Forum posts

Posted 7 years ago2017-07-29 15:59:48 UTC
in TWHL Pockets Post #336544
I guess I'm finally at the stage where I have some work in progress screenshots to share. Have some dystopian future dimension pictures!
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Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-28 09:31:27 UTC
in TWHL Pockets Post #336502
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-25 20:06:06 UTC
in TWHL Pockets Post #336370
Technically the ceiling can be as high as you like, but the player must not be able to access anything outside of a 1024 unit cube.
Well, I'm more asking, if the top of the highest brush is at the 1024 unit height mark, and the ceiling above is a skybox, is the player still allowed to walk on top of it?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-25 18:55:10 UTC
in TWHL Pockets Post #336368
Question: is the 1024 height limit the highest reachable floor of the level, or is it the max allowed height of the ceiling?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-25 14:14:30 UTC
in TWHL Pockets Post #336353
Yeah, I'm in on this! I was just a little confused, because of the mention of custom character models, but then I remembered monster_generic.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-25 14:04:49 UTC
in TWHL Pockets Post #336351
Yay, finally an excuse to pick up ye olde Goldsource hammere again :) Just a question, though. Will it use SoHL like Tower, or just the standard Half-Life binaries?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-18 18:53:41 UTC
in Post your screenshots! WIP thread Post #336137
I think I posted something similiar a year ago, so here's version 2 of the fully player controllable combine sniper rifle in Half-Life 2!
And here's a video where you can see it in full action!

Now for the screenshots:
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It's essentially a func_tank with a laser parented to it. It's damage is set to kill combine soldiers in two bodyshots or one headshot.
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With the power of game_ui, it can have a cyclable scope! There are two ranges of scope, at 45 and 10 degrees respectively, but it's set up so more degrees of zoom can be added. Zoom modes can be cycled both by pressing and holding down the attack2 button.
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The rifle can also be used by NPCs, but it'd probably be better to just use a npc_sniper for that. I've found that NPCs are a little too good with this sniper rifle.

BONUS PIC!
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I found an unused input for the npc_combinegunship. It's called DoGroundAttack and it will perform this big energy attack at the named target. If the target given is a moving target, it will fly over the target before performing the attack. The attack will go through roofs and ceilings, so that's something to keep in mind.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-01 16:45:12 UTC
in Post your screenshots! WIP thread Post #335849
@Windawz It looks nice, but those lights appear to be pure white. No lights are pure white, and especially not torches with fire in them. You should add a tinge of color to them, and it might make your map look more alive.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-06-29 20:24:17 UTC
in Post your screenshots! WIP thread Post #335815
Building the basement:
Are those wooden beams clipped so players don't get stuck in them?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-06-15 08:50:16 UTC
in monster_generic and path tracks Post #335506
I do believe monster_generics can still walk to scripted_sequences, so try that maybe?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-05-31 16:35:07 UTC
in Post your screenshots! WIP thread Post #335189
Well, I had to use displacements not becuase of the warped geometry (that could very easily be done with vertex manipulation) but rather becuase of texture mapping.
When you move a displacement point, the UV doesn't change and the texture moves with it. This can be a curse if you want to create something like a seamless cave or cylinder, but a blessing if you want to have warped surfaces where the texture stays in place, like that room.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-05-31 14:18:37 UTC
in Post your screenshots! WIP thread Post #335182
Optical illusion using displacements
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Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-04-22 12:34:12 UTC
in Post your screenshots! WIP thread Post #334560
And still, how did they make skybox to change during the ending sequence without changing the level?
It's actually pretty clever how they did that. One half of the skybox they used in that map is the cliff skybox, and the other half is the Xen skybox. You can't see both sides at the same time while in that level.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-04-08 17:05:55 UTC
in Post your screenshots! WIP thread Post #334280
@Tetsu0 You can always use Propper to turn your brush ship into a model one.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-03-29 15:49:56 UTC
in Competition 34: HL Re-Imagined Post #334147
I had trouble updating my map for the vault, and now I'm not sure if the link I used when submitting my entry even works. Should I resubmit just to be sure?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-03-27 12:41:52 UTC
in Competition 34: HL Re-Imagined Post #334127
Welp. I've submitted my entry. Do I have to upload it seperately to the map vault if I want it to be able to be played by the public?

