Forum posts

Posted 18 years ago2006-02-16 18:27:50 UTC
in Ya 200th login! Whats your login numba? Post #163676
And less worthless.
Posted 18 years ago2006-02-16 18:26:19 UTC
in They're shiny... and good. Post #163674
Wait. That Jesus action figure is a real thing?!
Wowzers.
Posted 18 years ago2006-02-16 18:22:38 UTC
in YOU GUYS WILL NEVER BELIVE THIS! Post #163672
I DUN BELEEVE ET!
Funny story, but how could you possibly think that they would send a rescue party when you were in your house? On the ground...
Posted 18 years ago2006-02-16 18:19:48 UTC
in Random Mapping Questions Post #163671
If you are thinking about using the Nem's TerraGen, keep in mind that you go to need to make some changes (VM) to prevent unnecessary poly...
Select everything, null it, texture only the faces that you will see, tie it to an entity. Saves w_ and e_ poly like nothing you've ever seen.
Posted 18 years ago2006-02-16 18:16:57 UTC
in They're shiny... and good. Post #163670
Wheelie Jesus, hahaha that made me laugh so hard, part the pavement hahahahaha
Posted 18 years ago2006-02-16 09:52:45 UTC
in Random Mapping Questions Post #163571
For terrain use Nem's Terrain Generator, it works wonders.
Posted 18 years ago2006-02-15 21:17:05 UTC
in Who the f**k are you? Post #163529
OMFG BANBOMB FTW
Posted 18 years ago2006-02-15 21:15:41 UTC
in Ya 200th login! Whats your login numba? Post #163528
Haha, fearian. Wouldst thee like a complmentory ye olde gift basket?
Posted 18 years ago2006-02-15 21:12:28 UTC
in cs_office_css - WIP Post #163527
Oh, sounded to me like you were implying that I was somehow "cheating" on the remake. My bad, misinterpretation.
Posted 18 years ago2006-02-15 18:19:21 UTC
in Ya 200th login! Whats your login numba? Post #163480
2937 + 666 if my logons as Coolfat3459.
Posted 18 years ago2006-02-14 21:01:54 UTC
in Your thoughts on YTMND.com Post #163323
God Man defeats the Purple Beatle hahahahhahaahha, that one's amazing.
Posted 18 years ago2006-02-13 18:30:14 UTC
in What TWHL stands for Post #163105
Posted 18 years ago2006-02-13 18:29:09 UTC
in cs_office_css - WIP Post #163103
The plant model is 203 polygons. The name of it is gins_leafy.mdl. I'm not sure what map it originated in but its in my models/props folder so it would appear that it was originally from a CZ map.

The computer model(not shown) is 83 polygons, gins_flatscrn.mdl. Again I'm not sure where it came from.

The tree model is 240 polygons and it is from cs_militia_cz.

The couch model is 260 polygons and it is from de_batcave.

The hostage model is 1443 polygons and is a custom model from FPSbanana.

The walls, ceiling, and other various textures were taken straight from the Source office's textures without any changes(except for being convert to a 255 color bmp via Wally) so they are 512 by 512 pixels. All source maps have a default texture property of a 1/4th shrink(.25 x, .25 y on the texture proterties window). I have shrunk the wall textures to .25 so the height proportions insidoors are exact. The size and layout of the 1.6/1.5 office different from the Source office so I canot go off of the 1.6 office. I must use several reference screenshots that I have taken(I have about 35 right now and I'm still taking them as I go along). Each tile on the ceiling when shrunken down to .25 is 32 units wide and 32 units long. I use that plus reference screenshots to scale the width of the hallways/rooms so the width propportions are exact. the only light entity in the whole map is the light_environment, everything else is done with texture lighting. Other textures, such as the floor and snow textures, were taken from the Source textures and shrunken down to 256 by 256 then shrunken in Hammer to .5 to conserve texture space. because of the shirnking of textures in Hammer the r_speeds are rising quickly but have yet to break 1000 so its looking pretty good now. The model in my screenshots of cs_office_css is a Source convert, including Source arms, but is not a screenshot of Source.
Phew, hope that clears it up for you, Xyos. if you still can't believe its the Half Life engine, well, just wait untill its done and you can play it yourself.
Posted 18 years ago2006-02-13 18:12:07 UTC
in What TWHL stands for Post #163100
The Whole Half Life, a cheesy pun on the word "half life" talking about the other half, making it whole.
Posted 18 years ago2006-02-12 22:43:20 UTC
in cs_office_css - WIP Post #162936
If you put the word "dust" in the name people will play it. Enter the nightmare of de_uber1337superdutsHDRftw :P .
If you are going map this fusion I would suggest a name more like de_dusty_inferno or de_blaze(assuming de_blaze isn't already taken).
Sounds like a pretty cool idea, really. If you ever have time for mapping I'd say go for it, just get your own thread for it ;) .
Posted 18 years ago2006-02-12 22:26:55 UTC
in cs_office_css - WIP Post #162934
Here's some updates for ya. I fixed up the lighting but I still think it needs to be toned down a bit. If you think so too please tell me, othrwise I'm keeping it where it is.

