Forum posts

Posted 10 years ago2014-01-07 02:20:03 UTC
in Few problems Post #317399
3)A mapper named Nipper has made levels where you couldn't see through sky textures into the next area "I think in blahhh". I asked him how he did it but he never responded, so yes it is somehow possible but I don't know.
Posted 10 years ago2014-01-06 15:32:05 UTC
in Post your screenshots! WIP thread Post #317386
:3

Attempting to redo an old map, lost_technology.

before:
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after:
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Still a wip...
Posted 10 years ago2014-01-03 22:41:04 UTC
in ZHLT Light Flags not working Post #317354
Yea, just found that out recently when I read through Kasperg's goldsource mapping tips thread. Well that entities could cast shadows, and even of any color.
Posted 10 years ago2014-01-01 20:20:05 UTC
in Post your screenshots! WIP thread Post #317337
I keep them next to the shotgun ;) lol thanks.
Posted 10 years ago2014-01-01 19:28:17 UTC
in Post your screenshots! WIP thread Post #317335
My barndominium. Also built a model of it. I'm hoping to build my first house in a couple of years and this is my second proposal. This one has plenty of space to prefab tree houses and other projects and room to ride flatland.
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Posted 10 years ago2014-01-01 18:49:43 UTC
in TWHL Mini-Christmas COOP 2013 Post #317334
Awesome, Glad you enjoyed it!!! And no problem, had fun making it. Been wanting to map my house since I first started using hammer and this was a perfect opportunity.
Posted 10 years ago2014-01-01 04:49:31 UTC
in TWHL Mini-Christmas COOP 2013 Post #317330
Posted 10 years ago2013-12-26 15:28:01 UTC
in TWHL Mini-Christmas COOP 2013 Post #317286
Glad there was an extension, I had bitten off more than I could chew for such a short period.
Posted 10 years ago2013-12-25 17:25:34 UTC
in Christmas Presents Post #317267
I got a drill press and some tools. Also got some money which will most likely buy more tools... :)
Posted 10 years ago2013-12-25 15:39:44 UTC
in TWHL Mini-Christmas COOP 2013 Post #317262
Mine may be delayed too sorry Archie, I may finish today at my grandparents. I blame it on Christmas and work, and short notice. :D
Posted 10 years ago2013-12-23 17:46:18 UTC
in TWHL Mini-Christmas COOP 2013 Post #317233
I only have like ten hours to crank something out. I got Archie :lol: .
Posted 10 years ago2013-12-23 14:45:29 UTC
in TWHL Mini-Christmas COOP 2013 Post #317228
I'll participate if I have enough time.
Posted 10 years ago2013-12-16 23:58:01 UTC
in Post your screenshots! WIP thread Post #317144
Thanks Tet. Yep I even have a scale i'm going by, sixteen units equals one foot high and twenty units equals one foot wide or one inch equals 1.67 wide and 1.33 high.

I've always used hammer as sort of a cad program it's so quick and handy and you get to walk in your work.
Posted 10 years ago2013-12-16 19:27:07 UTC
in Post your screenshots! WIP thread Post #317137
Thank you sir! :glad:
Posted 10 years ago2013-12-16 18:07:15 UTC
in Post your screenshots! WIP thread Post #317135
I used the arch tool for the rail and steps. I used vertex manipulation on the rail. For the steps I used the increase height option in the arch command. The vertical bars were added individually. :)
Posted 10 years ago2013-12-16 15:56:58 UTC
in Post your screenshots! WIP thread Post #317132
Very cool work Skals!

I still use Hammer for architecture. Working on a barndominium I may build as my first home/workshop. Spiral stair case.
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Posted 10 years ago2013-10-30 00:36:52 UTC
in Do people still make good old Half Life Post #316560
Listen to Archie. Even at my prime in goldsource I constantly run into issues. It's a fun tool for whipping up architecture models of my own, but entire playable levels is a nightmare.

