Forum posts

Posted 18 years ago2006-03-02 20:02:02 UTC
in Models problem Post #166029
Build the cubemaps. Zombies have normal maps on them to make 'em appear slimy and whatnot now. Make sure you have cubemaps in your map and build them!
AJ AJGlorious Overlord
Posted 18 years ago2006-03-02 19:57:55 UTC
in Skybox/water issue Post #166027
I realise that, I was just wondering if there was a way to override that so I could get never-ending sand. The Wiki seems to offer some conflicting advice:
Support materials with shader effects such as normal mapping, water, environment mapping, proxies, etc.
Silly Valve! I guess I'll just have to leave it as is.

Habboi: Not allowing players in the water would change the dynamics of the map. Besides, how would not allowing them in the water help? You can still see the water when you're not in it...
AJ AJGlorious Overlord
Posted 18 years ago2006-03-02 19:32:03 UTC
in Now Playing Post #166017
Radiohead - Subterranean Homesick Alien
AJ AJGlorious Overlord
Posted 18 years ago2006-03-02 06:44:40 UTC
in Now Playing Post #165917
Radiohead - Karma Police
AJ AJGlorious Overlord
Posted 18 years ago2006-03-01 22:41:31 UTC
in Blurry Hammer 3Dview Post #165875
I've got the problem too. I'm on a 6600GT. If I recall from the change list, VALVe states that AA in Hammer is turned off by default.
AJ AJGlorious Overlord
Posted 18 years ago2006-03-01 22:39:33 UTC
in Reflective Bump Mapping Post #165874
/me slaps you
AJ AJGlorious Overlord
Posted 18 years ago2006-03-01 19:37:59 UTC
in Now Playing Post #165840
The Dandy Warhols - Head
AJ AJGlorious Overlord
Posted 18 years ago2006-03-01 19:19:56 UTC
in Reflective Bump Mapping Post #165838
Added cubemaps? Built the cubemaps?
AJ AJGlorious Overlord
Posted 18 years ago2006-02-28 01:36:16 UTC
in [CS:S] - de_venetia (WIP) Post #165460
User posted image
Want more? Check out my Developer Diary.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-27 21:24:01 UTC
in Competition 19 Post #165436
During my testing I found that while there were stand out winners, that the other maps definately tried quite hard (rather proud, for some reason :P). I shall be doing a write up of all the maps and posting it as a link on the compo page.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-27 07:04:26 UTC
in OH NOES! BEEDOGS! Post #165281
...
AJ AJGlorious Overlord
Posted 18 years ago2006-02-25 21:53:32 UTC
in HL on Steam... Post #165062
EA is a shit company.

I do believe that there will be a retail release of Episode One. This retail pack will come with HLDM:S, which should be interesting.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-25 21:47:46 UTC
in Competition 19 Post #165059
Also, setup your zips properly, sheesh!

I want it so that all I have to do is browse to my valve folder in WinRAR and hit extract, not having me do it all manually and then fix your dodgy folder placements!
AJ AJGlorious Overlord
Posted 18 years ago2006-02-25 04:33:59 UTC
in Competition 19 Post #164937
I have no prob with that. Just send 'em the thing I sent you, Muzzle.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-25 04:32:21 UTC
in Now Playing Post #164936
The Who - Who Are You
AJ AJGlorious Overlord
Posted 18 years ago2006-02-25 04:18:31 UTC
in Wuddaya Think? Post #164933
Well, I'm looking for a prop modeller: reckon you'd be interested?
AJ AJGlorious Overlord
Posted 18 years ago2006-02-24 04:45:26 UTC
in Competition 19 Post #164759
I've finished judging by the way.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-24 03:23:38 UTC
in Wuddaya Think? Post #164752
stoopdapoop: Do you do prop models for Source?
AJ AJGlorious Overlord
Posted 18 years ago2006-02-24 00:19:30 UTC
in Competition 19 Post #164742
Well, it wasn't considered for this compo.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-24 00:18:32 UTC
in New Map - de_garden Post #164741
Yes, its the first texture on the list.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 23:20:05 UTC
in Competition 19 Post #164735
What entry? :x
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 20:16:01 UTC
in Competition 19 Post #164720
We had a total of 11 entries, including one corrupted Zip. I've sent the submissions page I made to Muzzle. Currently, I have all the maps ready to go, so I'll just have to crank out HL one day to test them (probably later today).
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 06:01:53 UTC
in Competition 19 Post #164603
Was hoping you'd say that. :D Hopefully my first week of Uni won't be too stressful.

