Forum posts

Posted 12 years ago2012-08-25 05:01:40 UTC
in Team Mapping 2 Post #309366
@up
looks like italy, inferno style ^^

i am in for sure but we should not map a large area like in team mapping 1, something with stable FPS etc... :P
Posted 12 years ago2012-08-22 18:04:53 UTC
in Post your screenshots! WIP thread Post #309263
jeffmod is my master!
Posted 12 years ago2012-08-04 08:28:44 UTC
in door textures in source editor Post #308767
User posted image
well i dont know what size should be given in half life 2, i have made a brush 48w 96h and scaled the texture to 0.22. still i dont know what is the point of this black area around the texture
Posted 12 years ago2012-07-30 16:21:16 UTC
in TWHL Big Brother 2012 Post #308629
it is possible to join the sim project?? am i late or something? i dont have much photos of mine i have just found one of them
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food: chicken
music: trance
sign: fish

logo:
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Posted 12 years ago2012-07-24 18:03:48 UTC
in League of Legends Post #308361
first penta kill ever :)
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Posted 12 years ago2012-07-22 17:29:14 UTC
in Now Playing: ... Post #308260
Warren Zevon - Werewolves of London
http://www.youtube.com/watch?v=nhSc8qVMjKM
Posted 12 years ago2012-07-22 05:43:21 UTC
in Post your screenshots! WIP thread Post #308241
the core is better than watching porn!!!
Posted 12 years ago2012-07-21 09:05:47 UTC
in Post your screenshots! WIP thread Post #308161
OMG GOD!!! this is epic lighting

i am going to play with myself this lighting is so good
this lighting is better than a naked girl!
Posted 12 years ago2012-07-17 10:10:21 UTC
in League of Legends Post #307960
In LoL u cant attack allies so u cant kill your minions and tower
Edit: Just came from a 19/4/11 game as Shaco
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There's two modes in LoL. Blind pick let's you pick anyone who hasn't already been picked by your team, but you can't see who the enemy team is picking. LoL also has draft pick, though, and ranked games are draft pick only.
there is an advantage while playing in draft mode, u can counter pick your enemy by picking the better one champion, i have been playing ranked games because they are more difficult than normal games
Posted 12 years ago2012-07-10 19:52:56 UTC
in Post your screenshots! WIP thread Post #307761
small RPG game - WIP (c++ + SDL)
my main project atm

what has been done:
  • map changing
  • map scrolling
  • moving around with arrows
  • cant walk on trees, stones ;p
  • map editor
  • using healing potions
  • healthbar
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map editor:
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Posted 12 years ago2012-07-10 12:32:49 UTC
in Steam Greenlight Post #307740
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What is Steam Greenlight?

Steam Greenlight is a new system that enlists the community's help in picking some of the next games to be released on Steam. Developers post information, screenshots, and videos for their game and seek a critical mass of community support in order to get selected for distribution. Steam Greenlight also helps developers get feedback from potential customers and start creating an active community around their game as early in the development process as they like.

http://steamcommunity.com/greenlight/
Posted 12 years ago2012-07-07 14:34:34 UTC
in Post your screenshots! WIP thread Post #307676
i found this map on HDD sometime ago.. probably R.I.P project, i have just compiled the map with VHLT + mapped some rooms i will make a small level with tons of monsters
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Posted 12 years ago2012-07-02 08:20:56 UTC
in League of Legends Post #307574
LoL is a shit but i can't stop playing the game:

nick: zajmundov
server: eu nordic-east
Posted 12 years ago2012-07-01 06:16:23 UTC
in Post your screenshots! WIP thread Post #307548
i think u should change color of the photo or something
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Posted 12 years ago2012-06-19 06:40:29 UTC
in Unofficial Competition 33 Post #307240
Map a floating sky village.