EDIT: I decided to try to upload my map to the map vault anyway, seeing as others have done it, but I keep getting errors when trying to upload it. The zip file is over 2MB (closer to 25MB) so I have to link it. However, when I do so, I simply get an error that says "file error". Can anyone give further information on why this is?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-03-20 14:28:44 UTC
in Competition 34: HL Re-Imagined Post #334060
Working on the last few rooms hoping to pull it all togheter before the final deadline. I might have to cut a few rooms, though, if it takes too much time. Anyway, here are some progress screenshots:
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Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-03-17 16:08:28 UTC
in Post your screenshots! WIP thread Post #334010
What if Valve secretly wants us to use Source and phase out GoldSource?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-03-16 19:09:03 UTC
in Post your screenshots! WIP thread Post #333992
lightmap scale has nothing to do with the compilers or the editor, its in the engine
Lightmap scale do affect the compile time, since a lower lightmap scale requires more calculations on a single surface. Lightmaps can therefore be optimized where high quality lighting isn't required, or in low-contrast light areas.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-03-16 19:08:59 UTC
in Post your screenshots! WIP thread Post #333991
lightmap scale has nothing to do with the compilers or the editor, its in the engine
Lightmap scale do affect the compile time, since a lower lightmap scale requires more calculations on a single surface. Lightmaps can therefore be optimized where high quality lighting isn't required, or in low-contrast light areas.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-03-07 18:37:35 UTC
in Competition 34: HL Re-Imagined Post #333899
I made some more progress, so I decided to post a few more screenshots:
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Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-02-26 18:43:58 UTC
in Map'sp lights. How to make it fade? Post #333760
I seem to remember on and off styles being implemented by either a mod like Spirit or by Xash3D. Or maybe it was just in the FGD for one of those and were left behind. Either way, I don't think it's possible in standard Half-Life. It is possible in Source with the SetPattern input, though.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-02-26 18:43:57 UTC
in Map'sp lights. How to make it fade? Post #333759
I seem to remember on and off styles being implemented by either a mod like Spirit or by Xash3D. Or maybe it was just in the FGD for one of those and were left behind. Either way, I don't think it's possible in standard Half-Life. It is possible in Source with the SetPattern input, though.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-02-26 18:38:16 UTC
in Competition 34: HL Re-Imagined Post #333757
I decided to try something for this competition after all. Let's see how far I can go with this.
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Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-02-20 16:33:29 UTC
in Competition 34: HL Re-Imagined Post #333652
I was initially going to remake all of On A Rail in Half-Life 2. But then it dawned upon me what a monumental task that was and all motivation to participate in this competition escaped out of me, like air from a balloon.
I wish the best of luck to everyone participating, though!
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-01-11 09:25:29 UTC
in Building an aquarium in HL2: Water probl Post #333021
Water in Source doesn't actually have the coustics of water except for on the surface. You'll probably have to work around the limits and use other illusions instead of actual water brushes.
For instance, a refractive material using the water normal maps for the sides of the aquarium.
As for the glass, Source supports transparent materials directly, and as such, having a func_wall with a low render amount isn't necessary. Func_wall shouldn't really be used at all in Source since there's the much more powerful func_brush.
Dr. Orange Dr. OrangeSource good.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-01-01 20:48:05 UTC
in Compile log mentions leaks but there are Post #332943
That may be why copy pointfile to map directory is enabled by default in the expert compile settings (if it's in Hammer for GoldSource or Source I don't remember).
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-12-23 12:03:46 UTC
in TWHL4 Design Crowdsourcing Post #332819
One feature that I would like to see implemented is the ability to edit your posts an unlimited amount of times for as long as you like, even after someone else have posted.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-12-23 10:48:46 UTC
in Post your screenshots! WIP thread Post #332816
@Crypt That looks great. Is it for the current competition or just an independent project? Looks good anyway!
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-12-14 13:43:09 UTC
in Competition 34: HL Re-Imagined Post #332705
@Instant Mix
Either the chargers on state is animated, or it's off state is animated, and dunno what you guys would think would be better - sorta thing a modern "loading wheel" would be fun to play whilst it's charging back up again.
If you want to have both states animated, you can! It's a little known feature in Half-Life that stems from Quake that a toggled texture can have animated frames by using +b, +c, +d, +e, and so on. It's just never used in Half-Life, but it does actually work. :)
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-12-13 18:09:02 UTC
in TWHL4 Design Crowdsourcing Post #332690
I was waiting for someone to suggest "Comic <insert any name here>" font grin - :D
Every April 1st, all text on the web site should use the Comic Sans font instead of whatevery it uses normally :/
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-12-03 22:36:07 UTC
in Post your screenshots! WIP thread Post #332536
It's not Surface Tension, keep guessing :)
Either way, here's an in-Hammer overview that doesn't show a lot.
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Also, spoiler: if you didn't like Water Hazard in Half-Life 2, you probably won't like it... Hope you like airboating :P
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-12-03 17:10:55 UTC
in Post your screenshots! WIP thread Post #332529
Some Work in Progress screenshots of my entry to the new competition. See if you can figure out what it is!
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Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-11-15 17:33:33 UTC
in aiscripted_sequence: maybe I�m doing s Post #332295
Mind posting your fix here so that future generations can look to this thread if they have the same problem?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-11-13 09:09:16 UTC
in Post your screenshots! WIP thread Post #332264
@Admer456 Are you going to have Darude - Sandstorm play on a loop in the background?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-10-30 16:39:28 UTC
in Scientist speaking without being told to Post #332160
IIRC some of the barney button pressing animations have the beeps and boops in their animation events.
But someone accidentally put them in the speech channel instead of the body sound channel.
Which actually have the rather comical effects of their mouths moving in synch to the beeps.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-10-30 13:43:36 UTC
in Scientist speaking without being told to Post #332156
checktie
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-09-11 09:54:52 UTC
in Post your screenshots! WIP thread Post #331633
I made something Half-Life 2-ish
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Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-09-05 11:44:29 UTC
in how to set up cs 1.6 for steam Post #331580
The Steam versions of all GoldSource games runs as a mod for Half-Life now adays. Instead of cstrike.exe, you should use Half-Life's hl.exe.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-08-07 11:00:36 UTC
in Batch file issues Post #331103
Well, one thing I can see here is that you've put the map in the wrong place. The map name (mil_duty10) mus come after the command parameters. So for instance, your CSG parameters should be:
"-cliptype precise -estimate -chart -wadinclude d:\wads mil_duty10". You should also include the game directory with "-game path/to/mod" at the very beggining.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-08-03 12:17:12 UTC
in goldsrc studiomdl qc file error Post #331068
What does your QC file look like?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-08-01 12:33:36 UTC
in Twelve Absent Men (UE4/Mobile version) Post #331041
What are you using to render these backdrops?

