Forum posts

Posted 18 years ago2006-02-20 22:11:41 UTC
in Add sounds Post #164182
I am a Moderator for this site. I also do mapping for CS:S, so I can help you. I just can't quite understand what you are saying.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-20 22:09:12 UTC
in Add sounds Post #164180
We're having trouble understanding you, sorry.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-20 21:28:35 UTC
in New LCD Post #164164
DVI looks better - its made especially LCD (afaik anyway).

If your LCD monitor doesn't come with a DVI cable, then it begs this statement: "WTF!?"
It should come with one, I mean, that's basic equipment.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-20 21:00:46 UTC
in Wuddaya Think? Post #164157
Rather nice! Gonna animate and skin it?
AJ AJGlorious Overlord
Posted 18 years ago2006-02-20 20:59:12 UTC
in Now Playing Post #164156
KT Tunstall - Black Horse And The Cherry Tree
AJ AJGlorious Overlord
Posted 18 years ago2006-02-20 20:58:37 UTC
in RAR compression Post #164155
It's probably better to do offer two formats: ZIP and RAR. RAR is a better format than ZIP, but as you said, people are noobs and they don't have something to extract RAR files with. :P

WinRAR is actually a lot lighter than WinZIP, and it also supports ZIP files.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-20 06:30:58 UTC
in Now Playing Post #164049
Elliott Smith - Bled White
AJ AJGlorious Overlord
Posted 18 years ago2006-02-20 06:27:27 UTC
in You have been Majorized!!! Post #164048
Welcome back, es!
AJ AJGlorious Overlord
Posted 18 years ago2006-02-20 01:03:03 UTC
in Single view only? Post #164034
View > Autosize four views
AJ AJGlorious Overlord
Posted 18 years ago2006-02-18 20:48:04 UTC
in New LCD Post #163889
The most important thing when choosing an LCD monitor is the PRT, or Pixel Response Time. This is measured in milliseconds (ms). Currently, the lowest I've seen is 8 (which that monitor has). If an LCD monitor has higher than 8, you can get what's called blurring when playing games.

Also, see if the monitor comes with a warrenty for dead pixels. Some companies offer a replacement if just one pixel dies, other companies don't offer squat.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-18 10:15:19 UTC
in They're shiny... and good. Post #163822
Man, I'd totally buy one of those... :D
AJ AJGlorious Overlord
Posted 18 years ago2006-02-18 05:24:05 UTC
in The LOST Thread Post #163811
I CAN AND WILL!

:P
AJ AJGlorious Overlord
Posted 18 years ago2006-02-18 05:15:59 UTC
in The LOST Thread Post #163809
It's not the plot, its just the general devices they use to build up tension (i.e. putting flashbacks right at moments of tension, setting up the breaks in tension to coincide with commercial breaks [which is a purposeful thing], the camera angles and cuts, the music...)
AJ AJGlorious Overlord
Posted 18 years ago2006-02-18 05:06:59 UTC
in The LOST Thread Post #163807
Lost is a horribly boring show.
I tend to agree. Not because they're doing stuff wrong, its just awfully predictable. It's the "tried and tested" formula for building up tension.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-17 07:03:10 UTC
in Model loader Post #163722
Heh, nice. Can't say I recongise the models though...
AJ AJGlorious Overlord
Posted 18 years ago2006-02-17 07:01:06 UTC
in They're shiny... and good. Post #163720
Strider and ZL: Pwn. :D

Dauby: Your's hadn't loaded yet. :P
AJ AJGlorious Overlord
Posted 18 years ago2006-02-17 04:44:20 UTC
in E.Y.E Hl? total conversion recruiting Post #163710
Wow, looks quite cool! Wish I could help, but I'm preoccupied with other projects at this time.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-16 22:08:32 UTC
in GTM Again!? Post #163695
Strider, these pwn! Can you please do one featuring the mods (i.e. Alex, Rabid, myself, Dauby, Captain P, Muzzleflash)? I'm sure you could think of a neat "CT VS T" situation. ;)
AJ AJGlorious Overlord
Posted 18 years ago2006-02-16 22:01:51 UTC
in GLM Post #163694
I do believe the pron version of GLM is MILF. ;)

Poor Satch. :P
AJ AJGlorious Overlord
Posted 18 years ago2006-02-16 21:05:51 UTC
in Who the f**k are you? Post #163692
Fixed it.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-16 06:19:19 UTC
in avoid pitch black outdoors..? Post #163559
Try a shadow controller entity.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-16 06:17:07 UTC
in trigger hurts to move with parent? Post #163558
Well, as for the bar, you might want to consult this tutorial. You may need to tweak it a little to get it to work with your train.

