Forum posts

Posted 8 years ago2016-08-15 16:02:01 UTC
in is it possible to create a "surviva Post #331253
Some of this is easily possible, like monsters re-spawning, and the teleportation wall.

However, exchanging points into weapons and even items? Every player should have a value of how many points they have, which shouldn't be very hard via coding? But in mapping, that's probably impossible.

Now, gathering minerals should also require a new entity/ new entities (mineral_salt, mineral_sugar etc.).

But overall, this is a GOOD idea =D
Imagine traveling to Xen, beating the poop out of Big Momma, and then going to another planet, infested with other aliens. Did you mention cooking headcrabs?

Well, the idea revolves around space travel, and then you would also need new NPCs if you want it to be fun. Coding the NPCs could be simply copying the zombie code, or perhaps any NPC's code, or you could add new NPCs almost from scratch.

Then, you should need new weapons, like plasma guns etc.

But, keep all that in mind for the Episode 2. For the first version of the mod, I suggest finishing it without new NPCs and weapons.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-08-13 06:32:25 UTC
in Post Your Photos Post #331197
I decided to take some photos of the countryside, and it doesn't look so bad, in fact it reminds me of Far Cry 3 or 4.
User posted image
User posted image
User posted image
And of course, this would make a good map:
User posted image
I also took a few photos for making textures, you know, but I think you already saw the most of them.

I also took 3 panoramas, but that won't fit here.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-08-10 06:21:58 UTC
in Post your screenshots! WIP thread Post #331142
@vodka95

Don't trash that hard work because of a small, tiny error. You probably made the piano too smooth, or perhaps you resized using the selection tool, so some vertices went off-grid.

Or maybe you just applied Null textures by accident.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-08-02 22:45:13 UTC
in Waypoints for firearms Post #331060
I wonder if there is a program which edits the waypoints, but externally, instead of in-game.

I think that waypoints etc. are configured via the console.

In other words, be prepared for heavy work...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-20 18:39:40 UTC
in Literally the internet today Post #330915
Guess which multi_manager sets off...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-19 16:37:37 UTC
in What happens if Hammer Editor shows no l Post #330888
Hi. The title seems to be too long so it was clipped by TWHL. Anyways, can you please write the full title again?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-17 20:43:06 UTC
in Switcahble teleport and multi source Post #330864
Well, you taught me some things, why shouldn't I do the same?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-16 21:15:20 UTC
in Switcahble teleport and multi source Post #330855
And, the controllable teleport... It does require a multisource, which is the Master of the teleport entrance entity (which is a trigger_teleport, I think).

A func_button maybe controls the multisource on/off, and so does the teleport.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-16 21:12:02 UTC
in Switcahble teleport and multi source Post #330854
Well, I can answer how to setup the door:

One game_counter is triggered 5 times, and once it is, the doors are either unlocked or activated.

It simply works that the 5 triggers target the game_counter, and the game_counter targets the door.
Make sure you set Initial Value to 0, and Limit Value to your number of triggrs, i.t.c. 5.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-16 12:42:16 UTC
in Someone can give the names of this place Post #330848
I'm not sure, but it's probably the capital city.
Admer456 Admer456If it ain't broken, don't fox it!
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-07-09 14:32:29 UTC
in HL3 Post #330767
I hope you're not telling that to me, because I'm just helping others understand what this guy said.

Although, I would say that DOTA 2 tools really are specific for themselves.

Let's just wait until the FPS version of Source 2 comes out/becomes heard of.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-09 11:22:18 UTC
in Interactive Story Post #330762
A long line of buses.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-09 11:09:50 UTC
in HL3 Post #330761
I understood most of what he said:

Valve's inventor left the company in January 2016, did you forget that? We can't expect the next Half-Life game because he is old, and he's also ill, that's why we can't expect its release. Please pay some respect to Valve. I think there are no newer releases than Half-Life 2. Please use another engine like Unreal Engine 4.9 / 5.0 or other so we can continue with other engines. But please don't revert to the old Half-Life (GoldSRC) engine.

