Forum posts

Posted 16 years ago2007-10-29 02:29:42 UTC
in Flat-Life (HL2D) Post #237213
Plus we get to make neat particle effects with the 'locus' thingymabob.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-29 02:27:43 UTC
in sprites problem Post #237212
I think I have an idea.

Are you trying to make an animated sprite? If so, the colour palette on each frame needs to be EXACTLY the same or they won't work.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-28 22:05:00 UTC
in Samurai Champloo Post #237201
Hah, let's not forget the up-skirt shots they all seem to insert every 10 minutes.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-28 09:05:02 UTC
in TF2 FDG files Post #237177
They've already stated over Steam news that it'll be the update for Orange Box mapping.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-28 00:03:14 UTC
in Competition 24: Map from Layout Post #237151
Tempting.. but NO.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-27 23:50:29 UTC
in Competition 24: Map from Layout Post #237149
You'd still have to bribe me.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-26 22:28:02 UTC
in The orange box again. Post #237069
Also, Strider is wrong.
We established that.
Oh please, I feel like the only one who's looking at it level-headedly. ;>

I never once said I hate the game, because I don't. I just think that visually, more could be done.
But I didn't say it, because I don't want him to hate me, because he's one of the compo judges. Correct?
No need to worry about that, i'll be looking at each of the maps with no regard as to who made them until after i've decided who I think should win.
I dont want to mess with it until the official SDK comes out.
I also am waiting for the Official SDK files
Likewise.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-26 08:22:30 UTC
in Hello thread! Here?s the hello thread! Post #237043
It's no Big Rigs, but let's not get fussy.

Hi newcomers, btw.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-25 09:18:53 UTC
in Hammer 3.5 on vista.. :/ Post #236991
Hammer 3.5 has model viewing support and numerous other fixes that make it technically better than 3.4. Please don't bump 4 month old threads for a question that could easily be shoutboxed.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-24 22:55:29 UTC
in The orange box again. Post #236969
During the 'behind the scenes' sections, you still get the feeling it was all constructed for the Portal device, though. But really, those scenes, and the GLaDOS chamber were the best looking parts of the game because they had much more variation (the grimey parts still had some ugly lighting, though).

A few texture variations, and improved lighting WOULD NOT break the gameplay, and frankly, to say otherwise is silly.

But as i've stated twice now, it's less than perfect visuals don't ruin the gameplay or the fun, it's just the difference between a great game, and an amazing game, and it is a great little game.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-24 22:29:14 UTC
in The orange box again. Post #236967
I can understand all that, but you guys do realise that it wasn't the main Valve guys who designed the levels? It was the people from Narbacular Drop and as such they're pretty new to Source mapping. It shows in the lighting and repetitive textures (I won't comment on the architecture, due to the portal limitations).

BUT, it's not important to the gameplay and I never made a bid deal out of it. Just in comparisson to Episode Two, it's not as impressive or professional. You can have good looking maps that suit the theme, just so you know.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-24 21:15:24 UTC
in The orange box again. Post #236962
Played through the first two levels of Episode Two last night, i'm damn impressed with the numerous additions and tweaks to both the Source engine and the Half-Life 2 world rules, it feels very fresh.

Had a quick run around some TF2 maps, look nice but they feel a little constricted and bare. I'll reserve full judgement until I've had a decent play online though, of course. I also jumped into Portal for a 'quick, half-hour play' and ended up going through the whole thing. It's fun, despite the hideous maps, but a little over-rated I think. The Turrets, final battle and end song are comedy gold, though.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-24 05:44:46 UTC
in Func_Breakables showing up differently Post #236927
Try using smoothing groups on the walls and see if that helps.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-24 03:00:13 UTC
in Outdoor roofs Post #236921
I could do it in 9,999.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-23 22:48:46 UTC
in Water Joining Question Post #236912
Kaufmann House, Tetsu0?
Apparently there is an easier way to make flowing water than the cs_militia way, but it's not as pretty and has many limitations.
It's in that link you just posted, and if you're good enough with displacements you can pretty much make it look exactly like militia's water. It doesn't have to be a model, or blocky and limited.

http://developer.valvesoftware.com/wiki/Flowing_Water

I plan on doing something similiar in a map soon, but with my own texture(s) and having it be pretty displacement heavy.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-23 21:35:10 UTC
in After an edit... Post #236908
After you've made an edit to a post it would be nice if the site transfered you back to the forum or the post you edited. As it is now it just says "Done!" and you'll need to manually go back to the forums by using the menu to the left.
I'm not absolutely sure, but I believe TWHL3 will take you straight back to your post when you edit or first make the post (essentially just refreshing the thread page).
It'd also be nice if you could edit all your posts... and possibly delete your own, to help keep double posting accidents to a minimum...
You want people to be able to edit ALL of their old posts? This is a bad idea, people would be able to change their arguements and opinions on-the-fly and just cause more trouble then usual. If an old post desperately needs changing or something removed, you can ask a mod.