Hostage models that will be used + plant-in-pot model that will be used:
http://img107.imageshack.us/img107/9105/csofficecss00065oy.jpg
(OMFG 7TH LINKEH)

Vending machines, they WILL spit out drinks if you use the buttons on the right. They also emit a slight blue light, like the ones in Source.
http://img107.imageshack.us/img107/60/csofficecss00071ki.jpg

You'll probably notice that there is no "3D skybox" visible through the windows. I'm saving the "3d skybox" city for last. If I have room I'll make it, if not I'll have to just leave it as the sky. But I'm 90% percent sure I'll be able to make both the outer city and the moving clouds in the sky.
either scale is a bit too large or there's too little objects, but it looks good nevertheless.
The scales are precise. Its because of the absence of the pictures on the wall and other small details that make it look different but those will come in later.
Posted 18 years ago2006-02-12 19:59:14 UTC
in cs_office_css - WIP Post #162923
Its fun.
Posted 18 years ago2006-02-12 15:17:34 UTC
in cs_office_css - WIP Post #162889
NO, I LACK THE ABILITY TO COMPREHEND THE LONG AND BAFFELING WORDS THAT YOU ARE EXPRESSING TO ME!AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Posted 18 years ago2006-02-12 14:57:30 UTC
in Half-Life speed run Post #162881
Go into your console and type "record <demoname>" then when you want to stop recording type "stop". the demo can be played back via "playdemo <demoname>" and it is stored in your Valve folder.
Posted 18 years ago2006-02-12 14:56:18 UTC
in kid reacts badly to screamer Post #162880
Hahaha! That like the crueling thing ever but its so funny!
Posted 18 years ago2006-02-12 14:54:17 UTC
in Half-Life speed run Post #162878
Just record a demo, coffee. Upload it somewhere and link us to it.
Posted 18 years ago2006-02-12 14:48:04 UTC
in cs_office_css - WIP Post #162877
7th, the last time I posted a full picture you changed my post and made me use thumbnails. Now you are telling me to post the actual image instead of using thumbnails? The screenshots from Source are 800 x 600 and the screenshots from my map are around 820 x 615, I don't want to make the topic all wide.

What do you mean by "why are you doing this?" Why am I recreating the Source offfice or why am I not linking straight to the screenshots?

Arr, avast.
Posted 18 years ago2006-02-12 02:00:06 UTC
in cs_office_css - WIP Post #162775
Recently I have started a recreation of the cs_office from CS:Source.
I am progressing very slowly because I am trying as hard as possible to get all the proportions and lighting and effects exactly how the Source map looks or at least as close as possible as far as the HL1 engine goes. Once I get the main layout I'll add in the smaller details like the pictures on the walls.
Here's some screenshots, the lighting is way off I know. I'll have that fixed, I'm also going to have sprites around the lights to create that effect that Source has around the lights.

A hallway in Source:
User posted image

And here's my hallway:
User posted image


The T spawn in Source:
User posted image

and here's my spawn(from a slightly different position):
User posted image

Don't mind that giant hideous green thing on the couch. That will be an invisible wall later so that you don't walk through the couch model. For now I'm just scaling the proportions of the model.

Another part of the T spawn in Source:
User posted image

My other part of the T spawn(not done yet though):
User posted image
Posted 18 years ago2006-02-11 18:05:13 UTC
in I dont know what I did... Post #162728
Represent!
Posted 18 years ago2006-02-11 15:10:27 UTC
in I need a tree model Post #162717
Good god.....
When I said FPSbanana didn't have the map anymore I thought you'd realize that I tried looking for the map somewhere else too. If I found it somewhere else would I be asking for it here? use your head.
Posted 18 years ago2006-02-11 12:46:11 UTC
in I need a tree model Post #162693
I need the tree model from cs_militia_cz(the dead tree). FPSbanana used to have it but they don't anymore.
Posted 18 years ago2006-02-11 05:04:50 UTC
in happy 17th! (NOT work-friendly) Post #162614
There's a point to all this?
Posted 18 years ago2006-02-11 05:02:27 UTC
in happy 17th! (NOT work-friendly) Post #162612
About half of the oldies who stick around here don't map anymore, Coffee. Its not just Zombieloffe.
Posted 18 years ago2006-02-11 04:41:25 UTC
in Compiling not doing much at all Post #162605
Its not even running csg, are you using a batch compiler? because t looks like you don't have any of the processes running like Elon said.
Posted 18 years ago2006-02-10 23:53:08 UTC
in Tales Of War Post #162577
I've gotten to 80 kills in The Specialists before I died once.
End of story.
Posted 18 years ago2006-02-10 19:04:06 UTC
in Something for Mac haters Post #162540
Hahahhahahahhahahahahhaha, macs are so useless.
Posted 18 years ago2006-02-10 19:02:11 UTC
in Cake Decorating Contest Post #162537
A little late, meh:
User posted image
Posted 18 years ago2006-02-10 09:37:33 UTC
in HL2 Models to HL1 Models Post #162411
Half life models techinically have no limits as far as polygons go. There is a body limit of 3500 but you can have as many bodies as you want.
Posted 18 years ago2006-02-09 21:59:53 UTC
in HL2 Models to HL1 Models Post #162360
HL2 weapon models are all uner 2500 polygons, for the record. Characters are around 6000 each.
I've converted all the weapon models, the game ran smooth as ever.

