Forum posts

Posted 9 years ago2015-01-02 22:41:08 UTC
in grass from de_aztec Post #323079
funny ive been wondering about this too recently, this is probably something generated for specific textures by some code in the dll blabla prolly
Posted 9 years ago2015-01-02 16:50:34 UTC
in Wrong lights for models Post #323065
that or info_sunlight
Posted 10 years ago2014-11-18 20:51:20 UTC
in texlights and shadows Post #322359
that's what texture lights are for, they simulate light coming from a surface/an area rather than a point, avoiding harsh shadows
Posted 10 years ago2014-11-11 23:47:20 UTC
in Building levels in Blender (half-life 1) Post #322300
My plan would be to "grow" a slight pyramid on the opposite side of every face, in most cases you would end up with tetrahedrons and then you should be able to smoothly import it in VHE. I've never done but this I think I've seen a Quake .map export plugin for Blender once.

Lighting can be preserved if you bake the lighting onto the textures.
Posted 10 years ago2014-11-11 22:14:56 UTC
in Somebody Can fix map for me? Low fps (re Post #322298
I meant they are too scaled down.

How did you manage to use 500 entities? 500 wpoly is what some of ur screens are worth IMO
Posted 10 years ago2014-11-11 20:06:12 UTC
in Somebody Can fix map for me? Low fps (re Post #322292
the textures are too high resolution in some places and use sprites for those light effects
Posted 10 years ago2014-11-04 02:54:27 UTC
in Basemap Series minicompo? Post #322228
Wonderful idea Rimrook
Posted 10 years ago2014-11-01 20:59:06 UTC
in func_breakable - Is it possible to reset Post #322210
I think func_breakable resets itself every round in cs?
Posted 10 years ago2014-10-29 21:53:40 UTC
in func_breakable - Is it possible to reset Post #322172
Could you describe a more specific scenario? What are you trying to make?
Posted 10 years ago2014-10-28 15:19:08 UTC
in Hammer 3.x (Goldsource) Couldn't find WA Post #322161
Warning: Wad file '\hl1 map files\wads\half-life\decals.wad' not found

that's a weird path, try keeping and specifying the .wads in your HL directory where they belong and avoid using spaces in directory paths
Posted 10 years ago2014-10-13 21:28:22 UTC
in Now Gaming: ... Post #322044
Finished an old, medieval styled Quake 2 mod called Dawn Of Darkness, really loved it, the RPG aspects of it, dialogues and though the visuals were very simple and minimal, somehow it reflected the violence and darkness of the medieval times quite well.

Not long ago I also finished a HL2 mod called G-String, in a way, one of the scariest games I ever played.
Posted 10 years ago2014-10-11 16:51:26 UTC
in Post your screenshots! WIP thread Post #322032
Beautiful, Streamfox
Posted 10 years ago2014-09-29 14:42:01 UTC
in Now Gaming: ... Post #321891
i see a rabbit
Posted 10 years ago2014-09-25 15:50:01 UTC
in Post your screenshots! WIP thread Post #321865
could be an improvised cage for a headcrab :S
Posted 10 years ago2014-09-24 12:06:52 UTC
in Mini-Competition: Tree Mapping Post #321856
wonderful ninja defuse wonderful!
Posted 10 years ago2014-09-08 00:33:03 UTC
in Now Playing: ... Post #321676
Dinah Washington - Smoke Gets In Your Eyes

https://www.youtube.com/watch?v=n0lyWfTOYyM

Ahhh some things just melt you
Posted 10 years ago2014-09-07 02:39:56 UTC
in Mini-Competition: Tree Mapping Post #321665
well whatever
User posted image
Posted 10 years ago2014-08-25 13:17:08 UTC
in Now Playing: ... Post #321429
Holy smokes, sometimes I'm impressed by this existence. One day I was trying to play some notes on the guitar and stuff like that. I light up a cigarette and as I'm reading some notes through the smoke, I realize I can see air! Now I know why Frank Zappa loved them. Then I tried playing some notes on the guitar and guess what? I could see the sound in the stream of the smoke! Oh god...

Here's one of the last works of Frank Zappa. It's an orchestral piece with some theatrics in it. I thought it was horrible but I loved it.

https://www.youtube.com/watch?v=QCSbucdVEkg
Posted 10 years ago2014-08-19 19:40:14 UTC
in Now Playing: ... Post #321285
I got to thank one guy called Daubster, who's quite fed up with me, but if not him I might not be listening to Frank Zappa every night for years now instead of collecting pieces of my broken heart, though I sometimes hate Frank too... And wouldn't be singing along in my tent at night at a festival and not letting stupid fuckers around get some sleep. If that makes any sense... Anyway. This is off their album Cruising with Ruben & the Jets:
User posted image
https://www.youtube.com/watch?v=yi0sJGaTlhI

