Forum posts

Posted 12 years ago2012-05-28 20:43:28 UTC
in What compiler to use? final settings? Post #306546
Oh, did not know about the differences with VHLT. Cheers, Bruce.

"Nothing wrong with hlfix, how dare you!?"
Compiling maps of the scale I've been making for The Core was resulting in a lot of missing faces and weird clipping issues. They exist in de_twhl2011 as well. I thought it was just because I was being over-ambitious in Goldsource, but compiling without HLFix actually solved all the problems.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-28 05:50:59 UTC
in What compiler to use? final settings? Post #306529
Why do you feel you need 8-10 bounces? That's an awful lot for Goldsource and will amplify the effect of your light ents by a substantial amount. Start with 3 bounces and if you still feel it needs to be more even, move up to 4.

Sparse is really only required if you're getting lighting bugs without it - usually if you have a huge map with high-res textures.

I personally just use an expert compile with the newest vhlt straight out of Hammer. I used to use the compilator but it forces the use of hlfix which does more harm than good.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-27 19:26:11 UTC
in Post your screenshots! WIP thread Post #306521
Pretty fun concept, but the mapping could use a bit of work. It looks very dated - circa 1998 - and I wholeheartedly recommend you don't voice act in your own projects for a few years.

Look forward to playing it when it's done!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-27 01:12:18 UTC
in Odd Problem Post #306510
the compilator should only clear up unnecessary files in the BSP directory. Your .map should still be in your rmf directory.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-26 08:50:03 UTC
in Source SDK Setup Post #306499
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-25 12:01:52 UTC
in Source SDK Setup Post #306483
Do you have a Source 2009 game installed?

edit: also, stop using imageshack. I can't see a single thing in that image - it's like 150px
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-25 10:37:24 UTC
in Source SDK Setup Post #306479
You shouldn't need to configure anything. Choose Source 2009 and choose Episode 2 as seen here:
User posted image
If you don't have that, double click on reset game configurations.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-25 10:13:35 UTC
in Source SDK Setup Post #306475
Just work in ep2. It's a much better engine.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-25 07:58:29 UTC
in Source SDK Setup Post #306470
Ep1 engine games aren't currently supported in the SDK, although Valve have acknowledged the problem.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-24 21:25:46 UTC
in Source Lighting Post #306462
It's a tough one because it's like the question "how long is a piece of string?"

There's no definitive answer. Different techniques can be used with extremely good results in some situations, and would look terrible in others.

Here's a couple of basic points to keep in mind:

For starters, use prop_static wherever possible for your light models. They cast baked (RAD) shadows as opposed to dynamic props which only cast in-engine real-time shadows which are not only more expensive to render but also look utterly terrible in just about every Source game pre-L4D2.

In Goldsource and Source, the most useful light entity in your arsenal is the light_spot entity. It gives you more control than any other light ent and can be used to replicate just about any light you can find in reality, as well as many you can't. Experiment with the "constant" value and falloff distances. Look up the inverse square law and use it to make your lighting more realistic in a realistic setting (although combine lights, for example, completely ignore it).

A combination of a light_spot and a very low-level light ent just under the base of the light source has been proven to provide a much more realistic spill from the light source in situations where the bulb is exposed, but people make the mistake of using this method for all their lights, even when it's entirely unrealistic, for example when using spotlight props.

In reality, light colours are measured in temperatures using Kelvin units. Mid-day daylight is ~5600 K and has a distinct blue tint to it. Lots of lights use daylight-balanced bulbs. You'll especially see this in office fluorescent lighting and it's a good temperature of light to incorporate in your interior scenes.
More commonly used for interiors are tungsten lights. Think desk lamps, bedroom lights, industrial bell lamps etc. They generally have a colour temp of ~3400K, although the brighter they are, the whiter they appear to our eyes.
Mixing these two light temperatures in a single room is basically my secret and immediately creates a very visually pleasing contrast. For example, in the recent Team Mapping project, I used industrial bell lamps with tungsten bulbs to fill this room, then used daylight balanced (blue) spotlights to provide contrasty highlights. Clicky for example image.

