Forum posts

Posted 12 years ago2012-05-10 10:05:42 UTC
in Mapping for Dummies? Post #306072
I'll play yours now, Satchmo.
edit:
I can't work out how to get a cube onto the final button at the door, satch. I've gotten as far as activating the light bridge.

Here's my first one:
Clicky

I'd love to know what you think.
The editor is so intuitive and slick - it just feels so nice to use. I'd like a little more control of the environment, but I suppose since it's so easy to export to Hammer, if I really wanted to I could do that.

Ninja:
1. Open your map in the Portal ingame editor.
2. Export the map to a .vmf file with console command puzzlemaker_export a_name_for_your_map.
3. Open the map in Hammer: .../steamapps/common/portal 2/sdk_content/maps/a_name_for_your_map.vmf
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-09 07:12:16 UTC
in Post your screenshots! WIP thread Post #306044
You idiot, urby! Now we have to kill anyone who reads that!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-09 07:11:54 UTC
in Post your screenshots! WIP thread Post #306043
You idiot, urby! Now we have to kill anyone who reads that!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-09 00:37:14 UTC
in Post your screenshots! WIP thread Post #306038
I've always liked that area in the original tram ride
The whole tram ride, while insanely illogical when you actually spend time examining it is always going to be my favourite moment in gaming. That antidote to cutscenes set up the tone, scale and atmosphere of the game so spectacularly. It's been really fun putting a slightly more modern twist on some of these locations.
And may I ask the purpose of the big vats of green goo in that lab?
If I told you I'd have to kill you.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-08 14:46:35 UTC
in Post your screenshots! WIP thread Post #306032
These are extremely WIP, but I'm very pleased with how my trams turned out. Also, since this is based on an actual location from Half-Life, I've really enjoyed mapping the ridiculousness of the facility's underbelly.
User posted image
User posted image
Also, slightly less WIP but just to give a bit more substance to this media release:
User posted image
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-06 10:58:41 UTC
in Half-Life Trinity Engine Post #305986
Thanks for finally posting some media, Highlander. I'm sure you can understand why people were hesitant to bother downloading something based on text alone.
I still think it's pretty pointless and your talents would be better served on a modern engine, but it's pretty cool what you've achieved here. Won't be using it myself, but congrats! :crowbar:
Does BF3 look good ? Not really
:| I think you played on the wrong settings...
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-05 22:51:06 UTC
in Team Mapping Post #305979
Remember not to make the fade distance of "essential cover" low enough that it will disappear within eyeline of potential snipers.

I get a constant 60fps in all areas with Vsync on. Over a hundred with it off. If low-end machines are only dropping to 40 then I don't really think there's an issue. 40 is totally playable, especially if it's only in one area.

Also, gotta say I think it's a bit premature releasing it on 'lopers and gamebanana - especially without proper screenshots...
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-05 00:00:28 UTC
in Vertical liquid [GS - Spirit] Post #305956
Yep, it was as simple as moving it to world. Thanks.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-04 18:33:34 UTC
in Vertical liquid [GS - Spirit] Post #305953
Will it still animate? Can't test at the moment.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-04 15:47:53 UTC
in SMJ question... Post #305948
Pretty much agree with all of Daubster's answers.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-04 15:47:00 UTC
in Vertical liquid [GS - Spirit] Post #305947
Guuuuuys, I'm being retarded again and can't remember how to do stuff in GS. I have a big translucent glass tank full of !slime, but only the top face renders because it's func_water.

Can someone remind me how to get the vertical faces to render? Tried searching, but came up dry.

Came up dry... Sounds itchy...
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-04 12:38:21 UTC
in Drawception Post #305941
Yes, thanks to Habboi the first TWHL game is finally complete!

