Forum posts

Posted 14 years ago2010-08-09 17:34:59 UTC
in Post your screenshots! WIP thread Post #284045
looks very valve-ish, ingsoc.
great work for your first published!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-08-08 21:13:09 UTC
in Change loading\console screen. Post #284024
ditto
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-08-06 10:15:58 UTC
in What entities do you have to use in orde Post #283947
isn't there a game_end entity? or segment end? check the entity listings. I can't right now, I'm at work on my iPhone lol.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-08-05 00:20:51 UTC
in Competition 28 Post #283906
I might have more than 3 idk. depends on how much time I have left

:-o
OMG i just figured out how to get combine dropships and squad drop-off's working..... Wicked
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-08-04 10:11:37 UTC
in Competition 28 Post #283894
:( my map is nearing the entity limit.... creeping towards 80%. I'm only halfway done :(
And penguin. I know the entry can't be a mod, but it can be multiple maps, correct?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-08-02 21:28:04 UTC
in Competition 28 Post #283818
find a way around it. or keep on mapping other stuff and every now and again come back to trying it out.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-08-01 23:18:50 UTC
in Island Micro Mapping Challenge Post #283755
i agree with CT.
i know exactly what i want to do to my island.. gotta find time to do it however.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-08-01 13:07:37 UTC
in Player Not taking damage using point_vie Post #283698
Ok so. One of the bigger parts of my map, the player is being viewed from a point_viewcontrol. But when the player is seen from thirdperson, NPC attacks do no damage...

They aim and fire at the player (who is parented to another entity) but the attacks dont do anything. as soon as the view control is disabled, attacks do damage again... i gotta figure this one out soon, i'm starting to get worried :(

I cant even drown myself.
The oxygen bar shows and when it's fully depleted, i can stay underwater forever and not get damaged... this SUCKSSSSSS
Here's my workaround:

have a func_breakable parented to the player that surrounds the player - a hollow box with no top or bottom.
every time the box is damaged, it sends an "add 1" command to a math counter.
everytime the math counter receives an input, it sends its value to a logic case that takes proper actions based on the math counter input.

I'll let you know how it turns out.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-31 21:57:50 UTC
in Funny internets Post #283675
lmfao. The patrick one was funny, but the dude with the roller blades... ouch man that's like intense... feel bad for the dude.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-31 21:56:02 UTC
in NPC's fall through displacement. Post #283673
Has nothing to do with the compile params IMO. Seems that the scrips and nodes need to be at least 20 units above the displacements. It's working for the time being.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-30 12:50:20 UTC
in Post your screenshots! WIP thread Post #283629
Ep2 has better graphics an more entity options. it's the latest and greatest that's availible to me so I'm using it.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-30 07:11:54 UTC
in Post your screenshots! WIP thread Post #283624
Joe that map IS staring to look pimp!
And yeh zeeba, I'd like to think I'm going all out for this one. I just hope everyone has EP 2 so they can play mine. :)
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-29 23:40:19 UTC
in Post your screenshots! WIP thread Post #283613
99.5 hours mapped in the last 2 weeks. (source: steam profile)
Daymn.
I wouldn't even consider my entry 25% done yet either.

Bright side is, I'm to the point where i can map and/or script just about anything now.
All i really want to learn now is faceposer.

That's another compo tho.
Here's another teaser, if you could call it that. I want to show progress but i dont wanna give away any secrets/surprises.
User posted image
It'll get detailed after all the scripting sequences are done.
In fact, that's the end of one sequence that took me about an hour just to get functioning somewhat correctly.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-29 18:31:25 UTC
in Post your screenshots! WIP thread Post #283600
OMG ct i haven;t done a power hour in a looong time
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-28 22:45:43 UTC
in Hammer 4.1 zoom problem Post #283579
Try restarting steam?
Maybe the options got messed up?
Re-install the SDK? (You wont lose any maps)
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-28 00:09:39 UTC
in Post your screenshots! WIP thread Post #283551
@ captain terror...

In the above view, select your half car, move it a unit, then back to the original place, shift-drag a copy, then hit CTL+L to mirror horizontally, or CTL+I to mirror vertically.