Go to hell everyone. Have a good night.
Posted 10 years ago2014-08-08 19:17:02 UTC
in Post your screenshots! WIP thread Post #321071
yeah it would take a billion years to exhaust that .wad
Posted 10 years ago2014-03-03 18:48:37 UTC
in goldsrc: rendering entities Post #318178
Nice to hear about the tutorials
Posted 10 years ago2014-02-27 11:35:33 UTC
in goldsrc: rendering entities Post #318132
why don't you write a tutorial on how do u hook all this to the engine without it's source code?
Posted 10 years ago2014-02-26 01:07:24 UTC
in goldsrc: rendering entities Post #318126
kinda insane
Posted 10 years ago2014-02-25 10:40:35 UTC
in goldsrc: rendering entities Post #318114
this particular mod looks incredible, how's the performance?
Posted 10 years ago2014-02-23 11:38:29 UTC
in goldsrc: rendering entities Post #318089
fucking insane...
Posted 10 years ago2014-02-16 11:43:13 UTC
in lighting issue Post #317976
those spots are the light bouncing off those bright surfaces, cuz vluzacns peculiar real world physics assumptions might b wr0ng
Posted 10 years ago2014-02-15 10:20:15 UTC
in lighting issue Post #317963
or go back to zhlt
Posted 10 years ago2014-02-12 11:55:48 UTC
in Fog Post #317917
a simple sprite? I doubt that. I think it uses z-buffer depth map or something (that was left present unused in quake code, might be wrong...) the same one used for water fog
Posted 10 years ago2014-02-02 11:11:20 UTC
in Adding new entities to FGD? Post #317721
recently i managed to compile it, the visual 6 can be found somewhere in snarkpit (does work on w7), and the setup tut somewhere in wavelength, with the help of the internet archive you can find quite a few coding tuts for hl1
Posted 10 years ago2014-01-14 13:14:05 UTC
in Is it possibe to use the GPU to speed up Post #317512
is it so damn hard to wait a few mins? u can make a toast and stuff
Posted 10 years ago2013-12-26 12:32:46 UTC
in Combining brush entities in GoldSrc Post #317285
you can also use env_render to even dynamically control an entity's visual properties
Posted 10 years ago2013-12-21 11:52:49 UTC
in Now Playing: ... Post #317204
a cure for us, a sound that was meant to be stolen

http://www.youtube.com/watch?v=k_pTSrOKNKs
Posted 10 years ago2013-12-20 15:29:59 UTC
in Post Your Photos Post #317187
sorry must have posted during one of my blackouts

anyway, imageshack sucks, removing photos randomly
Posted 10 years ago2013-12-20 14:31:32 UTC
in Post Your Photos Post #317183
is this thread about posting photos or about posting photos of your equipment?
Posted 10 years ago2013-12-19 20:41:08 UTC
in Half-Life: The Core Post #317175
now get a shotgun and reach your nirvana
Posted 10 years ago2013-12-17 12:31:48 UTC
in Post your screenshots! WIP thread Post #317155
this whole short fat gordon fuckery is because of fov, on average monitors take up way less than 90 degrees of our vision, more like 50, but that's too little for a fps game, that's why valve came up with those hacks like inflating guns at the end and the latter one too and stuff like that
Posted 10 years ago2013-12-14 17:31:39 UTC
in Post your screenshots! WIP thread Post #317119
yeah i thought it looks like a castle yet its vaguely inspired by two abandoned-in-construction soviet hotels ive been to

edit: oh i didnt know what that was
Posted 10 years ago2013-12-14 16:00:39 UTC
in Post your screenshots! WIP thread Post #317116
here's a creature that died at birth and now enjoys eternal death
User posted image
Posted 10 years ago2013-12-10 18:59:25 UTC
in Post Your Photos Post #317070
User posted image
are these creatures guiding a hangman's soul
on another tired creature's shoulder
or just laughing at my insight below?
I choose the cold steel
Posted 10 years ago2013-12-10 12:56:23 UTC
in Post your screenshots! WIP thread Post #317065
hl can handle large areas if some very wise optimization is applied
Posted 10 years ago2013-12-09 16:30:58 UTC
in Post your screenshots! WIP thread Post #317041
i present you the greatest map in the world from the depths of hell
User posted image
User posted image
Posted 10 years ago2013-12-09 13:13:47 UTC
in Post your screenshots! WIP thread Post #317037
very cool
Posted 10 years ago2013-12-08 19:41:29 UTC
in Entity (Cycler) 3d model problem Post #317031
try using original 3.5 vhe
Posted 10 years ago2013-12-08 17:04:16 UTC
in Entity (Cycler) 3d model problem Post #317026
try placing a single lonely bone as the origin of that beast
Posted 10 years ago2013-12-01 13:43:54 UTC
in Post your screenshots! WIP thread Post #316923
you should remake this for hldm
Posted 10 years ago2013-11-23 16:04:52 UTC
in Now Playing: ... Post #316854
Posted 10 years ago2013-11-23 16:02:39 UTC
in Post your screenshots! WIP thread Post #316853
fucking hell Boomer this is the first time i mistaken gs for src
Posted 11 years ago2013-11-11 17:51:46 UTC
in How to make zombie and vorts blood red? Post #316745
i might be wrong but just copy decals.wad to your mod folder and edit those specific decals, the color is defined by the last or the first value of the decal's palette, not sure, read up some tutorial on decals. same goes for sprites, photoshop or whatever
Posted 11 years ago2013-09-24 16:04:55 UTC
in Gauss Reflectivity Help Post #315916
yup. most of the buildings and other structures in original hldm maps by valve are hollow
Posted 11 years ago2013-07-13 08:26:21 UTC
in Custom hl1 map, free to try Post #314178
I loved it

It was still more interesting than any puzzle in portal 2