Use this chart if you really want to get realistic, awesome colour temperatures: Clicky. It's more for making movies, but everything I know about lighting game scenes I learned from lighting TV and film scenes.

Lightmap grids are hugely important in Source. A more defined (smaller) lightmap grid will provide very sharp shadows, while a larger lightmap grid will create fairly even lighting and shadow. The default is 16.
It's tempting to just make everything lightmap 2, but it's important to know where you should and should not.
Before even going into the filesize and compile time issues of lowering the lightmap scale, you should be aware of when sharp shadows exist in reality.
Its easiest to notice this in exterior scenes, so I'll ignore interiors for the moment. When the sun is your primary light source and there are no clouds in the sky, you will get incredibly sharp shadows. This is because the sky is relatively dark compared to the sun and isn't reflecting much light onto the surface. (fun fact: in the light_environment entity, the "ambient" property defines how much light is cast by the sky regardless of the sun, creating brighter or darker shadows)
On a cloudy day, you get very soft shadows. This is because the clouds act as diffusion to the sun and make the light far less direct. Basically the whole sky becomes one big, less bright sun.

For interiors it depends on the light hitting specific surfaces. I usually make my floors and some walls lightmap 4. Walls that aren't being hit by specific lights I will make 8 or 12, and the ceiling I keep at 16. Again, these are not rules - there are exceptions to this all the time. If you have a spotlight that hits the ceiling then you have to make sure the ceiling has a lower lightmap grid as well - assuming you want a sharp, defined light cone.

It's important to note that lowering the lightmap scale will drastically impact your compile times and filesize. Lower-end computers may also notice a performance hit, but I can never remember why. You get the same effect with high-res textures scaled to lower settings than normal (e.g. .125 instead of Source's usual .25)

Keep your glows subtle. HDR adds an awful lot, so your env_lightglows should be very minimal to avoid MASSIVE BLOOM - a common mistake.

Dustmotes should be kept subtle as well - they're often overused, and at far too high opacities.

A good effect that Valve like to use is the point_spotlight entity. This is what is used to create that lovely volumetric light effect in Source, often used on car headlights in L4D, or combine lights in HL2. However, like dustmotes and glows, it's easy to overuse these!

I'm just back from work so I'm pretty tired. I'll maybe post more later/tomorrow.
Best of luck.

edit:
As for your actual question regarding small rooms and hallways, I can only say again that it depends entirely on the situation. Is it in a house? Then look at how your house lights its small rooms and hallways.
Single light in the middle of the room? Use a light_spot with a tungsten colour temp and a wide cone (innter and outer angle at ~60, 85 respectively) and an appropriate prop to suit. Make the walls lightmap 4, the ceiling lightmap 16 and the floor lightmap 8.

Industrial office? Use a dim, open bulb (2500K temp) and spot it with a blue corner light to break up the monotony.

Get creative! Experiment!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-23 22:56:44 UTC
in Post your screenshots! WIP thread Post #306438
It does look very, very nice, but is it poking fun at the recent influx of indie platformers with silhouetted foregrounds or just joining their ranks?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-23 20:47:19 UTC
in new mapping software? Post #306436
the point of the portal 2 puzzle editor is to make portal's complicated entity setups incredibly easy, while at the same time making it easier to share your puzzles.

it is not something to use as an alternative to hammer. your geometry is limited to 128 x 128 cubes.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-23 09:10:47 UTC
in Source SDK Setup Post #306420
twat eb yew luh
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-22 22:28:19 UTC
in mg_rh_last_rain_fix3 Post #306415
mg_lastrain

just a thought.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-22 22:15:42 UTC
in Mist of Stagnation: 8 Weeks of Updates - Post #306414
The poor video quality definitely detracted from that, but still it looks really good. You guys keep rockin'
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-22 21:51:17 UTC
in Source SDK Setup Post #306411
way to call attention to it, twatebula
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-22 18:19:53 UTC
in Source SDK Setup Post #306407
Just tested for myself, all of these work fine under default configuration (i.e. no setup required):