Deleting your own last post could be an option, though, I don't know.
Would it be possible to make en edited post appear as new in the forum list as well?
So if someone had the last post then edited instead of bumping after a few days people can get notice, and read the update
I too like this idea, but again, i'm not sure. Wait and see what Penguinboy or Ant have to say on the matter.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-22 23:29:24 UTC
in Water Render Problem Post #236865
I think it's the BEVEL texture you're after, but don't hold me to it.

What's the height difference between the two water textures? I can't really think of a reason why that'd be happening other than HL's renderer simply having a fit.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-22 23:25:39 UTC
in Buildcubemaps borked Post #236864
A lot of models will add to the compile time quite a bit due mainly to the lighting calculations. General optimisation (stuff like hinting/occluders/areaportals etc.) is the best way to keep compile times as short as possible.

As for the cubemaps, they're a tricky thing to get working sometimes. Are you compiliing with HDR? If so, build the cubemaps once with HDR, then turn the feature off, exit and re-load the map, then build them without HDR. Exit and restart the map again. Usually gets them working for me. Otherwise try putting sv_cheats 1 on, build the cubemaps, exit the whole game and load it up again.

The placing of the cubemaps will sometimes effect how they work for me, make sure they're kept close to structures, or at least the ground. Also try assigning them a face or two so the compile tools knows they're needed. Most of the time cubemaps behave themselfs, sometimes though I think they exist soley to piss you off.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-22 22:10:30 UTC
in Pro at Cooking Post #236855
Man, even crap like PP gets spinoff's now-a-days?

It's like "Hotdogs" from Big Brother getting his own TV show... oh wait.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-22 22:03:56 UTC
in Competition 24: Map from Layout Post #236853
Yay, you're all making progress!
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-22 22:02:09 UTC
in TWHL3 Post #236851
Unless someone makes a tasteless, fruity, pink theme, that is.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-22 09:01:33 UTC
in Now Playing: ... Post #236811
Led Zeppelin - [Led Zeppelin Remasters (Disc 1) #08] - Immigrant Song

Followed by:

The Blanks - [Ride the Wave #13] - Elliot in Your Cup
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-22 01:39:31 UTC
in comp 24 Post #236800
I've re-opened the compo 24 thread, don't know why that was closed. Any future enquiries should be posted there.

Anyway, i'd say we need a pretty good reason to extend it as we try to keep compo's on a monthly time limit. People have had to miss out on entering before due to things going on in their life (i'm one of them).
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-22 01:25:06 UTC
in Competition 24: Map from Layout Post #236799
Who the heck closed this thread after my post? I sure as hell didn't do it, there's still days left. :
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-21 21:29:30 UTC
in Portal Workaround? Post #236792
I do, barely.

This thread's outlived it's purpose. Mr.Good Map got the mapping help he needed, but his mental help... he'll have to get elsewhere.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-21 09:01:28 UTC
in Now Playing: ... Post #236764
Kelly Bailey - [Half-Life 2: Episode Two #06] - Vortal Combat

Followed by:

David Arnold - [Casino Royale #01] - African Rundown
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-19 04:30:02 UTC
in Good engines Post #236646
I'm really looking forward to the new particle effects. Hopefully, I'll finally be able to create a nice 'volumetric' fire effect with multiple particles rather than one crappy sprite that looks like shit from up high.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-18 21:20:05 UTC
in The orange box again. Post #236627
They should have tried to redesign them first, before just tossing them.
How do you know they didn't? They could've just been a bad idea from the start, we'll never really know.
I'm really upset how Valve seems to have catered to new players completely, with no concern for us veterans at all.
Even though veterans were thrown out the window and disregarded, you can't hate them for making a great game.
I wouldn't consider improving the gameplay and widening the target audience to be showing no concern for so called veteran players at all.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-17 20:31:39 UTC
in Dynamic lighting and "r_speeds" on HL2 Post #236544
They shouldn't of.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-16 21:45:32 UTC
in Competition 24: Map from Layout Post #236500
Yes, reusing older custom content is fine - just remember it all needs to be properly included with the map (either in mod form, or in the actual bsp file).