Watch out maps, we're gonna see how well the perform on my crap connection! :P
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 05:32:24 UTC
in Easy,Normal,Difficult-different start Post #164601
The fact is, overloading the screen with enemies doesn't present an original and engaging challenge, its just trying to survive against the engine's AI. If your AI can't think for itself during combat situations, then its obvious that a game's gonna be easy (thus having to resort to ZOMG ENEMY OVERLOAD).
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 05:28:24 UTC
in Competition 19 Post #164600
Yes, its all over. Alex and Muzzle will be judging, unless something changes. If that happens, I'll be judging with Muzzle.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 05:22:59 UTC
in They're shiny... and good. Post #164599
While I'm not one to hi-jack threads, I just have to show you this:

http://www.gamebiz.com.au/content2/title802/nba2k6_xbox360_110405_5.jpg

This image just screams for some Photoshop magic, or even a funny caption. Anyone care to do one? :D
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 05:09:36 UTC
in New Map - de_garden Post #164598
The point is, that brick path, imo, is the most least used of Source textures: I don't remember seeing it anywhere. It is my opinion that the texture is ill-suited to anything.

You might be better off going for something more interesting (like the blue or red cobble paths from Inferno) and putting a trim around it.

If you're gonna concentrate on brushwork, just use dev textures for place holders.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 03:35:22 UTC
in Blackhawk Polycount (Modeling Question) Post #164593
Your best bet would be to take a look at the poly counts for a similar model in Source (try the combine choppers). Take the polycount from that as a base figure - you can probably go higher than that without causing too much strive for the engine.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 03:23:02 UTC
in New Map - de_garden Post #164591
I assure you, those are the wrong textures for the job. And if we were acting like it was an aim map, we'd say the brushwork was shit as too - however, it isn't.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 02:53:05 UTC
in General explanation of HL1 coding :help! Post #164588
Hi ho, hi ho, to the HL1 Forum this goes!

Google's your best bet for this: I know there's a site with a good few HL coding tutorials, I just can't remember the link.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 02:50:54 UTC
in Keyframe_rope? Post #164587
...

You add the keyframe_rope entity?

I assume you want to find out how to make cables. Look! I found your new friend!
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 02:44:35 UTC
in Skybox/water issue Post #164586
Is there anyway to get water in the 3D skybox to render as expensive water, rather than cheap? I have expensive water in my world box, which has sand underneath. When it meets the skybox, the sand ends suddenly on the surface, but if you go underwater, you can see the skybox sand. I need to somehow make the water in the skybox expensive so I can see the sand and thus make it look like its continuing on.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-23 02:40:19 UTC
in New Map - de_garden Post #164585
I must agree with Trapt there: the textures are awful. Change them all, even the path ones. Apart from that, the brushwork is nice.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 08:15:13 UTC
in HL2 is being blocked Post #164434
Reinstall? Validate the game cache?
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 07:57:49 UTC
in Easy,Normal,Difficult-different start Post #164428
I myself think the diffrence between the difficulty levels are quite annoying. I prefer the way they did it in quake2, the harder the skill is the more enemies.
Which would be a general sign that the engine can handle absolutely no A.I. at all, as well as an indication that its poorly designed. That type of difficulty standard should be relegated only to the arcade.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 07:54:17 UTC
in New competition idea, Remake "bad" map Post #164427
Killboxes really ruin level desiging in general for me. When I see something that would've taken me about 3 nanoseconds to build and compile getting increasingly popular over another map which looks and plays well, it just shits me. It isn't fair to good level designers who have spent lots of time on something that is incredibly good only to have it shot down by some 11 year old idiot because its not to their "standards".
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 06:34:44 UTC
in New Map - de_garden Post #164406
And if you're gonna do sun, put HDR in it (or at least test it with HDR).
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 06:19:02 UTC
in Little question Post #164399
I don't understand what you're saying! When you start a game, you start with nothing!
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 06:16:19 UTC
in Quick Question Post #164397
Well, I've never used it, but iirc, the smoothing groups work in conjuction with the -smooth [*] paramater in RAD. Basically, you can make a set of angled brushes (i.e. a curve) look smoother in-game than it does in Hammer. It does it with a trick of the lighting.