@ATDestroy
Yeah... all that crap would be WAY easier in source....

if you trigger user1, you could have user1 output each button to reset value.
How i love source :)

And how i thought before i would always fall back to goldsource.. i think i'm gonna stick with the new stuff now.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-27 10:15:21 UTC
in Competition 28 Post #283521
I can't wait to release my entry!!! i've been puttin in about 25 hours a week!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-27 10:08:16 UTC
in NPC's fall through displacement. Post #283520
everything is set like that the nodes are at least 10 units above the displacement. I fixes a lot of my problems by taking out a lot of the scripted sequences. I think I fixed it, but for now I pushed that map aside.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-25 13:36:23 UTC
in NPC's fall through displacement. Post #283424
I'm trying to script my map... and I'm trying to get my npc to walk a specific path at a specific time.
2 things happen that i can't figure out
1) my npc teleports to each scripted_sequence instead of walking
2) after the last sequence is done, the npc just falls straight through the displacement i have there. It's funny. But its annoying.
EDIT
I moved the sequences above ground by 20 units or so.. it worked until i added more sequences after... this is annoying :(
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-25 13:06:40 UTC
in Post your screenshots! WIP thread Post #283422
Looks SICK urby. Good work!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-24 11:33:33 UTC
in Post your screenshots! WIP thread Post #283394
yeah the trees are from Ep2.
And i'm having a hard time using custom sounds. I have the time so i might as well do some voice acting. only thing is now i need to figure out how to get the mouths to move with the sound.

There's gotta be a tutorial around somewhere.

That and i need a higher quality mic... hmm...

There's only so much of a story you can tell without your own script. lmao.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-22 23:27:17 UTC
in Post your screenshots! WIP thread Post #283343
User posted image
I have decided to start scripting.
Doesn't look like much, but that scene took about 1.5 hours to get right.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-21 18:16:27 UTC
in Hello here Burner Post #283314
Skals annoyed the hell outta me back when he was "ghetto"
He got better.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-21 02:11:04 UTC
in Modeler Wanted Post #283288
well source modeller with XSI, which i forgot how to use. its simpler to export to half life but im just more comfortable with blender.
Lol I wanna figure this out too. My compo map can use some spiffing with custom props.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-20 19:39:42 UTC
in Modeler Wanted Post #283280
Just wanna say that it's taken me more time trying to figure out how to export and compile the model that it has making it!
And, thankfully, skins are SO EASY. It's just a text file referencing the different vmt's.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-20 17:54:27 UTC
in Modeler Wanted Post #283278
Ok i'm back from work now. I'm gonna work on rounding the corners and getting the UV map all set and done. It's gonna take a while because this is my first time exporting from blender into source.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-20 09:24:40 UTC
in Modeler Wanted Post #283248
User posted image
Now i gotta scale and texture it.

Hmm and upon looking at it, i forgot the ladder.. no big deal that's easy to add.
I'm learning this as i go so don't hate me if its not perfect. I gotta go tho. I'll work on it more later.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-20 08:21:05 UTC
in Modeler Wanted Post #283244
I'm whipping something up in blender right now.
I dont think this should be too hard to texture as it's simple shapes, cylinders, cubes.. ect..
hardest thing IMO is the skins. Plus i've never compiled a model for source before. But it's a good learning experience!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-20 08:08:15 UTC
in Modeler Wanted Post #283240
I have blender, and i've used it before, but i just dont know how to texture really.

And when you say 328 units high, is that just the supports, or does that include the board?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-20 00:37:43 UTC
in Post your screenshots! WIP thread Post #283224
Joebama, I agree with the masses that it is quite... yellow.
Although sounds and entity work could add so much more that we're not seeing. Cant wait to see how it all develops.
User posted image
Joebama thinks it's sexy so i posted it.
Some more spoilers/teasers/progress on my map.

I know. It's just a displacement, sprite, and some models, but hey... it looks nice.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-20 00:10:48 UTC
in Modeler Wanted Post #283223
from what i remember, XSI is damn easy to integrate into source.
It's free and worth looking into.
I was kidding when i posted the paypal stuff.
In fact, i regret even doing so :(
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-19 17:35:40 UTC
in triggering render mode changes Post #283198
Hmm i never even thought of the projected texture.
I tried using that when i was working on headlights for the Charger.
I am using ep2 engine too :)

I'll have to go try that because as of now the player doesn't have a HEV suit yet.
Appreciate the help madcow!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-18 23:17:31 UTC
in Modeler Wanted Post #283159
I accept paypal in advance.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-18 21:18:22 UTC
in triggering render mode changes Post #283157
OMG so that's how the alpha works?
I was researching for hours on the VDC and i couldnt find it THANKS a million!
btw are you entering the compo? Because if you aren't i'd like a source SDK veteran to playtest my level for me :)

if not, no worries. i'll just be super self-critical.