Check it out
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-02 19:40:42 UTC
in Installing Ubuntu via ISO Mount Post #305896
For future reference:

disk (diskette) = HDD

disc (discus) = CD
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-01 18:43:45 UTC
in Team Mapping Post #305872
they sometimes don't render properly with fast vis compiles. Could that be the culprit?

edit:
Not you blitz, I'm sure your alphas render beautifully no matter what the compile settings <3
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-01 18:35:52 UTC
in Team Mapping Post #305869
i'm getting weird reflections from your poster, even after building cubemaps and restarting... any idea how to fix?
It looks like a decal. There's a model version which should work better. If the problem persists you can assign a cubemap to a specific brush face (the one under the poster) to force it to use that.
Also, make sure you're quitting the game then starting it again after building cubemaps. CSS still bugs out occasionally when displaying reflections after an HDR cubemap build.

Did you fix the breakable_surfs?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-27 17:24:58 UTC
in [Help]env_beam does not kill Post #305785
User posted image
Can't say I notice any difference except yours is 2.3mb and mine is 200kb. Don't use bitmap images on the internet. :rly:

As for your problem, either set your damage / second high enough that it kills the player instantly or use a trigger_hurt in conjunction with your beam.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-27 16:03:13 UTC
in Team Mapping Post #305782
No links, I figured it out by messing with L4D.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-27 15:46:13 UTC
in Team Mapping Post #305779
Source2009 is limited to 8, 16, 32, 64, 128, 256, 512, 1024, 2048 or 4096, but it can be either by either, e.g. 512 x 256.

Capt:
forcetextureshadow props/Nature/rd_newpalm01.mdl
forcetextureshadow props/Nature/rd_newpalm02.mdl
forcetextureshadow props/Nature/rd_newpalm03.mdl
forcetextureshadow props_foliage/tree_dead01.mdl
forcetextureshadow props_foliage/tree_dead02.mdl
forcetextureshadow props_foliage/tree_dead03.mdl
forcetextureshadow props_foliage/tree_dead04.mdl
forcetextureshadow props_foliage/tree_dry01.mdl
forcetextureshadow props_foliage/tree_dry02.mdl
forcetextureshadow props_foliage/tree_pine_large.mdl
forcetextureshadow props_foliage/tree_pine04.mdl
forcetextureshadow props_foliage/tree_pine05.mdl
forcetextureshadow props_foliage/tree_pine06.mdl
forcetextureshadow props_foliage/tree_deciduous_01a.mdl
forcetextureshadow props_foliage/tree_deciduous_02a.mdl
forcetextureshadow props_wasteland/interior_fence001a.mdl
forcetextureshadow props_wasteland/interior_fence001b.mdl
forcetextureshadow props_wasteland/interior_fence001c.mdl
forcetextureshadow props_wasteland/interior_fence001d.mdl
forcetextureshadow props_wasteland/interior_fence001e.mdl
forcetextureshadow props_wasteland/interior_fence001g.mdl
forcetextureshadow props_wasteland/interior_fence002a.mdl
forcetextureshadow props_wasteland/interior_fence002b.mdl
forcetextureshadow props_wasteland/interior_fence002c.mdl
forcetextureshadow props_wasteland/interior_fence002d.mdl
forcetextureshadow props_wasteland/interior_fence002e.mdl
forcetextureshadow props_wasteland/interior_fence002f.mdl
forcetextureshadow props_wasteland/interior_fence003a.mdl
forcetextureshadow props_wasteland/interior_fence003b.mdl
forcetextureshadow props_wasteland/interior_fence003d.mdl
forcetextureshadow props_wasteland/interior_fence003e.mdl
forcetextureshadow props_wasteland/interior_fence003f.mdl
forcetextureshadow props_wasteland/interior_fence004a.mdl
forcetextureshadow props_wasteland/interior_fence004b.mdl
forcetextureshadow props_forest/fence_barb_256.mdl
forcetextureshadow props_forest/fence_barb_512.mdl
forcetextureshadow props_forest/fence_border_128.mdl
forcetextureshadow props_forest/fence_border_256.mdl
forcetextureshadow props_forest/fence_border_512.mdl
forcetextureshadow props_forest/fence_trail_128.mdl
forcetextureshadow props_forest/fence_trail_256.mdl
forcetextureshadow props_forest/fence_trail_512.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002a.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002b.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002c.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002d.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002e.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002f.mdl
forcetextureshadow props_wasteland/exterior_fence001a.mdl
forcetextureshadow props_wasteland/exterior_fence001b.mdl
forcetextureshadow props_wasteland/exterior_fence002a.mdl
forcetextureshadow props_wasteland/exterior_fence002b.mdl
forcetextureshadow props_wasteland/exterior_fence002c.mdl
forcetextureshadow props_wasteland/exterior_fence002d.mdl
forcetextureshadow props_wasteland/exterior_fence002e.mdl
forcetextureshadow props_wasteland/exterior_fence003a.mdl
forcetextureshadow props_wasteland/exterior_fence003b.mdl
forcetextureshadow props_foliage/fern01.mdl
forcetextureshadow props_foliage/ferns01.mdl
forcetextureshadow props_foliage/ferns02.mdl
forcetextureshadow props_foliage/ferns03.mdl
forcetextureshadow props_forest/fern01.mdl
forcetextureshadow props_forest/fern01lg.mdl
forcetextureshadow props_c17/fence03a.mdl
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-27 13:52:01 UTC
in Mapping for Dummies? Post #305773
But we find yet again what is Valve spending their efforts on instead of HL3
You missed the Valve employee handbook then, huh?
It doesn't work like that.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-27 08:38:47 UTC
in Drawception Post #305764
http://drawception.com/play/eUoYt0hk2LLfs06s0iDIt09of15ueH0OBgbJp5XXuBM/