CSS (Source MP SDK):
User posted image
TF2 (Source MP SDK):
User posted image
Ep2 (Source 2009 SDK):
User posted image
CS:GO (CSGO SDK):
User posted image
L4D2 (L4D2 Authoring Tools):
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-22 17:27:38 UTC
in Source SDK Setup Post #306405
What engine is your friend using?

bojidar4oto appears to be trying to map for HL2 which uses the ep1 engine.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-22 16:46:17 UTC
in Source SDK Setup Post #306403
ep2, css, tf2, portal, portal 2, l4d, l4d2, cs:go SDKs all still work fine.

Ep1 engine games aren't currently supported in the SDK, although Valve have acknowledged the problem.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-22 06:13:08 UTC
in Post your screenshots! WIP thread Post #306382
Hey. Hey!
Let's not get off topic here, Rimrook. This thread is for discussion of my presidency WIP projects only.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-21 06:09:18 UTC
in Post your screenshots! WIP thread Post #306358
I can neither confirm nor deny the allegations.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-20 13:15:29 UTC
in Now Gaming: ... Post #306331
I couldn't very much get into BF3. I felt it was too much like homefront for me to not just simply play homefront instead.
So instead you play MW3 implying it's not too much like MW2 which isn't too much like CoD4?

Somewhat odd reasoning.

I totally agree with Daubster - BF3 is better and more varied than any other online shooter at the moment. It has more "holy fuck, awesome" moments than anything I've ever played before and playing with mates is as good as TF2 was with mates back in the day.

Battlelog's recording of every game you play is awesome as well. You can really see what setups work best for you so easily and just the spectacle of taking off in a jet, gunning down an enemy jet and a helicopter before being shot out of the sky, bailing out and jumping in a nearby tank, rolling into an objective and saving the day for a pinned squad? So awesome.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-19 17:48:49 UTC
in Transparent textures Post #306314
Doing it photoshop is the best option because Wally's indexing algorithm is horrible and adds a weird pixelated dither to everything.

Just make sure to set your index palette in photoshop, then save as an indexed BMP - 256 colours
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-19 17:48:29 UTC
in Now Gaming: ... Post #306315
The mapping is a lot worse than top-notch, but yeah, it's a splendid mod.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 22:40:09 UTC
in Now Gaming: ... Post #306288
Anyone remember Jedi Academy? Man that game was fun.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 16:10:27 UTC
in Now Gaming: ... Post #306261
am i the only one confused at why capping Rage at 60 fps like every game with vsync does ruined it?
don't get me wrong, it's a fairly rubbish game, but i can't say I've ever considered lovely vsync to be game-ruining. What a peculiar thing to say...
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 03:55:54 UTC
in Steam screwed me up big time Post #306249
I agree with collapse that ATI don't exist anymore.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 03:21:07 UTC
in Steam screwed me up big time Post #306246
Do they occur repeatedly? Every time after booting from standby? Have you tried running the PCs with steam off?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 03:10:33 UTC
in Steam screwed me up big time Post #306242
Oh so it's not actually related to Goldsource, it's just Steam that is BSoDing? Right, that's very different. I thought the HL mods and Blue screens were related.

Ok, you really need to let us know the circumstances of the BSOD then. What are you doing when it happens? You haven't actually described it at all, merely saying that it happens on both computers since the Steam update.

Incidentally, disabling the in-game overlay will allow Goldsource to function properly for the moment. It's a D3D issue relating to certain video card drivers.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 03:04:24 UTC
in Steam screwed me up big time Post #306240
Saying you 'wiped out' your mod collection when you in fact just moved it is very misleading.