Do you know who remade Half-Life 2? For example: City 17 to Unreal Engine 4.9 / 5.0 because it looks very realistic, along with the grass on the ground like in real life. That is why Valve Software can not get a chance t develop a good and a stable engine. I surely think Half-Life 3 has stopped development. No, Half-Life 3 won't come out. We'll only have Half-Life 2 and its Source engine.

Source 2 looks like Dragon World or Age of Empire 3 with a rotating camera view. Source 2 is not built for single player. Tiled map versions only look like 2D tiled maps but with a rotating camera view.

Huff... puff... can't... I'm too tired of translating. I think I should become his "Understand-inator 4000", who makes everything understandable.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-08 21:05:17 UTC
in What can I add to this entity setup? Post #330752
Because this is on the Source engine, I am a bit of a noob at mapping for it.

Now, here are images of the entity setup which mimics the one from the original map:

User posted image


User posted image


User posted image


As you can see, I've got a few func_train brushes to act as moving terrain, like the Opposing Force osprey ride. So, a 3D skybox isn't going to work here, I'm afraid.

Above the player spawn is a helicopter, and there's a prop_physics wagon below it (I will attach the two with ropes). Don't ask why, it's for the style, and the comedy.

And of course, there's an automatic startup system there, which has a logic_auto to trigger the terrain, music and the env_fade entity.

I'm asking this because I'm only a mapper for 1.5 years now, and I haven't fully developed that "sense" for mapping.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-06 19:43:50 UTC
in Leadwerks? Post #330719
Oh, I heard of it before. I think it also uses BSP, correct me if I'm wrong. If it does, however, you will remember everything about GoldSRC and/or Source, after "playing" with it for a few months.

I have never used it, but I think that Leadwerks has a nice work environment. Except it costs a lot, if I remember the price.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-04 16:36:57 UTC
in Post your screenshots! WIP thread Post #330681
@Urby

The map with stars as sprites is simply an opening sequence for my map "space_wars". After all, as soon as I added a camera and a camera path (along with a trigger_auto), Sven Co-op crashed.

I guess I could find/make a custom space skybox, OR use the nebula skyboxes, it's much more awesome.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-03 15:56:10 UTC
in Is this a dumb method? (Detail textures) Post #330661
Seeing what you did with the detail texture, I concluded that it's a nice way to emulate HDR in GoldSRC.

So, if you converted the original texture to BnW (black'n'white), to use it as a detail texture, that's a very cool way to add more colour to these 8-bit textures.

The texture size, though... You could have at least made it 3200px, or 3072px, to be exact, even though that's between 2048 and 4096.

Anyways, if you ever publish a map filled with those big textures along with big detail textures, include the system requirements, please. My card has only 64MB of VRAM, and so do other 20 000 men who play games.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-03 12:48:54 UTC
in Post your screenshots! WIP thread Post #330656
But, let's leave that for now, and admire my next big map: Sandstorm

User posted image


It's a GIF, I hope it plays properly.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-03 08:57:49 UTC
in Post your screenshots! WIP thread Post #330654
Yeah, I already did it. I used to have this problem with transparent brushes (with blue parts).

Anyways, now I'm adding an opening camera sequence.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-07-02 18:56:41 UTC
in Post your screenshots! WIP thread Post #330645
User posted image
This is GoldSRC, in space. Sadly, whenever I launch the damn map, every single sprite is pitch black, except for the space ship, which is near a light entity.

Anyways, this is how it should look like:
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-27 22:18:59 UTC
in A shooting range like in Blue shift Post #330634
Maybe there is a console command, for the suit volume?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-27 10:38:41 UTC
in A shooting range like in Blue shift Post #330620
So, you want moving targets, which move like this:
  • You press a button
  • The target comes to you
  • You press it again
  • The target goes back
Well, it's a fairly simple setup. You only need 2 path_tracks, 1 func_train brush, and a func_button.

In this situation, the target follows a loop path,

Here's an example loop: track1's next stop is track2, while track2's next stop is track1. Both need to have the flag "Wait for re-trigger" checked.

track1 - track2 - track1, this is the path.

Now the func_button activates the func_train, which should follow the given path.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-25 21:39:08 UTC
in WIP mod maps, textures any TIPs? Post #330606
Since you're making the maps for the mod, you could simply make the final version, along with an LD version of the maps, to be downloaded separately.