Any game, any theme, as long as it floats and could be lived in. Any method of flotation accepted, be it technology or magic.
the best idea so far...
Posted 12 years ago2012-06-17 10:07:24 UTC
in Post your screenshots! WIP thread Post #307179
where can i get such clean textures?? :)
Posted 12 years ago2012-06-16 15:13:48 UTC
in Unofficial Competition 33 Post #307150
competition ideas:

Mountains
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Bridges
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Planets / Universe: (ex. Mars. Moon)
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Posted 12 years ago2012-06-07 11:14:50 UTC
in Post your screenshots! WIP thread Post #306841
^^
i would like to know how to fill the goblet with water or something else :o
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Posted 12 years ago2012-06-02 10:11:08 UTC
in Hours of gaming Post #306681
CS 1.6 - 1,491.8 hrs ^^ good old times
Posted 12 years ago2012-05-31 14:12:29 UTC
in Post your screenshots! WIP thread Post #306609
@rim
i havent followed last pages... do u use programming language to make the game ^^?
Posted 12 years ago2012-05-23 18:15:12 UTC
in new mapping software? Post #306430
hmm i think they were talking about portal 2 in game map editor and u can download it ^^
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Posted 12 years ago2012-05-12 14:48:12 UTC
in Mapping for Dummies? Post #306117
i wish that bringing to life the half life entities would be as easy as in the portal-in game editor ^^
Posted 12 years ago2012-05-10 07:34:48 UTC
in Mapping for Dummies? Post #306070
hmm i think they might be located in steam cloud or something :o
Posted 12 years ago2012-05-09 21:22:10 UTC
in Mapping for Dummies? Post #306059
do u know where the map editor save map files? ^^
Posted 12 years ago2012-05-09 08:41:27 UTC
in Mapping for Dummies? Post #306045
wow ^^ i am starting to like the editor ^^
its so simple and funny!!

edit:
i have just created my first portal2 chamber ^^
i have saved the map but i dont know where the file is located at all :o
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Posted 12 years ago2012-05-05 16:37:09 UTC
in Post your screenshots! WIP thread Post #305968
going to map another house + mountains and more trees
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Posted 12 years ago2012-05-01 06:19:44 UTC
in Mapping for Dummies? Post #305854
it looks amazing ^^
for sure i am going to map portal 2 stuff with the editor ^^
Posted 12 years ago2012-04-30 11:09:43 UTC
in Team Mapping Post #305845
well i have fps drop down in some areas, 40 fps~ its freezing a little maybe because the map is so open area ^^
Posted 12 years ago2012-04-27 07:01:17 UTC
in Half-Life Trinity Engine Post #305759
can u post some screenshoots in the thread?
Posted 12 years ago2012-04-26 10:19:42 UTC
in TWHL Community Project Post #305728
i am in
so when we are starting?

lets set up queue
Posted 12 years ago2012-04-21 21:26:36 UTC
in Post your screenshots! WIP thread Post #305581
@up
well it looks good but the drink machine does not fit with the area.. i think that the machine should be broken and emanate some light
Posted 12 years ago2012-04-18 13:05:20 UTC
in Team Mapping Post #305488
hey guys i am giving up right now :P i am totally map blocked

but i will join next mapping team project

gl ^^
Posted 12 years ago2012-04-17 11:59:02 UTC
in Team Mapping Post #305456
ok i am downloading ...
Posted 12 years ago2012-04-16 14:23:00 UTC
in Team Mapping Post #305431
hiho
how it is going ^^?
i have no mapping idea.. i might add a little brush work ^^

gogo archie
Posted 12 years ago2012-04-14 19:17:23 UTC
in Team Mapping Post #305390
hello i am having a kick ass question is it possibile to complile a source map within CMD window?? ( just like when we compile a goldsrc map with zhlt or vhlt tools) ???
Posted 12 years ago2012-04-11 09:49:00 UTC
in Post your screenshots! WIP thread Post #305252
the core looks good, do u know releasing date?^^

ok time for some shitty of mine hehe ^^

very WIP:
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Posted 12 years ago2012-04-10 18:36:50 UTC
in Team Mapping Post #305210
hi
i am not available at 14:00-22:00 in this week^^
but i can map when i am home ^^
Posted 12 years ago2012-04-09 20:40:57 UTC
in Team Mapping Post #305147
no ^^ i will be waiting :P we should be following the queue ^^
Posted 12 years ago2012-04-09 20:37:01 UTC
in Vluzacn's Half-Life Tools v34 Post #305146
yea i was clicking around and changed a little settings.txt ^^ its fine right now ^^ i have just noticed a huge difference in how my map looks like and i think that VHLT is cool ^^

btw. on the pictures u can see my new map project ^^

ZHLT:
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VHLT:
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Posted 12 years ago2012-04-09 20:04:19 UTC
in Team Mapping Post #305141
uhm who is mapping right now? Archie?
Posted 12 years ago2012-04-09 16:28:15 UTC
in Vluzacn's Half-Life Tools v34 Post #305122
hi
my map is totally full bright after compiling with VHLT, in order to make the stuff simple i use The Compilator i just changed ZHLT Directory to VHLT directory "E:Half-Life mappingtoolszhlt vluzacn25tools"