I don't want to have to go through and organise a mess of files in order to play a map.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-14 22:41:53 UTC
in gif Post #236390
TWHL is never going to support gifs for avatars. Animated avatars are a disease upon the internets.

Also, good, you changed your avatar.

[fail]
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-14 21:56:19 UTC
in The orange box again. Post #236375
Nice looking coastal water is not (despite it's problems) beyond the Source engine, the water used in the coast levels just looks lazy. And let's not forget the ridiculously short fog distance.

If Valve were to make a similiar scene with Source's improved tech and Valves new standards, you'd see a huge difference.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-14 21:41:46 UTC
in The orange box again. Post #236373
The coast is a mess of ugly textures, cheap water and blocky displacements. I'm really glad about these engine improvements.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-12 23:49:54 UTC
in The orange box again. Post #236255
Still, no new weapons makes no sense.
It does, actually. Valve focus more on bringing the story and gameplay forward in exciting ways, rather than just giving players something new to kill people with. It's pretty much the most important thing that differentiates these episodes from crappy game expansions.

I admit a new gun or two would be nice, but ultimately it's unnecessary.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-11 06:32:06 UTC
in The orange box again. Post #236127
Umm... fair enough. Kelly Bailey did some good work in Episode One.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-10 23:14:37 UTC
in The orange box again. Post #236116
Well the Portal game is loosely tied into Episode 2, so I suspect it'll get a sequel that's tied into Episode 3.

I'll be happy as long as they NEVER give Gordon a Portal gun.

Habboi: You passed them both in under a day? Don't you want to make things last at all?! I'll be making The solo adventures of Orange Box last at least a week or two.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-09 06:44:05 UTC
in Possiblities for Portal Post #236025
...there's definately a reason why you don't see much in the way of angles in the portal maps.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-09 04:40:32 UTC
in Possiblities for Portal Post #236022
There must be some interesting calculations done for where portals can appear - there's definately a reason why you don't see much in the way of angles in the portal maps.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-08 22:08:18 UTC
in WEIRD Artifacting In Full-Screen Mode Post #236014
This only happens in Source games?

I can only recommend you do the usual to begin with, delete the .blob, let it rebuild and see what happens, validate the cache's etc. etc.

If all else fails rollback the driver?
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-08 22:02:36 UTC
in Perpetual motion machine! Post #236013
User posted image
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-08 03:32:42 UTC
in Perpetual motion machine! Post #235957
I'd like to see them prove that cats don't always land on their feet. They'd probably get bored and blow one up.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-06 13:58:15 UTC
in Now Playing: ... Post #235856
Neil Diamond - Delirious Love
Strider StriderTuned to a dead channel.
This post was made on a thread that has been deleted.
Posted 16 years ago2007-10-06 13:43:49 UTC
in Now Playing: ... Post #235848
Billy Joel - Piano Man

Then:

Billy Joel - The River of Dreams

Then:

Billy Joel - Only the Good Die Young
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-06 11:13:50 UTC
in Help me again plz Post #235820
He crossed it out for a reason.

Use another image host: http://www.photoamp.com/
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-06 10:36:20 UTC
in GIF Texture Post #235815
Posted 16 years ago2007-10-05 23:08:32 UTC
in Blood sprites Post #235794
That would be for the blood decals.

The sprite colours would be coded, as Urbanebula said.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-05 11:58:55 UTC
in cheese Post #235733
I assume that's a picture of you? LOL
Yes, and that in my hand is my precious Canon EOS 400D.. with antique finish.
I always tell them to say "Blue Potatoes"
Banana hammock.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-05 08:51:32 UTC
in cheese Post #235713
Cheese!
User posted image
..what?

Ohhh, oh right... that kind of cheese.. riiiiight.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-05 08:43:20 UTC
in The orange box again. Post #235712
Kasperg: should anything go wrong I have physical proof that I own the game, that's all.
Strider StriderTuned to a dead channel.