I will be learning source soon, but am currently busy with photoshop and illustrator tutorials.
Posted 10 years ago2013-10-28 19:24:11 UTC
in Now Gaming: ... Post #316530
Dod source, cs condition zero, waiting for battlefield 4!
Posted 10 years ago2013-10-28 17:09:21 UTC
in Competition 33 Post #316527
Thanks, yea sure! I used 8bit mono sounds as that's what's required by halflife.
Posted 10 years ago2013-10-26 17:58:09 UTC
in Competition 33 Post #316494
Congratulations to everyone who entered and to those who placed! Congratulations Moaby! I tried playing your entry but the link is down, i'll be waiting for you to post the latest edition.
Posted 10 years ago2013-10-21 16:29:07 UTC
in Hey Half-Lifers!!! Post #316403
Hey, your name is familiar, I remember you from a while back. Welcome back, I've been doing a drafting job along with some mapping on the side and general design of anything under the sun.
Posted 10 years ago2013-10-20 05:54:47 UTC
in Post Your Desktops Post #316374
Because the rainy weather.
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Posted 10 years ago2013-10-19 20:49:19 UTC
in $ Paid Urgent Request Post #316366
Ripping content is generally frowned upon everywhere. But, it's not like you were using the content to make another game, just spoofs on it right? That's pretty cool, but the premise still stands.

Why not make "similar" models without decompiling or anything. Good luck finding someone.
Posted 10 years ago2013-10-19 01:44:16 UTC
in $ Paid Urgent Request Post #316352
The untraceable balloon continues to inflate.
Posted 10 years ago2013-10-19 01:13:19 UTC
in Competition 33 Post #316350
Wow looks really good Tetsuo, i'll have to install episode2.

Mine is in the vault
Posted 10 years ago2013-10-19 00:48:50 UTC
in Fun hldm map Post #316351
I may just turn this into a kill box of sorts. Flying snarks? Oh no!

Another idea is surfing, surfing is fun.
Posted 10 years ago2013-10-18 19:15:38 UTC
in Fun hldm map Post #316344
fun_zone_hldm:

The first zone that comes to mind is an area with tons of bounces on hilly grass and low gravity.

Can you think of a fun zone? I may make a quick hldm map out of this.
Posted 10 years ago2013-10-17 05:13:03 UTC
in Competition 33 Post #316305
Ok thanks!

Woo twenty hours left, working away.
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Edit: Hehe, my brother and I just came up with a secret that will have me pushing into the deadline. :crowbar:
Posted 10 years ago2013-10-15 23:36:46 UTC
in Competition 33 Post #316278
That's trippy! I'm almost done too!!!, just adding ambience. I love walking around a freshly made map.

Question, does anyone know how many info_player_deathmatch entities I should add to my hldm map?
Posted 10 years ago2013-10-15 21:38:16 UTC
in I know who stole my phone... Post #316274
Facebook stalk her ;) Really though, i'd call my phone company and let them know or contact google support.
Posted 10 years ago2013-10-15 19:32:31 UTC
in Competition 33 Post #316259
Yes please do, I'd use it! Haha @ Urby, well at least you tried. I had started an entry a while back that I too scrapped.

Edit: I wish scroll textures could be tied with solid rather than additive to render masked, one of my effects looks weird but I may keep it anyway because it's pretty interesting.
Posted 10 years ago2013-10-14 19:32:40 UTC
in Competition 33 Post #316233
I'm finished with just about everything. Just have to align textures, add a few special effects and try to compose a song or find one's suitable. Also may try to make a few new textures.

I've spent literally the entire last week and weekend working on the map, many hours, at least 70-120. I can't wait to see everyone's did Trempler still enter?
Posted 10 years ago2013-10-13 02:18:50 UTC
in Competition 33 Post #316210
I thought my lighting was too dark but I was working on my tv monitor. When I switched to my laptop's monitor I noticed the lighting is actually pretty good.
Posted 10 years ago2013-10-10 18:47:30 UTC
in Post your screenshots! WIP thread Post #316182
Dude that looks excellent TJB! ! !
Posted 10 years ago2013-10-10 01:59:19 UTC
in Competition 33 Post #316169
Wow that is awesome looking water! Jumps for joy for source. I would use a texture with less grass though on such a steep slope.

Finally done with the bulk of my map. Now for the fun, details!
Posted 10 years ago2013-10-09 21:34:33 UTC
in Music, for gaming Post #316165
So far it's a bunch of catchy techno songs. Hope they aren't overkill.

Btw, would you know how to turn the music off/mute for certain players if it's even possible?
Posted 10 years ago2013-10-09 17:40:30 UTC
in Competition 33 Post #316150
What about that cool entry you had posted a wip of?

Edit: Nice, just found out to use trigger_changetargets to make my elevator doors work properly!
Posted 10 years ago2013-10-09 17:37:25 UTC
in Music, for gaming Post #316158
There's eleven songs each controlled by buttons that target trigger relays to turn off any other song playing. I'm not sure there's a way to mute them per each player. Maybe this is just a bad idea. Plus they are eight bit mono and can only be three minutes long.

