Forum posts

Posted 18 years ago2006-01-11 13:31:24 UTC
in What am I working on? Post #157465
Some kind of add-on for a vacuum cleaner or hair dryer
Posted 18 years ago2006-01-11 10:04:29 UTC
in anime Post #157426
That's because you fall into the error of thinking that all cartoons are for kids, just the way some people think all videogames are for kids. Wrong!
Cartoons, just like films, music and videogames are a form of media in which you can choose what you like. About the sexuality in manga/anime, its because of Japanese culture, which is not so offended about these things as the "western world". (and like you said, its just a cartoon). But there are plenty of mangas which dont have that kind of content at all.
And those series were mostly made in Japan, for a certain type of audience. And they dont have a problem with it. Most anime is censored in our TVs so I dont see where the problem is...
Posted 18 years ago2006-01-11 09:13:29 UTC
in anime Post #157423
DBZ is a kids anime
DB wasnt a kids anime at first. The first bunch of chapters had a lot of censored parts in Europe and USA (not the manga though)
DB slowly changed from an adventure story to a fighting story (DBZ) which was a shame. As for the comparison between the manga and the anime (I have most of the manga and saw most of the anime as a kid), the manga version is lightyears better than the tv series. There are no never-ending combats or pointless stories to fill in gaps.
Posted 18 years ago2006-01-10 16:11:20 UTC
in Your first map Post #157298
That was my first map ever, as stated in the description. I dont know what was the first map I released since I used to have them all in my webpage.
Posted 18 years ago2006-01-10 15:43:36 UTC
in Your first map Post #157295
My high school in Paris, as some of you know:
http://twhl.co.za/mapvault_map.php?id=3327
Posted 18 years ago2006-01-10 15:36:17 UTC
in GoldSource Mapping Tips Post #157293
Place both of them in an equal distance from each other.
this sentence is sort of funny. You know, any two things are always equidistant :D
The method seems to work fine. If your cilinders are aligned to the grid, chances of getting malformed faces are less likely. Also, remember to clip objects according to the grid, from one vertex to another.
Posted 18 years ago2006-01-10 07:15:17 UTC
in Grating Post #157227
Yeah, how do you do that? I've always had a similar problem to Elon's. I've always wanted to make a map where you could close parts of the layout if there weren't many people playing.
Posted 18 years ago2006-01-09 23:34:10 UTC
in GoldSource Mapping Tips Post #157200
I have noticed that by creating everything with the null texture, then working and textureing visible faces as I go, that compile times can be reduced by as much as 10 to 20%
Once again, it depends on how you design your map. Imagine you have an indoor only map. Unless you put it inside a big sky box, null texture wont really help you there. The time you waste retexturing would be more than the compile time you save...
In source maps, nodraw (same as null) is useful for outdoor areas: unseen sides of buildings like rooftops, brushes under big displacement surfaces etc
Posted 18 years ago2006-01-09 23:29:47 UTC
in need ideas??? Post #157199
please add any thing you think i should do.
First, reconsider if it's going to be worth the effort. Maybe you'd be better off making one singleplayer map about it (you can put a lot of things in one source map). The story doesnt sound very original, it actually reminds me of hlcomic and Gordon Frohman in Ravenholm at the time of the attack... :confused:
Posted 18 years ago2006-01-09 18:44:22 UTC
in Grating Post #157130
What do you guys prefer, realistic(grenades don't pass the grate) or fun? Vote please...
I guess we have a different idea of what "fun" means. I wouldnt like to be shot by a player 3 platforms below me that I cant see, and not being able to take cover. :
Posted 18 years ago2006-01-09 18:14:32 UTC
in Grating Post #157114
Make the grate a func_wall, but carve the places that are transparent. You'lle get higher r_speeds, of course, but you'll have the sound, and bullets will only go through the places they should. Or, make a grate entirely made with brushes (with a metallic texture for the sounds)
Posted 18 years ago2006-01-09 17:43:33 UTC
in GoldSource Mapping Tips Post #157100
You only need to use the null texture for unseen faces that are actually rendered. Unless you use a sky-textured box for your map (which is considered n00b-craft) there wont be many faces to null-texture. The compile process discards most faces...
Posted 18 years ago2006-01-09 00:20:55 UTC
in anime Post #156986
How can your question be out of topic If you opened the thread?
You didnt state any details of the anime movie you want (type of file, language...) so people will have to guess in order to help you... :quizzical:
Posted 18 years ago2006-01-08 23:08:14 UTC
in The Fraud - Exposed Post #156974
To anyone who uses other people's work (screenshots, maps, copying in school exams, etc.) you are wasting your time. If you try to confuse others into thinking that you work well, they'll be more dissapointed when they see your true nature. In other words, dont build a hype around you if you cant live up to it.