As for the trigger_hurt, I'm not sure why it isn't moving. Does the trigger_hurt work when its not moving (i.e. not parented)? Remove the parent and test it first.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-16 06:08:52 UTC
in Now Playing Post #163557
Earlimart - Burning the Cow
AJ AJGlorious Overlord
Posted 18 years ago2006-02-16 06:07:41 UTC
in Headshot! Post #163556
Tsk..Americans and their guns!
Agreed.

From another sketch: "Mr. Cheney had to make an executive decision in that instance. Had he not shot his friend, he would've been demonstrating to the quail that America is weak!"
AJ AJGlorious Overlord
Posted 18 years ago2006-02-16 06:04:36 UTC
in Ya 200th login! Whats your login numba? Post #163555
Hello Ant! This is your 3296th login.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-15 03:25:11 UTC
in Compiling Normals in Vtex Post #163349
The checkers means you haven't generated your cubemaps. Run "buildcubemaps" in the console.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-15 02:33:26 UTC
in Compiling Normals in Vtex Post #163345
You have to specify the bump-map material for your texture in the VMT. VMT's can be opened with Notepad, so I suggest you do so. In it, add these lines (we shall say your texture is in a folder called "de_venice" ;D :

"LightmappedGeneric"
{
"$basetexture" "de_venice/tilewall
"$surfaceprop" "tile"
"$bumpmap" "de_venice/tilewall_normal"
}

The VMT file contains all the information that Source needs to apply various effects to it. What you've done in this example is told Source the texture will be lit by the map (the "LightmappedGeneric" part), that the base texture is "tilewall.vtf", it has a tile surface (meaning it will produce the correct decal and will sound like a tile when shot) and that the normal map is "tilewall_normal.vtf". As well as this, you can also add shader effects. Try adding this line after "$bumpmap" line:

"$envmap" "env_cubemap"

This will tell Source that the texture will reflect the world, according to what the env_cubemap entity has found once your cubemaps have been built. I suggest you get a program called VTFEdit (Google for it, its one of Nem's tools). As well as that, I suggest that you check out the following:

The Snarkpit - "Learn to make Normal Maps"
Valve Developer Community - "Shader Types and Paramaters (this is more advanced)

G'luck.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-15 02:20:58 UTC
in [CS:S] - de_venetia (WIP) Post #163344
By the way, as well as the help I need that I listed above, I also need Beta Testers! This time, you don't have to be on IRC to do so, just email me and I will send you the latest version (currently Beta 4 for the testers). If you wish, I can also compile a bot mesh and include that.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-14 09:45:59 UTC
in [CS:S] - de_venetia (WIP) Post #163176
Well, it isn't a bit missing exactly...I just mapped it that way for some reason. :P
Looks like a professional default map, maybe one day a year from now, it will be a default map.
Holy shit! Thanks!! :D
AJ AJGlorious Overlord
Posted 18 years ago2006-02-14 09:33:07 UTC
in [CS:S] - de_venetia (WIP) Post #163172
Well, I'm fairly sure you can. I may add pigeons though, not crows, they'd suit the map more.

As for the map, Internal Beta 4 is 6 megs RAR'ed. The BSP is about 14-15 megs uncompressed. So its not too big at the moment, but that's due to the fact that its only a fast VIS/RAD compile and there's no HDR yet. Also, I'm planning to have more props and materials, so its gonna get bigger.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-14 08:53:54 UTC
in [CS:S] - de_venetia (WIP) Post #163170
Well, I have to go and fix all the crap that I messed up today. After that, I'll be adding buildings to the skybox and some islands.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-14 08:27:01 UTC
in [CS:S] - de_venetia (WIP) Post #163168
"Work In Progress".

I am currently keeping a Developer Diary for the map, which can be viewed here.

I shall be updating this pretty much everyday (or when I get a chance to map), so make sure you keep checking it (if you give a crap, of course).