EDIT: UE4. Yes. Stupid. But they're rendered to static backdrops? It's all 2D?
My guess is PrtSc
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-07-15 19:30:14 UTC
in Post your screenshots! WIP thread Post #330839
How does it happen?
Also, how does it work in relation to difficulty settings?
Like this:
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Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-07-14 14:52:53 UTC
in Post your screenshots! WIP thread Post #330830
While this doesn't really show off any actual mapping I've done, I'm pretty sure it'll give you a hint of a feature I've implemented that'll make it a lot more fun to mess with players >:)
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It's also one of the first thing I've ever programmed so I'm proud.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-07-04 19:29:25 UTC
in Post your screenshots! WIP thread Post #330683
Still kinda new on mapping but there is anything I could improve in the screenshots above? Thanks for reading!
It's a bit too dark. I can see what kind of environment you're creating, and you've really done a good job! However, it's still too dark. I suggest either making the lights you allready have more brighter, and perhaps add additional lighting where it gets too dark. Other than that, it looks good. keep it up!
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-07-02 20:28:44 UTC
in Post your screenshots! WIP thread Post #330646
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.
Have you made sure the fx ammount is set to 255? I fall for this error a lot since it's 0 by default and I don't think to change it.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-07-02 17:43:29 UTC
in Post your screenshots! WIP thread Post #330643
Lovely green stuff!
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Plus some lovely, not-as-green stuff.
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Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-06-27 09:33:19 UTC
in A shooting range like in Blue shift Post #330617
Do you mean the targets that move towards you when you press the button?
It's simple. Just make the target out of brushes and turn it into a func_train entity, set up two path_track entities where you want the target to stop, and then make a button target the func_train. The path_tracks should have the "wait for retrigger" flags set so that the target will stay at them.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-06-21 19:32:45 UTC
in Post your screenshots! WIP thread Post #330531
Is there any tutorials for that angled ramp?
Create an arch, clip each piece of the arch into two triangles, raise each pair of vertices higher than the previous ones, done.
Dr. Orange Dr. OrangeSource good.