+ compile log:

[quote]
hlcsg v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: hlcsg.exe -wadinclude ninjashock.wad -chart -estimate -texdata 8192 "C:Documents and SettingsDamianMy Documentshlmappingsyndicate.map"
Arguments: -wadinclude ninjashock.wad -chart -estimate -texdata 8192 "C:Documents and SettingsDamianMy Documentshlmappingsyndicate.map" -low -wadautodetect
Entering C:Documents and SettingsDamianMy Documentshlmappingsyndicate.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wadcfgfile [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[ninjashock.wad]

CreateBrush:
(0.06 seconds)
CSGBrush:
(0.23 seconds)

Using Wadfile: programyvalve hammer editor!txhalflife1halflife.wad
  • Contains 23 used textures, 85.19 percent of map (3116 textures in wad)
Including Wadfile: programyvalve hammer editor!txninjashock.wad
  • Contains 4 used textures, 14.81 percent of map (4 textures in wad)
"wad" is "halflife.wad;"

added 7 additional animating textures.
Texture usage is at 0.51 mb (of 8.00 mb MAX)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/512 0/32768 ( 0.0%)
planes 2070/32768 41400/655360 ( 6.3%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 459/32767 18360/1310680 ( 1.4%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/32760 0/917280 ( 0.0%)
  • visleafs 0/8192 0/0 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 118828/8388608 ( 1.4%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 9319/524288 ( 1.8%)
  • AllocBlock 0/64 0/0 ( 0.0%)
34 textures referenced

Total BSP file data space used: 187907 bytes

0.36 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: hlbsp.exe -chart -estimate -texdata 8192 "C:Documents and SettingsDamianMy Documentshlmappingsyndicate.map"
Arguments: -chart -estimate -texdata 8192 "C:Documents and SettingsDamianMy Documentshlmappingsyndicate.map" -low -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...569 (0.22 seconds)
BSP generation successful, writing portal file 'C:Documents and SettingsDamianMy Documentshlmappingsyndicate.prt'
SolidBSP [hull 1] 494 (0.30 seconds)
SolidBSP [hull 2] 398 (0.20 seconds)
SolidBSP [hull 3] 488 (0.33 seconds)
Reduced 459 texinfos to 345
Reduced 34 texdatas to 32 (118828 bytes to 118740)
Reduced 2070 planes to 869

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 18/512 1152/32768 ( 3.5%)
planes 869/32768 17380/655360 ( 2.7%)
vertexes 1801/65535 21612/786420 ( 2.7%)
nodes 661/32767 15864/786408 ( 2.0%)
texinfos 345/32767 13800/1310680 ( 1.1%)
faces 1276/65535 25520/1310700 ( 1.9%)
clipnodes 1826/32767 14608/262136 ( 5.6%)
leaves 445/32760 12460/917280 ( 1.4%)
  • visleafs 297/8192 0/0 ( 3.6%)
marksurfaces 1757/65535 3514/131070 ( 2.7%)
surfedges 6124/512000 24496/2048000 ( 1.2%)
edges 3063/256000 12252/1024000 ( 1.2%)
texdata [variable] 118740/8388608 ( 1.4%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 9319/524288 ( 1.8%)
  • AllocBlock 3/64 0/0 ( 4.7%)
32 textures referenced

Total BSP file data space used: 290717 bytes

1.25 seconds elapsed

--- END hlbsp ---

hlvis v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: hlvis.exe -full -chart -estimate -texdata 8192 "C:Documents and SettingsDamianMy Documentshlmappingsyndicate.map"
Arguments: -full -chart -estimate -texdata 8192 "C:Documents and SettingsDamianMy Documentshlmappingsyndicate.map" -low
297 portalleafs
1025 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