Clicky for more info

I've yet to experiment with them (Rabid has though, and I will be soon), but apparently a good figure to set for the compile is "- smooth 45".
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 05:59:25 UTC
in AOL and Steam Post #164396
One cannot help but complain about AOL...

Anywho. Are you behind some sort of router or hardware Firewall? If so, it may be preventing Steam from connecting.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 05:56:18 UTC
in HL2 is being blocked Post #164395
Well, it seems strange that the firewall would be doing it, so I'm gonna blame this one solely on dodgy drivers. Update everything you can: update your BIOS, update the motherboard drivers - whatever you can find.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 05:27:20 UTC
in Reissues Post #164391
Well, I'm steadily working on my map, in between work on de_venetia. I must admit, its coming along fairly nicely. HL1 mapping is a breeze after working on Source for a year...
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 05:25:13 UTC
in New Map - de_garden Post #164390
I hope that brick texture is just a stand-in texture, because it doesn't look too hawt. Also, your dirt is far too bumpy where it meets the fountain bit (as in, there's too many bumps and curves, it looks like something is sliming up the fountain). Reduce the bumpiness, make it more uniform.

Keep in mind though that Source isn't invincible, so don't go berserk.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 05:21:10 UTC
in Now Playing Post #164389
Queens Of The Stone Age - Mexicola
AJ AJGlorious Overlord
Posted 18 years ago2006-02-22 05:20:43 UTC
in You have been Majorized!!! Post #164388
Yeah, but no one gives a shit about you, Jax. :P

ES only gets welcome backs because he made a thread. But if you're not satisfied, here's yours!

WELCOME BACK, JAX! Please leave quickly!

:D
AJ AJGlorious Overlord
Posted 18 years ago2006-02-21 09:09:21 UTC
in New Mod: "Turnstile" Post #164227
Btw you Source bashing peeps: The first version of Worldcraft was as buggy as hell, so why you're all expecting perfection is beyond me.

I agree with Kasperg.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-21 08:54:52 UTC
in Add sounds Post #164223
First of all, get rid of the space between feel and good. Your file is called:

feel good.wav

Make it:

feel_good.wav
AJ AJGlorious Overlord
Posted 18 years ago2006-02-21 07:47:12 UTC
in Competition 19 Post #164220
Rowleybob: Nice work! I suggest lowering the scale for the texture on the house, its a bit high.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-21 03:36:17 UTC
in Wierd Hammer Problem Post #164211
p0 is a useless file afaik. You don't need it.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-20 22:23:55 UTC
in Add sounds Post #164187
Ok Bob. Here's what you need to do:

1. You must first copy your WAV file into your counter-strike: source folder. This folder is usually "C:/Program Files/Valve/Steam/Steamapps/yourloginname/counter-strike source/cstrike/sound/ambient/music". If you do not have the sound folder, you must make one. When you make the sound folder, make a folder inside it called ambient. Then, make a folder inside the ambient folder called music. Put your WAV file into the music folder.

2. In Hammer, add an ambient_generic entity. Now you should be able to see your sound in the list somewhere.
AJ AJGlorious Overlord