The LD version is basically a re-texture of the map with no major brushwork changes, if any, but of low detail. Like, if you have a few 12-sided barrels, the LD version would have lower-res textures, and only 8-sided barrels.

Of course, not everyone is patient enough to do that, so it's your call whether you'll use tiny textures or big ones.
I'll certainly follow my realm of experimental designs.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-25 12:26:48 UTC
in WIP mod maps, textures any TIPs? Post #330598
It should go well, as long as it runs at more than 20fps on an Intel X3100, which is a terrible iGPU, even in Sven Co-op.

In my opinion, it would be a smart idea to make 1 texture with 2-4 resolutions, like: 1 floor texture, with a 128x, 256x, 480x and a 512x variation.
So, use the 128x for the non-detailed, non-reachable areas, and use the 512x (and/or the 480x) texture for the "obvious" parts, where the lightmaps should be detailed, for example.

However, I recommend the 480x texture more than 512x. Why 480x480? Because if you fit a 512x on a face, it will have 6 wpoly. With 480x, it's only 4 wpoly, at least I think so.

One obstacle will be the alloc-block limit or something, I've heard of it once. So, for max detail, use a 256x texture with a detail texture overlaying it. Just don't use too much detail textures, because they can take up too much video memory, since some integrated cards still have less than 256 MB of VideoRAM.

And try NOT to use blinking lights, a.k.a "lightstyles" in lightmaps. Because OpenGL doesn't support them well enough, so it does lag a bit. It lags horribly on the Intel X3100, even with 1 blinking light.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-25 09:28:17 UTC
in train issue Post #330595
Never say never. Func_train has a good use for elevators and many other things. While func_tracktrain behaves more like a real train.

But, if the problem was the player being stuck when you reach that point, the problem is the calculation of movement, probably, since GoldSRC has to synchronize the movement of the player with the train, and then a glitch simply happens.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-24 20:00:51 UTC
in train issue Post #330589
Simple collision stuff.

You can probably raise the ceiling a bit, so the player will not get squished. Alternatively, just put the path_corner (or path_track) entities closer to the ground.

Also, smoothing the path is an OK idea, but be careful with it, because GoldSRC has a limit of 512 entities per map, I think.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-22 08:02:02 UTC
in game_counter doesnt work me Post #330543
Assuming that you have the following entity setup:
  • 6 targets (func_breakables if you shoot them)
  • 1 game_counter
  • 1 game_end
If you're saying that if you shoot only one, and the game ends, then it's probably because the game_counter's properties aren't set properly.
Could you please tell me every parameter from the entity game_counter?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-22 07:25:56 UTC
in Post your screenshots! WIP thread Post #330540
A more real challenge would be a curved ramp (like the one on the picture) with support beams, and a fence on top of it. And, it must be OK for Counter-Strike's func_vehicle to traverse it with at most, minor problems.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-21 17:55:19 UTC
in Post your screenshots! WIP thread Post #330529
That's so easy, a 14 year-old can do it! I'm going to try that just now.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-19 16:47:03 UTC
in Sprites of trees and bushes Post #330518
I would recommend Sprite Explorer, it doesn't have many limitations as SprWiz.

@vodka95-ICR
The blue must have the position of 255, it needs to be the last colour. Of course, assuming that you have already set the sprite mode to Alphatest.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-18 15:05:26 UTC
in Post your screenshots! WIP thread Post #330511
Nothing is more important than waiting for Crashday 2. At least when it comes to games.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-18 09:58:48 UTC
in Post your screenshots! WIP thread Post #330507
Quake bigger than GoldSource? Only Quake 3 and 4's engines are.

Half-Life 3 will use Source 3, because it will come out probably in 2033, by then, Source 2 will be old.