This applies to other situations in life. Imagine, for example, that someone asks you to write an essay, and you work day and night to make something really good. From then on, you'll be asked to produce work of that level, and you wont always be able to!!
Posted 18 years ago2006-01-08 21:02:31 UTC
in DVD rippin' Post #156960
You should save the audio as a separate procedure and add it with VirtualDub.
1)Decrypt vob files
2)open vob files with dvd2avi
3)save wav with dvd2avi
4)save avi with dvd2avi with the VFAPI plugin codec
5)open virtualdub, select the avi and the wav file for sound
6)apply any changes, chooses codecs and save.

It is important that you dont delete de vob files until everything is done, since VFAPI directs VirtualDub to these files, instead of a real avi.
Posted 18 years ago2006-01-08 19:44:38 UTC
in DVD rippin' Post #156952
After you decompress the vob files with any of the decrypters mentioned in this thread, one program you could use is DVD2AVI with a VFAPI plugin.
By using the plugin, you can create a dummy .avi file in a very short amount of time and open that in VirtualDub. With Virtualdub you can trim the video, change aspect ratio, choose the codec for the AVI etc.
I think that's the fastest way.
http://www.divx-digest.com/software/dvd2avi.html
Posted 18 years ago2006-01-08 17:09:46 UTC
in The Fraud - Exposed Post #156924
Maybe you are not a liar habboi, but my "ultra detailed maps" are also fun, not just eye candy :P
Posted 18 years ago2006-01-07 16:38:30 UTC
in Professional architect mappers Post #156733
Framerates might be a problem after the map is finished. From where that picture was taken, I get about 25-28 fps. And the house still doesnt have almost any furniture inside. Maybe it's time to learn how to model. Is there a way to put models inside a BSP file? that would be so neat...
Posted 18 years ago2006-01-07 16:22:58 UTC
in Professional architect mappers Post #156729
There about 6 options to choose in imageshack, which one should I pick? I used to get it right but I dont know whats wrong.
Anyway, all of the trees are from HL2, but the higher ones are just one flat texture. I need tall trees but the tallest ones in HL2 are corrupted in the beta.
Posted 18 years ago2006-01-07 15:52:04 UTC
in Professional architect mappers Post #156720
Dont worry, that cliff was just there to give me an idea of the space. I need to redo it, just the way I remade the waterfall part of the map, as seen in the following screenshot. (water is just a quick photoshop brushwork)

http://img447.imageshack.us/img447/3549/moretrees0kl.jpg
Posted 18 years ago2006-01-07 14:30:50 UTC
in Competition 19 Post #156688
I said maybe. I have some nice ideas for a DM map, but it would probably take me too much time to complete. Dont worry about me for the moment.
Posted 18 years ago2006-01-07 14:03:52 UTC
in Competition 19 Post #156681
I won't make a map for this compo though.
Or maybe I will...
Posted 18 years ago2006-01-07 13:26:26 UTC
in The Fraud - Exposed Post #156664
what kind of game designer would I be if I stole maps and released say a Quake 5 with similar maps to Kasperg's or Rabids...
Hey, that be a hell of a good Quake game :D
Posted 18 years ago2006-01-07 07:39:43 UTC
in Competition 18 Post #156607
Well, anyone can find some time to do a map in 49 days, specially knowing that whatever you do (even if it's unfinished) will probably get you a trophy. I'm even tempted to make a map myself :(
Posted 18 years ago2006-01-06 22:14:57 UTC
in Professional architect mappers Post #156574
I know this ccould belong to the "Current Projects" thread, but I also belongs here.
Once again, some progress on Frank Lloyd Wright's Kaufmann House:

[img=http://img355.imageshack.us/img355/2087/screen36hp.th.jpg]

[img=http://img229.imageshack.us/img229/9966/screen10pe.th.jpg]