BasePortalVis:
(0.13 seconds)
LeafThread:
(26.80 seconds)
average leafs visible: 262
g_visdatasize:11280 compressed from 11286

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 18/512 1152/32768 ( 3.5%)
planes 869/32768 17380/655360 ( 2.7%)
vertexes 1801/65535 21612/786420 ( 2.7%)
nodes 661/32767 15864/786408 ( 2.0%)
texinfos 345/32767 13800/1310680 ( 1.1%)
faces 1276/65535 25520/1310700 ( 1.9%)
clipnodes 1826/32767 14608/262136 ( 5.6%)
leaves 445/32760 12460/917280 ( 1.4%)
  • visleafs 297/8192 0/0 ( 3.6%)
marksurfaces 1757/65535 3514/131070 ( 2.7%)
surfedges 6124/512000 24496/2048000 ( 1.2%)
edges 3063/256000 12252/1024000 ( 1.2%)
texdata [variable] 118740/8388608 ( 1.4%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 11280/8388608 ( 0.1%)
entdata [variable] 9319/524288 ( 1.8%)
  • AllocBlock 3/64 0/0 ( 4.7%)
32 textures referenced

Total BSP file data space used: 301997 bytes

26.95 seconds elapsed

--- END hlvis ---

hlrad v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: hlrad.exe -extra -chart -estimate -texdata 8192 "C:Documents and SettingsDamianMy Documentshlmappingsyndicate.map"
Arguments: -extra -chart -estimate -texdata 8192 "C:Documents and SettingsDamianMy Documentshlmappingsyndicate.map" -waddir C:Half-Lifevalve -waddir C:Half-Lifevalve_schinese -waddir C:Half-Lifecstrike -waddir C:Half-Lifecstrike_schinese -low

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 2.200 ] [ 2.200 ]
reflectivity scale [ 1.000 ] [ 1.000 ]

Load Textures:
Opening wad files from directories:
C:Half-Lifevalve
C:Half-Lifevalve_schinese
C:Half-Lifecstrike
C:Half-Lifecstrike_schinese
Error: Could not locate wad file halflife.wad
Error: Could not locate WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Configure game directory pathes for hlrad in file '<tool path>settings.txt', and make sure this wad file either has been included into bsp by hlcsg or exists in one of the game directories.

--- END hlrad ---

[/quote]
Posted 12 years ago2012-04-09 12:54:35 UTC
in my textures is pink in game Post #305118
lol its working
magic :o
Posted 12 years ago2012-04-09 10:08:47 UTC
in my textures is pink in game Post #305109
the texture is pink all the time i think something is wrong with wad include

btw. should i seletect wad auto detect???
Posted 12 years ago2012-04-08 17:00:02 UTC
in my textures is pink in game Post #305086
i dunno what is going on ^^ it is a lighting texture
User posted image
Posted 12 years ago2012-04-07 06:54:08 UTC
in Post your screenshots! WIP thread Post #305033
lol just after i have looked on the joe's picture i just want to play deus ex one more time :)
Posted 12 years ago2012-04-03 17:24:10 UTC
in Team Mapping Post #304904
well i dont want the map to become an open battlefield or something like that ^^ we should enclose it a little, more valleys, corridors, passages ^^

plotkai
Posted 12 years ago2012-04-02 18:32:15 UTC
in Team Mapping Post #304878
i think we should remove some part of the street i would suggest to build something there -> http://i.imgur.com/OYntD.jpg
Posted 12 years ago2012-04-02 17:24:26 UTC
in Team Mapping Post #304872
If nothing else, i think we should definitely do one for optimization
well i have a huge FPS dropdown when i am walking on the middle but this is our first project so... :o

we should start another team mapping next month :o
Posted 12 years ago2012-04-02 15:36:17 UTC
in Team Mapping Post #304867
sure why not :)
Posted 12 years ago2012-04-01 14:22:51 UTC
in Team Mapping Post #304842
ok looks like vis is compiling right now.. finally i can upload the map for u guys :P

btw. is it possible to compile in console window just like in HL1??? because i cant see compilation progress after i minimize the editor

EDIT:

map:
http://www7.zippyshare.com/v/14566849/file.html
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