But yeah, Volatile 3D is nice.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-18 08:58:56 UTC
in Post Your Photos Post #330506
Since I look better in-person rather than on a picture, here's my gaming rig:
User posted image
It's a beauty, running Far Cry (1) at 25fps on medium settings. I cleaned 20GB of space 2 days ago. That's a picture when I was installing 3DS Max 6 on it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-16 23:18:32 UTC
in Post your screenshots! WIP thread Post #330481
I believe that's what CLIP brushes are partially meant for.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-16 16:40:18 UTC
in What's up? Post #330474
You have been promoted to: "Wireless Schwarzunger"
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-16 09:13:28 UTC
in Sprites of trees and bushes Post #330466
Sprites are simpler to render, too. And they can be animated, and if I'm right, they can be transparent and animated at the same time, I hope.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-15 19:49:06 UTC
in Sprites of trees and bushes Post #330456
Yes, you can also just lock 1 axis, but the Z-axis, if it's just 1.
Alternatively, take a look at this before attempting to rebuild hazardous!' tutorial.

The linked tutorial has pictures of each sprite orientation, so you can get a good sense about each one's usefulness.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-15 18:31:05 UTC
in Sprites of trees and bushes Post #330452
I never got sprites right for foliage. They always face the player. I always ended up using func_illusionaries.
You never made them not face the player, didn't you? Take a look here.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-15 18:28:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #330451
"Insta ban" probably means "Instant ban". That means that something/somebody will be banned instantly, at the given moment.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-14 20:11:51 UTC
in Sprites of trees and bushes Post #330434
You'd have to make sprites "stand still" (I did a nice tut on GameBanana), and then it will need to be transparent. (Also, hazardous! made a tutorial for the Valve ERC, which is archived on TWHL)

Of course, I could make a custom one for you, but I'm busy experimenting with Far Cry (ever since the "discovery").

Since you made that map saddam_village, I'm sure you could extract the bush texture and turn it into a sprite.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-12 06:19:59 UTC
in Post your screenshots! WIP thread Post #330390
Nah, everything is possible. I carved an arch once. It worked perfectly! I even have an unfinished theoretical model of carving spheres.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-11 07:47:51 UTC
in Big, open terrain maps? Post #330382
While it is actually possible (also with expanding the grid size to 13000x13000 units), the end result would be horrible, and the map would also be hard to work with, unless you have a good PC with a GPU equivalent to a GTX 480, but the engine would still struggle. +compile times.

If you want some open maps, Source is OK up to a point, while CryEngine (even CE1) seems the best one for the task.

To answer the second question, I'm not sure. But, there's a map of mine, "de_crater" or "dm_crater". And, I'm soon going to add open world maps into my Half-Life mod, "An unknown game".
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-07 17:19:49 UTC
in Displacements in Jackhammer? Post #330370
It's not that complicated with the clipping tool. You basically make a square brush, and cut it diagonally, thus making 2 triangles, and then copy that polygon brush to make an area of triangles.

Just make sure that they're NULLed, and then apply a visible texture on top of them.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-05 05:26:57 UTC
in Im not sure if HINT is working... Post #330346
I'll tell you something, to be honest. I am a mapper with 1.25 years of experience, and I've never used SKIP or HINT. I've only used some clip textures, then a lot of nulls, and a bevel there and there.

But I'll certainly see if this map has problems. Basically, hint brushes alert the VIS, and thus help it, to optimize the map. Of course, it happens if they are used well.

Also, there's a texture called 'SKIP'. Using that, you can paint only one side of the brush with hint, and the other sides will be ignored by VIS.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-04 05:39:56 UTC
in Post your screenshots! WIP thread Post #330333
Looks so wrong to have high resolution shadows on a surface directly next to ome with blobby, low resolution shadows...
That's not true in some cases. If, let's say, a box is on a surface with hi-res lightmaps, next to a surface with low-res lightmaps, that would be perfectly OK. But only if there was an object far away from the low-res surface. Only then, a blurry shadow would make sense.

It commonly happens in real life. Bodies far away from their surfaces cast blurry shadows. Also, it depends on the intensity of the light itself.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-03 20:07:56 UTC
in 2 textures with one name Post #330331
In GoldSRC, the names of textures (for use with some sounds) are located in materials.txt. I'm unsure about Source.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-03 14:45:28 UTC
in 2 textures with one name Post #330327
It accidentally happened to me, when I was making an HD texture of a Half-Life crate. I named it the same as the original one, and I used the HD one in the editor.

I think it depends on the order by which you've added the texture, or it might also depend on the alphabetical order of the wads.
Admer456 Admer456If it ain't broken, don't fox it!