To answer your question: Someone made an HL2 model decompiler, you can use that to decompile a source model and make a qc file for it and recompile it with studiomdl to compile it as an HL1 model. Make sure you turn $cliptotextures off
Posted 18 years ago2006-02-09 21:52:57 UTC
in Classical games that you wanna play. Post #162358
Worldcraft Dude still plays:
.........
Half Life. End of story
Posted 18 years ago2006-02-09 18:28:05 UTC
in Guess the line! Post #162334
THE ANSWER IS 4, GIVE ME MY PRIZE
Posted 18 years ago2006-02-09 18:21:42 UTC
in Looking for an old but good game. Post #162331
^heh

I see a lot of people in my computer programming class playing a game called Soldat. I've never played it but it looked pretty cool, its kinda like a side scrolling shooter that can be played on a LAN plus its free.
http://www.soldat.prv.pl/
Posted 18 years ago2006-02-08 22:32:16 UTC
in Looking for an old but good game. Post #162160
Quake, Doom, Hexen, Red Alert, Tiberian Sun,.... minesweeper?
Posted 18 years ago2006-02-08 18:38:53 UTC
in Cake Decorating Contest Post #162142
Hhahahahhaah, shoot the cake and win a free video iPod.
Posted 18 years ago2006-02-07 21:08:47 UTC
in Cake Decorating Contest Post #162016
Haha, I like this. Won't be able to participate though, the best I have is MSpaint and Wally :)
Posted 18 years ago2006-02-07 18:25:07 UTC
in happy 17th! (NOT work-friendly) Post #161995
Yeah, I read your journal entry on that.
Posted 18 years ago2006-02-07 09:36:00 UTC
in happy 17th! (NOT work-friendly) Post #161868
Never ceases to amaze the extent ZL will go to, to disgust that is! Sick, sick man.
Never ceases to amaze why people keep clicking his links when they know what its going to be :P
Posted 18 years ago2006-02-06 18:20:52 UTC
in happy 17th! (NOT work-friendly) Post #161764
Happy birthday, here's your present:
8==============D
[/immaturity]
Posted 18 years ago2006-02-06 09:47:05 UTC
in free counter-strike lessons from cheese Post #161692
Then you gotta go to bombsite A BAM, or B BAM, or C WTF IS C, or cat, or... or de_aztec. When you go to de_aztec you gotta go swimming :D
Very funny but the laughing did get pretty annoying.
Posted 18 years ago2006-02-03 21:14:51 UTC
in Your first map noob mistakes. Post #161384
Haha, thats something to remember.
Posted 18 years ago2006-02-03 18:32:21 UTC
in Your first map noob mistakes. Post #161368
Skybox, putting one-unit-thick walls on sides because I didn't know how about the texture application tool, carving with cylinders, the list goes on.
Posted 18 years ago2006-02-02 22:26:14 UTC
in Mapping .vs Playing Post #161223
I play my maps most of the time. If its a cs map then I host it on my server.
Posted 18 years ago2006-02-02 18:36:01 UTC
in Worlds ugliest cat Post #161197
Woah, at first I thought that first picture of the cat was a peice of correl(don't ask why there would be a peice of correl there, because I don't know. I'm just saying wht it looked like at first). That's one weird looking cat.
Posted 18 years ago2006-02-02 18:32:44 UTC
in Dynamic Skies Post #161194
So what exactly did you do then, did you actually use a 3d skybox like in Source or did you just cover the sky with scrolling clouds and make a very long series of buildings with a big grunt in it?
Posted 18 years ago2006-02-02 09:43:07 UTC
in counter-strike mapping question Post #161061
Next time I will use alt-PrntYourMom