It does add to gameplay in that whoever's alive the longest has their hands on the controls...

Thanks for the advise i'll see what I can find/figure out.
Posted 10 years ago2013-10-09 10:42:12 UTC
in Music, for gaming Post #316151
I need to come up with a list of songs for my competition 33 entry. It is hldm and you start with gauss so imagine flying around the floating island map and what kind of music would be good to listen too.

Any ideas? So far I have haunt you by flux pavilion, move your body by Eiffel 65, yellow by coldplay, midnight run flux pavilion remix, and dr feelgood by interphase. I need six more.
Posted 10 years ago2013-10-08 18:38:35 UTC
in Competition 33 Post #316145
Oh, thanks! Yes just got the outside main mapping complete. Now for the interiors.

I also experimented with some trigger_relays to add a cool feature to the map.
Posted 10 years ago2013-10-08 03:09:25 UTC
in Competition 33 Post #316130
Edit: Does someone know how to enter -cliptype smallest in hammer's expert mode? I just select the csg_exe in the compile/run commands and enter it in the parameter's field like this $path$file -cliptype smallest ?

Progress/spoiler:
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Posted 10 years ago2013-10-06 20:59:10 UTC
in Competition 33 Post #316123
Ugh, MAX_MAP_CLIPNODES and I have another entire island to make along with a bunch of floaters. Time to start clipping.
Posted 10 years ago2013-10-06 00:27:59 UTC
in Competition 33 Post #316097
Thanks, some good ideas there. I also broke up the terrain into more triangles and shifted the vertices around to make the shadows less dull. I'll also add some more ledges as well.
Posted 10 years ago2013-10-05 00:26:37 UTC
in Guess game, Quote game Post #316084
It's time to kick a** and chew bubble gum, and I'm all outta gum.
Posted 10 years ago2013-10-04 19:36:51 UTC
in Competition 33 Post #316082
Yes, after I complete this competition's entry I will move to source just as a side hobby. I will soon spend time learning all ends of construction along with working full time and maybe some school so it's good bye to binge mapping.

Also, my work entails nothing but computer work so mapping along with it really bogs me down.

I'd post more wips but all I've done the past two days is one giant interior and texturing. This kind of scheme's visuals are so pronounced that screenies give away everything leaving nothing to surprise.

I will say this though, when combining gameplay with visual quality it's quite a task especially using so much vm'd terrain in goldsource. The light quality on my rock faces is really poor and boring. I'll have to break up the walls with something. So far I am pretty impressed with it but geez there's lot's of work to do!
Posted 10 years ago2013-10-04 16:36:39 UTC
in Competition 33 Post #316079
That's nice that you have the option to turn the teleport on and off. And from your description making such a prefab seems simple enough.

My method of creating multiple prefabs with many entities in goldsource is by tacking for example b at the end of every entity involved in the copied one.

How hard is it to make terrain brushwork in source? I just may have to load up the sdk ;)
Posted 10 years ago2013-10-04 04:32:21 UTC
in Competition 33 Post #316076
Whoa, that's amazing! Hehe you should have seen how I tried to pull off something similar in goldsource. What did you use to make it?

Your map is looking good so far too! The land masses have a very nice look to them.
Posted 10 years ago2013-10-03 16:00:40 UTC
in Competition 33 Post #316069
Thanks! More wips coming soon, anyone else want to share for inspiration?

I've checked out Doc Rock's entry so far and it is really nice. I'll post a review on it soon. I'll also have to check out the rest that are posted so far.
Posted 10 years ago2013-10-03 05:05:41 UTC
in Competition 33 Post #316064
Glad to hear, keep up the work. I've neglected reality the past two days.

Sneak peek, err this vm!
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Testing stuff video

Had to test making floating islands hollow so gauss wouldn't reflect and kill you. Also tested hollow floating chuncks that you can actually go in.

I also remade my door from radcore for the map and tested some other iris doors including but not shown the hexagonal iris door from Metroid prime. It worked great in single player but glitches in multiplayer so I couldn't use it.
Posted 10 years ago2013-10-02 18:58:32 UTC
in Competition 33 Post #316055
I bet! I'm supposed to start working again tomorrow so mine will suffer greatly. Also I restarted a few days ago... I'm just going to try and crank out a fun level.