Did computer B run HL1 successfully before you added the mods to the HL directory?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 02:48:17 UTC
in Now Gaming: ... Post #306236
No one is arguing that there is a single player mode in diablo 3. We are saying there should be, and that it sucks that there isnt.
For the record I'm not saying that. Players can choose to ignore the whole MMO aspect to it and can stay in their own instance indefinitely, though, right? Why do they need to be online to do that?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 01:58:06 UTC
in Now Gaming: ... Post #306229
Sorry, I realise the moment has passed but I really can't let this slide:
And saying it's similar is equating it.
It most certainly is not.
Equate: "To consider one thing to be the same as or equivalent to another."
Similar: "Having a resemblance in appearance, character, or quantity, without being identical."

equal vs comparable, basically.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 01:22:40 UTC
in Now Gaming: ... Post #306219
I really don't think equating requiring an internet connection to play a multiplayer videogame to modern day slave labor is fair.
I didn't equate it. I said it was similar and I used an extreme example because you genuinely don't seem to understand why people might have a problem with this.
Steam. It basically does require a connection
It requires a connection to download your game and update it. After that, unless it's a multiplayer-only game, you're free to play the game on or offline.

I don't want a publisher to have the right to tell me when I can and can't play a game I purchased, but the EULA of games like this and in particular Origin actually explicitly say that the end user has no ownership of any games they buy using these services. Sadly Steam doesn't take an opposed view to this, but merely stands in unclear, muddy waters of not taking a stance yet.

If I want the game badly enough I'll stomach it - (see BF3) - but it's a scary prospect that the money we spend on these games doesn't actually give us any ownership of them - just the right to use the service that enables them.

A good recent example of where this can go seriously wrong would be when the PSN was hacked. All PS3 users suddenly lost access to all their online content and many games refused to run without it. What's to stop that happening to whatever service Diablo runs on?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 01:01:26 UTC
in Now Gaming: ... Post #306215
Bad shallow gaming community
It's nothing to do with being shallow. I refuse to buy Apple phones/mp3 players because of how they treat their foreign labour force. That's not shallow - that's moral.
In a similar light I refuse to give my money to a company who punish the end user for buying their game. It's the most idiotic way to deal with piracy.
It's like those 2 new copyright notices at the start of DVDs and Blu Rays in the US - like 5 of the biggest distributors of DVDs in the states have agreed to put these 2 unskippable 30 sec copyright warnings on their DVDs. Who sees them? The people who buy the DVDs. Who doesn't? The pirates. Who is punished? The people who bought the DVDs. It's counter-productive and is all supportive of the SOPA and PIPA style of content management in the digital age effectively removing any rights of the end user and it's shocking that people are okay with it.
It's like when Yahtzee discounts all of multiplayer gaming because it's the same every time
No, you're contradicting yourself because that's relating to how the game plays, not the service that allows you to play it.

I love Steam, but its offline support could be seriously improved since offline mode only seems to work properly 75% of the time. Diablo 3 has no offline support. That just ain't right.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-18 00:39:18 UTC
in Team Mapping Post #306212
Where is this at?
Edit: Oops, bump was a double post.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-17 23:07:00 UTC
in Steam screwed me up big time Post #306207
I think you're doing something wrong.

I've used steam for 9 years and I've never had it Bsod me running on a wide variety of hardware configurations over the years.
Hell, I don't think it's crash at all for about 4 years let alone a Bsod.

Anyhoo your loss if you choose to remove Steam for not patching an issue that no other Steam user is experiencing. Not a single mention of Bsods on their forums and google results are more game and hardware related bsods than Steam.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-17 15:50:07 UTC
in Now Gaming: ... Post #306199
Temperatures given in Fahrenheit for Americans to understand. (PS the rest of the world uses Celsius, catch up.)

50 degrees --
New Yorkers turn on the heat.
People in Scotland plant gardens.

40 degrees --
Californians shiver uncontrollably.
People in Scotland sunbathe.

