

Also check that your spawn points aren't too close to each other, or objects. Leave, say.. ~32 units of space in each direction around each spawn entity, just to be sure.
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Posted 15 years ago2008-08-26 07:56:20 UTC
in Now Playing: ... Post #254554
Joel Nielsen - [Black Mesa #03] - We've Got Hostiles (Topside)
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Posted 15 years ago2008-08-26 03:13:37 UTC
in Open for TWHL3 Suggestions Post #254549
At this risk of sounding too much like Penguinboy, I will say this:

Only stupid suggestions are refused.

Anything that isn't answered is usually taken under consideration. We've said it a million times, but Penguinboy is very busy and can only dedicate a small amount of his personal time to working on TWHL.

We have a whole list of things to be addressed, so.. patience.
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Posted 15 years ago2008-08-25 22:24:09 UTC
in Open for TWHL3 Suggestions Post #254545
Editing bumps threads. ;)
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Posted 15 years ago2008-08-24 20:36:33 UTC
in Other mapping sites look shit . Why ? Post #254506
First web standards, then peace between man and animals, and now alcohol.

What's next?
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Posted 15 years ago2008-08-24 08:21:29 UTC
in Huntey's CSS server Post #254461
I will join shortly if anyone is up for easy kills!
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Posted 15 years ago2008-08-24 08:20:40 UTC
in Gmod mapping Post #254460
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Posted 15 years ago2008-08-24 08:04:17 UTC
in Gmod mapping Post #254454
You could just put "sky" in the material browsers filter and find one yourself.
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Posted 15 years ago2008-08-24 08:02:14 UTC
in Other mapping sites look shit . Why ? Post #254453
Erm, everyone who just spoke in favour of it, and any web developer with half a brain.
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