[img=http://img229.imageshack.us/img229/5879/screen29sz.th.jpg]
Posted 18 years ago2006-01-06 22:03:14 UTC
in Goodbye. Post #156571
Well, mapmaking is really useless if the only thing you care about is the results and popularity of your work. The important thing is to have fun in the process, discovering new places that only you have dreamed about.
I started mapping in 2001, and more than 3 years later I joined this site to share my maps with other people. I got no 5 star reviews during that time and it didnt really matter. It actually helped me decide what I wanted to do in the future.
I wish you good luck, and somehow I suspect you'll be clicking that Hammer.exe more than once in the future :)
Posted 18 years ago2006-01-06 16:31:32 UTC
in Muzz's HLDM Server Post #156483
Or just apply "If it moves, shoot" strategy. You cant hurt your friends in Teamplay, so the only thing you'll lose is some ammo until you realize its a teammate. I apologize again for the model choice in tp_sacrificie. Zombies and Scientists are dressed alike.
Posted 18 years ago2006-01-06 13:47:22 UTC
in Competition 19 Post #156461
Keep in mind that the source compo ends next week...
Posted 18 years ago2006-01-06 10:51:45 UTC
in Competition 19 Post #156432
I'll be a judge then. I won't make a map for this compo though.
Posted 18 years ago2006-01-05 22:22:38 UTC
in Religion Post #156363
I dont agree. The principles of Christianity (some shared by Islam) speak against eliticism and exclusivism. If we talk about "sins", killing is considered a major sin. So the Crusades went against the principles of Christianity and therefor cannot be atributed to the christian doctrine. It has more to do with greed, political decissions and all that crap from the Middle Ages.
As for Islam, I'm not quite sure if the early writings encouraged the "Holy war" and killing of innocents. Maybe the "Holy war" was a response to the crusades. Either way, religion is an excuse in both these cases, not a cause.

Let's say that I blew myself up tomorrow claiming to do so in the name of Buddhism. Would you think Buddhism endorses violence then? Nope. Because I'd be doing something which Buddhism is against. :)
Posted 18 years ago2006-01-04 23:19:32 UTC
in Professional architect mappers Post #156269
Design workshop lite is fairly easy to use if you just want to look at the 3d models (I assume the ones from www.greatbuildings.com)
I'll take a look at those buildings, but my main project right now is Kaufmann House.
My other source map (the one based on Piranesi's drawings) will have to wait until vALVE fixes the editor (it crashes because of the NPCs).
Posted 18 years ago2006-01-04 18:14:43 UTC
in Professional architect mappers Post #156204
Hey, i'll also be a professional architect in 3 years or so, hehe.
So far I've modelled Le Corbusier's Tokyo Museum of Western Arts, Mies Van der Rohe's Farnsworth house and I'm currently working on Wright's Fallingwater House
I also use Hammer for my projects. It lets us see things right away. It's also much faster than any CAD or 3Dstudio thingy. :)
Posted 18 years ago2006-01-04 16:00:43 UTC
in Muzz's HLDM Server Post #156181
Warpcore turned out to be a very cramped map. Good for shotgun, but most other weapons are a bit useless. Not my favourite map.
Posted 18 years ago2006-01-04 13:45:24 UTC
in Competition 18 Post #156163
If this competition is even less succesful than the one of Dr. Breen's house, I will quit deciding compo themes. And maybe that way I can enter a competition even if I actually win the one before it...
Posted 18 years ago2006-01-04 13:01:27 UTC
in Headcrabs and zombies Post #156159
If HL2 is repetitive, I wonder what Doom3, Painkiller, FEAR, Quake4, CoD2, FarCry etc. really are... At least HL2 has more enviroment variation than most of those games.
Posted 18 years ago2006-01-04 12:54:50 UTC
in Competition 18 Post #156158
Why would he? Even if he submits what he has done so far, he'll probably end up having a trophy...
Posted 18 years ago2006-01-04 09:41:16 UTC
in GoldSource Mapping Tips Post #156133
Has anyone tried a light-emitting texture with { transparency? That'd be an easier way to create lighting textures with difficult shapes without having to clip or anything like that.
Posted 18 years ago2006-01-04 08:37:55 UTC
in Problems with textures Post #156124
Align the texture with the L, R, C, B, T buttons in the texturing toolbar. Or use the button that says "Fit"
You dont really need the brush to be the exact same size as the texture. You could make it a lower multiple of it, like 96 x 72
Posted 18 years ago2006-01-03 15:46:31 UTC
in Mapping from Half-Life 1 to Source Post #156030
HL1 mapping doesnt have the luxury of displacement surfaces for terrain.
Ok, source maps are usually more time consuming because you tend to put more detail.
But the exact same map would be easier to make with the new Hammer editor.
Posted 18 years ago2006-01-03 14:07:07 UTC
in Professional architect mappers Post #156002
Some of those modern-looking buildings were made in 1929 for example. They were a great deal back then, and now they serve as a reference. Most of the things we map would be impossible to build in real life, or too expensive...
Posted 18 years ago2006-01-03 13:45:52 UTC
in Professional architect mappers Post #155996
Neat! I'm going to take a look at it, and I'll try to join somehow :D
Posted 18 years ago2006-01-03 10:19:23 UTC
in GoldSource Mapping Tips Post #155973
That's one of the reasons dm_adaptation won the HL2DM compo. Even if the layout of a map is small, it's part of a bigger world. In HL2 this is easier to achieve, specially in outdoor areas.
I recommend using the 3D Skybox to complete unaccesible areas of the map, not just to make a distant hill and some houses. And of course, give the brushes in the 3D skybox a lower lightmap value!!
Posted 18 years ago2006-01-02 20:33:36 UTC
in GoldSource Mapping Tips Post #155885
Speaking of detail.
When you are making a part of your map (a wall, a certain room etc) with a lot of detail, you must somehow mantain that level of detail throughout the map. I have seen lots of maps where one room is superb-looking but the rest of the map seems to have been done really fast and unwillingly. It happens to me sometimes.
Even though we sometimes make a map from a certain image or idea we have in our mind, more is needed to make a working game level. In the same way, a working game level is pretty boring without that image or idea behind it, and that's why some maps are clones of cloned maps...
Posted 18 years ago2006-01-02 16:23:13 UTC
in Muzz's HLDM Server Post #155847
@Trapt: dm_abandoned seriously needs an update. 4 people left the game within 2 minutes complaining that the map was WAY too dark to play properly (myself included) Is there a possibility of an upgraded version? Brushwork is nice (at least the visible stuff) and the layout is also good.
Posted 18 years ago2006-01-02 15:15:42 UTC
in Muzz's HLDM Server Post #155834
I think the confusion lies in the fact that zombies in HL are made from scientists, and both models have a white robe.
In tp_seth, the models are barney and robo. No way to get confused with those ;)
Posted 18 years ago2006-01-02 11:07:22 UTC
in GoldSource Mapping Tips Post #155784
they don't fit in with my brushwork! It's anoying as hell.
Then work the other way around. Make brushwork according to the textures. Since most of them are 32x32, 64x64, 128x128 etc. You should always make your brushes with those dimensions. That way you'll avoid using the FIT tool for example.
About textures not fitting with each other: You can use lights to help you with that. Under a yellow/white light, textures will retain their colors. But if you use other types of light (green, red, blue etc) all the textures will have a similar color range and will look ok.
As for overused textures, I dont really think that's a problem. You can use them in new ways, light them however you like and the map might end up looking better than another that uses custom textures. Think about it.
Posted 18 years ago2006-01-02 10:13:05 UTC
in GoldSource Mapping Tips Post #155778
Here's another one:
When making a deathmatch map, you should keep in mind the importance of spawn-point placement. While this might sound obvious and most people tend to do it right, you need to carefully think and decide where the player will be looking at when he/she spawns.
If there's a nearby weapon, you might want to make the player face it so he can grab it right away.
You can make a player spawn in a big area, but if he's facing a corridor, he'll probably go in instead of turning around and fighting in that room.
Avoid spawn-points facing walls. You can put them next to walls, but you should always give the player the best area of sight possible.