35 degrees --
Italian cars won't start.
People in Scotland drive with the windows down.

20 degrees --
Floridians wear coats, gloves, and wool hats.
People in Scotland throw on a T-shirt.

15 degrees --
Californians begin to evacuate the state.
People in Scotland go swimming.

Zero degrees --
New York landlords finally turn up the heat.
People in Scotland have the last bbq before it gets cold.

10 degrees below zero --
People in Miami cease to exist.
People in Scotland lick flagpoles.

20 degrees below zero --
Californians fly away to Mexico.
People in Scotland throw on a light jacket.

80 degrees below zero --
Polar bears begin to evacuate the Arctic.
Scottish Boy Scouts postpone "Winter Survival" classes until it gets cold enough.

100 degrees below zero --
Santa Claus abandons the North Pole.
People in Scotland pull down their ear flaps.

173 degrees below zero --
Ethyl alcohol freezes.
People in Scotland get frustrated when they can't thaw their kegs.

297 degrees below zero --
Microbial life start to disappear.
Scottish cows complain of farmers with cold hands.

460 degrees below zero --
ALL atomic motion stops.
People in Scotland start saying "chilly, you cald an aw?"

500 degrees below zero --
Hell freezes over.
Aberdeen win the Scottish Cup.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-17 15:10:23 UTC
in Now Gaming: ... Post #306197
England doesn't have real weather, what a fucking joke.

Come north of the border and oor weather'll set aboot ye
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-17 02:02:17 UTC
in Now Gaming: ... Post #306185
as opposed to a singleplayer MMO?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-16 17:35:06 UTC
in FOV locked Post #306174
Are you sure it's not something as simple as needing cheats to be enabled on the server to allow the commands?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-15 22:56:28 UTC
in Teaching Myself Animation... Post #306162
that's awesome! I think a quadruped would never walk over it's own front leg, though, because it would have two at the front diagonally and two at the back, rather than one either side and one at the front and back.

Love to see animators, you guys are a rare breed.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-15 15:45:13 UTC
in Now Gaming: ... Post #306158
Starting to get pretty consistantly good scores in BF3. It helps having Urby at my side - he's a ridicu-good medic (but an awful support, AMMO PLS FFS) :D

Such a good game. Why they even bothered adding a Single Player portion is beyond me.
User posted image
User posted image
User posted image
User posted image
Pretty exclusively playing Engie with the QBZ-95
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-15 00:51:48 UTC
in Interesting stuff for our brains Post #306148
Check out Akala - Find no Enemy as well. It's fantastic.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-14 22:45:00 UTC
in Interesting stuff for our brains Post #306146
http://youtu.be/DSbtkLA3GrY?hd=1

Perception of hip hop
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-13 21:40:47 UTC
in Func_ill overlapping Post #306127
It's GS, so there's no skybox.

It's a VIS error. Either you're compiling with fast VIS, no VIS or you're demanding too much effect rendering from the old engine.

What rendering mode are you running the game in?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-11 19:50:14 UTC
in Team Mapping Post #306110
Cstrike-planet
Dat download count.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-11 15:25:05 UTC
in Post your screenshots! WIP thread Post #306099
Looks neat, Trempler - very distinct visually. Wish the screenies were higher res so I could actually make out details, but from what I can see it's very nice. What engine?

Update to cendark3:
User posted image
Now with a working, looping tram network.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-10 20:54:39 UTC
in Last movie you saw? Post #306085
Nothing wrong with a bit of weed now and then.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-10 19:38:43 UTC
in Last movie you saw? Post #306082
Layer Cake is excellent. I love that you never get told the character's name.

Excellent movies to watch whilst stoned:

American Psycho
Mean Girls
Rubber
Six Shooter

All for very different reasons, but all will blow your mind if you're baked.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-10 13:43:25 UTC
in Mapping for Dummies? Post #306075
I got to the exit area fine, I just couldn't see how to get a cube up there.
Archie ArchieGoodbye Moonmen