10/12 complete on the TWHL game. Come on you boring farts who aren't part of this yet.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-27 06:30:02 UTC
in Team Mapping Post #305757
I never compiled with textureshadows. Tried once and it crashed RAD, probably due to the chain link fences. You could just add the trees if you want. StaticPropShadows is really enough, imo.

Awesome tags, Blitz. If you still have the PSDs, though, I would personally get rid of the backgrounds of images 1 & 2. Looks too much like "this is the square material's workable space" whereas the bottom one has a more natural border with the bikini-clad girl.

Amazing work.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-26 07:13:00 UTC
in Need simple maps for audio-only game Post #305722
135 seconds.
Downloading Urby's now.

109 for urby's.

Good job, daubeh! :D
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-26 06:54:15 UTC
in TWHL Community Project Post #305721
Well then.

I'll go stand in the corner.
Although you can revert to any previous versions with Tortoise SVN as well.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-26 06:48:31 UTC
in TWHL Community Project Post #305719
Couple of mods have done the 7 hour war, but never well. There's one in development that I keep seeing media of on 'Lopers which looks awesome, though, so it's a fairly saturated market. Imo, If it's going to be set in the HL universe, it needs to be drastically different from other Source games.

How about a 'POV' mod. For example the perspective of a metrocop (still human, therefore a good opportunity to have moral decisions, alternate endings). Or we could go for a direct follow-up to HL: POV and do it from the perspective of a Vort in HL2. Friends with the humans. Just playing a citizen has been done a million times.

"the awesome power of dropbox"
no. It'd have to be a SVN networked folder. Automatic updates and version numbering > manual download. You can also give users permissions so that mappers couldn't, for example, fuck with the DLLs.
Here's what an SVN folder looks like for those of you who haven't worked with one. You can immediately see the advantages:
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-25 05:54:14 UTC
in Post your screenshots! WIP thread Post #305680
Updates based on your input. Thanks!
User posted image
User posted image
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-24 08:08:04 UTC
in func_breakables for cs; need help Post #305672
I suggest moving to Source. A similar problem gave me such a headache with de_twhl2011 that I almost broke my monitor in anger.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-23 09:52:28 UTC
in Valve Employee Handbook Post #305646
In our relationship, I am definitely red. You are definitely blue.
I want that to be extremely clear.

Livewire is Lord Tourette.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-23 07:33:34 UTC
in Valve Employee Handbook Post #305642
You're such a fucking freak why do I associate myself with you?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-23 06:49:35 UTC
in Valve Employee Handbook Post #305639
:|
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-22 19:53:24 UTC
in Valve Employee Handbook Post #305624
they'll probably shift their attention to Source.
There's no 'probably' about it. If Urby doesn't abandon GoldSource after The Core then I'm going to castrate him with a Big Daddy's drill.