etc
Posted 18 years ago2006-01-02 09:43:42 UTC
in GoldSource Mapping Tips Post #155776
I think we could use this thread to discuss some mapping tips, tricks and common errors are not usually talked about in tutorials, but are still important. Most of these things apply to both HL and Source, and any other game level editor for that matter.
It'd be nice if people post their ideas and things they have trouble with while mapping (I'm not talking about a certain problem with a certain map)
You dont need to tell all your tricks. Some mappers are really secretive about how they work. But if you want to share anything, people will appreciate it.

Ok. Most of you probably know this, but other people (even people in the game industry like F.E.A.R's level designers) are still making this mistake.
User posted image

It's not hard to see that the stairs on the left look really bad compared to the ones on the right. That's because they were made with several copy-paste commands and no retexturing at all. With a longer staircase and other textures, this effect can be horrible-looking.

Solving this could be as easy as selecting the odd numbered steps and giving them a scale of -1.00 in the X axis.
Posted 18 years ago2005-12-31 21:06:27 UTC
in Hammer running error Post #155537
remove the parameter from the shortcut and restart steam
Posted 18 years ago2005-12-31 15:31:28 UTC
in Muzz's HLDM Server Post #155499
The interior was a little bland though...
I wouldnt say "bland". The rooms were maybe just a bit big and that's what made them look empty. The outside was nice and the gameflow was ideal.

@Habboi: I'm currently working on 3 maps for HL and 2 source maps. It's not really that annoying to be honest, specially if you use "copy & paste special" a lot. By the way, I'm still using the Hammer beta because Hammer4 just crashes when loading a map.