Oh and one other thing if you have any ideas of how this works:

I have this big freight elevator in my map. It goes down about 5 floors, and i have recessed lights in the walls. The effect i want is to have really dramatic looking shadows being cast on the elevator as it moves down passing the lights.. i can't achieve the effect and i've tried a few different options...

Using spot lights instead of point lights, using dynamic lights (it's too expensive so i dont want to do that, plus i already have 2 dynamic lights being heavily used.)
I tried parenting light block brush to the elevator..
i'm running out of ideas :(
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-18 10:05:40 UTC
in Mod Idea - Feedback needed Post #283145
Maybe unbreakable can contribute?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-17 14:29:00 UTC
in triggering render mode changes Post #283135
i have a combine panel in the center of a room. Its a prop physics and i have it initally set to rendermode - dont render.

I have a combine gunship flying over the room and when it gets to a certain area the trigger kills the gunship and i want the panel to render normally.

I also have a button on the panel but i just have it locked to the time being, that's no problem really.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-17 11:49:47 UTC
in triggering render mode changes Post #283133
I have a prop_physics that is set to "dont render"
But i want it to render normally when a certain event is triggered.
I can't find any source equivalent to "env_render" And i don't see anything useful in the particular entities inputs...

Anybody know a way around this?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-17 10:40:12 UTC
in Castle Disposed Post #283131
your call stu.
Thanks!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-15 07:17:02 UTC
in Castle Disposed Post #282427
i have a puzzle.wad ......

[EDIT]
Cleaned up the mod folder structure last night.
I'll be running out of submitted maps soon. Need Moar!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-14 20:35:28 UTC
in Competition 28 Post #283054
I think i finally have source "figured out"
Hooray
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-13 21:18:31 UTC
in Fire Aiming Down Post #283041
I know how to use the particle system and it's pretty easy. the only thing i couldnt do is implement the particles i've made into a map.
(i made some sweet fireworks effects that i had to scrap :( )
But i made a smokestack point down, i just changed the smoke particle to a sprite and it works beautifully.
User posted image
Still needs some tweaking, and smoke. But i'm not using fire anymore - i keep changing my mind. I just changed the sprite again so it's a more subdued dreamlike effect.

Anyway for particle tuts - this is straight from the VDC
It helped me a lot and i just looked into each other modifier and played with the settings until i got the hang of it.

This is the effect i'm using:
User posted image
Something like that anyway.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-13 20:14:50 UTC
in Fire Aiming Down Post #283039
I can't get the fire sprite to rotate any. I've tried all 3 rotation values to 180 on the env_sprite_oriented... blah

And the env fire itself only shoots the fire up.
The rocket itself is stationary i just want the fire pointing down.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-13 19:53:12 UTC
in scales! Post #283037
uhhh... no....
if that was the case, a 128 unit high wall would be 34cm high.
it's ALMOST 1 unit = 1 inch. but it's really not.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-13 19:50:15 UTC
in Fire Aiming Down Post #283036
Double post fail.
But after looking, i dont have the rjet1 sprite....
I'm using orange box 2009 engine.. should be there no?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-13 19:46:05 UTC
in Fire Aiming Down Post #283035
Thanks a lot. I never looked outside the "fire" filter.
I had some luck with an env_shooter throwing out fire puffs but it didnt have the effect i wanted.
Again thanks a million.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-13 19:41:55 UTC
in Fire Aiming Down Post #283033

]

I can always count on a NASA fanatic to know about rocket effects.
Cheers Atom!

Does that sprite animate?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-13 18:49:47 UTC
in Fire Aiming Down Post #283029
I know that fire goes up... But How would i achieve a rocket flame effect?
Basically a fire that aims down?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-13 07:31:38 UTC
in Show Your City Pride Post #282991
Posted 14 years ago2010-07-13 07:29:05 UTC
in Post your screenshots! WIP thread Post #282990
Rim are these going to be source models? And yeah captain. I'm trying to conquer source and release my first completed map. 1.7 months time left should be plenty. I've mapped everyday since it started, some days I've had more progress than others, but it's coming along smoothly so far.

Took me ages to get the car headlights to work properly.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-12 20:02:58 UTC
in Post Your Photos Post #282965
The reflected light in the blade is such a sick effect.
You have a good eye, soup.
Tetsu0 Tetsu0Positive Chaos