Joking aside though, I like the way you think Striker. A truly invaluable person to get on board would be Rabid Monkey because he has all the experience of working on Black Mesa and can tell us how to avoid the pitfalls they've met which have prevented them from releasing for like 7 years.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-22 16:40:30 UTC
in Team Mapping Post #305613
Some nice edits! The fire escape definitely works better than the staircase.

Just because it doesn't look like I'll get another pass, I've highlighted some minor issues that could be fixed by someone:
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-21 23:20:59 UTC
in Valve Employee Handbook Post #305585
There has never been a better time to have aspirations to work for Valve.

Clickitybwah
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-21 20:58:40 UTC
in Post your screenshots! WIP thread Post #305580
Need advice.
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-21 18:40:43 UTC
in Can't find leak in Hammer Post #305576
the map vault requires .zip or .rar files.

Press alt + p and see if there are any reports of "empty" entities. It's not necessarily anything to do with those multimanagers - they're just the closest entity to the leak.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-21 05:36:58 UTC
in Team Mapping Post #305566
VIS takes around 4 mins, RAD around 5 depending on compile settings. Call it an even 10
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-21 02:50:38 UTC
in Unofficial Competition 33 Post #305560
I would love a "my room" rats competition.

I haven't attempted it since my absolute earliest days mapping and it's something I've always wanted to do well.

Some great ideas there. Only one I don't think would be very good would be the "half life skillz" one.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-20 00:53:14 UTC
in Can't find leak in Hammer Post #305547
upload the RMF to the problem maps vault so someone can take a look. There is a leak - compiles don't usually lie.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-19 23:42:11 UTC
in Team Mapping Post #305544
I didn't mean literally use the transform scale tool. :P
Just rework the brushwork. Would only take a couple of hours.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-19 22:49:04 UTC
in Team Mapping Post #305542
Awh, I said you shouldn't remove it! Just scale it down and make it more workable with the layout! :[
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-19 10:32:00 UTC
in Team Mapping Post #305533
You're a bit behind the times there, Striker.

http://twhl.info/forums.php?thread=17921&page=6
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-19 01:51:41 UTC
in Team Mapping Post #305529
Would you guys be interested in a quick rundown of the basics of editing a nav to be more playable? It's been awesome to share techniques through this communal vmf, but obviously the nav mesh is all in-game so you can't just check it like you can check the map itself.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 23:09:01 UTC
in Team Mapping Post #305524
Awesome, nice work! :)

Also, the nav mesh was total derp so I had to manually adjust it to allow bots to access the office via the rooftop & windows etc. They actually put up a surprisingly good game now.
User posted image
I'm happy to do the final nav mesh if nobody else wants to.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 22:34:44 UTC
in Team Mapping Post #305519
Make sure players can't get out onto the roof or see onto the top of the adjacent buildings from there - it's all nodraw'd.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 21:50:41 UTC
in Now Gaming: ... Post #305512
I'm training urby
User posted image
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 19:31:15 UTC
in Team Mapping Post #305502
yes, it's optimisation.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 19:04:35 UTC
in Drawception Post #305499
http://drawception.com/viewgame/GX9hK5Sx3G/hypnotism-you-will-not-draw-batman/
Lol'd.

Only 3 stages left in the first TWHL private game, btw! Who hasn't had a shot yet?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 19:01:49 UTC
in Team Mapping Post #305498
Are you sure you don't have either a) visgroups hidden or b) 3D skybox confusion?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 17:29:53 UTC
in Team Mapping Post #305495
ITT: Captain Terror discovers the word "sir". :)

Sucks to lose you, ninja! Looking forward to your contribution to the next one!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 16:21:21 UTC
in Now Playing: ... Post #305492
Noisestorm - Airwaves
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 13:13:26 UTC
in Post your screenshots! WIP thread Post #305489