Edit: Whoops, got a little used to XHTML. Fixed now. ;)
AJ AJGlorious Overlord
Posted 18 years ago2006-02-13 01:09:37 UTC
in Lighting glitch CS:S Post #162948
I get an error similar to that, but I notice no difference in-game.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-12 20:47:28 UTC
in cs_office_css - WIP Post #162928
Yes, it does look cool. Nice remake.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-12 09:11:45 UTC
in [CS:S] - de_venetia (WIP) Post #162815
While I'm here, I may as well pimp a new screenie. This is from todays release of Internal Beta 4.
User posted image
AJ AJGlorious Overlord
Posted 18 years ago2006-02-11 21:54:26 UTC
in [CS:S] - de_venetia (WIP) Post #162763
Ok, I have a few requests for assistance!

1. Texture Artist: Looking for an artist who is able to make a few unique textures for de_venice. This includes some fancy wood panelling and an assortment of banners/flags. May also include some other generic textures.

2. Modeller: Looking for a modeller who can design, skin and compile some small props models for de_venice. This includes stuff like small plaques, statuettes and other small models

If you know anyone who might be interested, or if you are interested, please drop me a line at ascarcella AT gmail DOT com. I'm really do need these positions filled (particularly the texture artist) so I can finish off de_venice and release it.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-11 20:54:09 UTC
in Caption Contest Post #162757
"The Chinese Police Force: We're Serious"
AJ AJGlorious Overlord
Posted 18 years ago2006-02-11 02:14:00 UTC
in happy 17th! (NOT work-friendly) Post #162588
Hahaha, what a hillarious thread.

I agree with ZL myself. Doesn't mean I condone/like what's been posted, its just that what he said makes complete sense.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-11 01:08:12 UTC
in Now Playing Post #162584
Lazlo Bane - Superman
AJ AJGlorious Overlord
Posted 18 years ago2006-02-08 20:58:32 UTC
in Day of Defeat : Source Free Post #162156
Not for Steam there isn't.

DoD: S will get locked after the weekend and VALVE will probably spam you with offers to purchase it. I won't be getting it, I have 33k, it'll take me ages. Which is a pity, I'd be be whoring so many materials/props. :D

And hey, I play CS:S on my connection...
AJ AJGlorious Overlord
Posted 18 years ago2006-02-08 08:45:00 UTC
in Now Playing Post #162062
GAY.

America - Ventura Highway
AJ AJGlorious Overlord
Posted 18 years ago2006-02-08 08:11:37 UTC
in Now Playing Post #162055
Before: Elliott Smith - The Enemy Is You

Now: The Dandy Warhols - Cool Scene
AJ AJGlorious Overlord
Posted 18 years ago2006-02-08 08:09:38 UTC
in wads! Post #162054
Might want to zip it before you do.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-07 21:06:52 UTC
in Newb Source Q Post #162015
Clicky.

If you still need help, just post.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-07 20:19:30 UTC
in Newb Source Q Post #162009
Uhh...

What are you mapping for exactly? The Source engine, or the HL1 engine? Cubemaps, simply put, make stuff look reflective/shiny. Before I explain how to use them, please tell me what you're mapping for.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-07 09:08:03 UTC
in SDK problem Post #161864
QuArK doesn't work for Source mapping. Hammer is the only tool you can map for Source with.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-07 08:31:16 UTC
in SDK problem Post #161860
Right Click the Source SDK option in the main Steam window and go down to Properties. On the Properties box, go to Local Files and hit "Verify integrity of tool cache...". Do that for all the Source games, actually.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-07 07:10:04 UTC
in SDK problem Post #161847
Try refreshing the SDK contents. Also, validate the game cache (right click, properties). If all else fails, redownload the SDK. The SDK is currently in working order, so I see no reason why that file doesn't work.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-07 06:56:36 UTC
in Now Playing Post #161842
Quasi - Sugar
AJ AJGlorious Overlord
Posted 18 years ago2006-02-07 02:39:27 UTC
in Questions involving prop lighting,decals Post #161812
Overlays are like decals although they're easier to manipulate. Hit Shift-O to use them - simply click on the brush you want the overlay on and it'll come up. From here, you can select it, go to the properties and choose the decal you want. You can also manipulate the size of the overlay in the same way you resize a brush.

As for the turbines, they probably have a shader that prevents them from being lit by world lighting (I think this is what Captain P is talking about, but I may be wrong). If this is the case, you need to decompile the model and edit the QC file (I think, going by memory here) to change it and then recompile the model.
AJ AJGlorious Overlord