Forum posts

Posted 17 years ago2007-02-21 21:48:54 UTC
in Kasperg Projects! Post #213270
A good thing about this project is that it takes me more than 15 minutes to run through everything I have done so far. Since the last map will be much more puzzle-oriented and will have harder combat, It will be even longer.
If you are dissapointed with that number, the comparison is that it takes me 5 minutes to run through Sandscroll. All things considered, I think it's a positive fact.
Posted 17 years ago2007-02-21 18:46:28 UTC
in Phong textures in maps Post #213261
WCD, that's also a reflection, but the envmapmask just happens to be more complicated because of the bumpmapping
I used a normal map and envmapmask for this:
http://img176.imageshack.us/img176/2408/material1il4.jpg
Posted 17 years ago2007-02-19 18:25:47 UTC
in TWHL Mix 2? Post #213068
[humortag]
HL released in 1998 + your last HL map released in 2002 (excluding SPCbeta) = 4 years of HL mapping experience, right? Unless you are comparing actual mapping with reviewing and testing... I just feel they are different. :confused:
I started playing soccer at school when I was 6. I quit at the age of 10, but since then I have played occassionally and watched a lot of matches on TV. Hey that makes have about 17 years of soccer experience!! Does that make me a senior soccer player? :D
[/humortag]
Seriously, the concept of senior mappers is overrated. Some people reach in a year of mapping a level that might take other mappers three years. It's about how much time you actually spend mapping, and how much you learn and improve. And of course, your imagination plays a big part.

I can't be the project leader. I have no previous experience in sharing projects and I'm working on my minimod as well as university stuff. I nominate Urbanebula for starting the thread! ;)
Posted 17 years ago2007-02-19 11:48:22 UTC
in TWHL Mix 2? Post #213038
I haven't mentioned "success" or "author" anywhere but that might have been the impression I gave. :zonked:
We were talking about how challenging it is to map for one or the other. What you really meant is how challenging it is to make a successful map.

About effort and success, I'm one who believes that you don't need the biggest effort to make a successful map. As a matter of fact, you will find most of my HL1 maps undetailed (and within engine limitations), and some of them will still play and look better than maps with more brush detail and redundant trusses/other structures around the whole map. Effort doesn't mean filling the map with useless detail. Spending some time planning the layout and theme does wonders.

Of course, knowing how certain things work in real life prevents me from making structural nonsense that would look OK to most players. In that sense the architect inside me is winning the battle against the gamer :(
I hate that little architect... :cry:

Edit:we are officially NOT hijacking the thread. TWHL Mix 2 should run on what TWHL decides ;)
Posted 17 years ago2007-02-19 11:18:31 UTC
in TWHL Mix 2? Post #213036
Ok, that seems reasonable. The same map is more challenging to make in HL1 because of the editor and engine limitiations.
But overall, making a full map that really stands out from the rest would need a lot more work put into if it's a source map, because of the higher amount of things the engine lets you do and players will expect (the diagram shows that too in some way).
If you keep a HL1 map simple, you can use the engine limitations as an excuse (r_speeds for example). In HL2, those excuses vanish.
Posted 17 years ago2007-02-19 10:59:18 UTC
in TWHL Mix 2? Post #213034
If you are goint to include custom textures, working for HL1 seems more reasonable (easier to make the textures, lower file sizes etc)
HL1 mapping is much more challenging
anything for HL1 can be made for HL2, but nothing for HL2 can be made for HL1.
You have some sort of contradiction there.
Making Suspended for HLDM was a small challenge for me compared to making dm_suspended for HL2DM, even though the main brushwork was already there.
The amount of things you need to think and worry about makes Source mapping more challenging, although the editor makes things easier (displacements for example).
Creating Custom materials, adding detail like cables and props, adjusting lightmap grid resolutions, trying to make it look unique and not standard HL2... Unless you mean something different by "window of success". I know a lot of HLDM maps that stand out and are original, while the Source maps that are usually released all look alike. It seems making an excellent HL2 maps is not as easy as making an excellent HL1 map.
(I'm not replying for the sake or arguing. I just happen to map for both constantly and I feel I can give my opinion ;) )
Posted 17 years ago2007-02-19 08:45:13 UTC
in Portal/s .. Post #213025
Yeah, a prop_physics with one of the models in the props/garbage folder should work. I find it strange that you would have any trouble breaking the bottle, since the default behaviour makes it break. You actually have to alter the settings if you want an unbrekable bottle.
Posted 17 years ago2007-02-19 08:39:54 UTC
in Kasperg Projects! Post #213024
Okay, after more than a day waiting, youtube finally decided to make my video available. It looks much darker than the original wmv file, but I can do little about it right now. Anyway, I hope you are able to see something.
It's my first non-continuous trailer and I've added a music track!

http://www.youtube.com/watch?v=dTZ_lEvD62k

Everything seen in the video belongs to the first three maps. The fourth one will have a different look and will include some surprises.

Edit: the weapons seen in the video might not be available in the final product :D
Posted 17 years ago2007-02-18 16:41:34 UTC
in Half Life FX Post #212936
Well, all these effects are common in today's games. Back in 2000 It would have been surprising to see things like this with the HL1 engine. The fact is, since it's modified, it's no longer the same engine, so I don't know what fuzz is about... The interesting thing about the old engine is pushing it to its limits, accomplishing things that were possible in 1998 but nobody had thought about.
All of those effects can be done in Source with a very good performance. A game engine has limits on what it can draw even if your computer exceeds the requirements. That's why the same huge map in HL1 will give you worse framerates than the Source version, even in the exact same computer.
Take a look at this "diagram" I made
User posted image
As you can see, there's a certain relation between what you can do, what your computer can do and what a particular game engine will let you do, all in the same system.

Anyway, I do like the screenshots. They make me want to play the Black Mesa mod for Source!! :)

Edit: if you try to make your imagination overflow the engine limits, the engine will overflow your computer! :D
Posted 17 years ago2007-02-18 14:45:22 UTC
in TWHL Mix 2? Post #212924
Chaos ftw! :D

People: we are going to map TWHLmix2 in HL1

Orpheus: why bother if you have source? It might be a wasted effort.

Kasperg: I agree about HL1 vs. Source, but people can map for fun. Mapping is a reward by itself.

Orpheus: Mapping gives you rewards such as respect and influence.

Kasperg: makes a joke combining all the above, ending with a laughing smiley.

Orpheus: hands out a "you misunderstood me" sticker and makes observation about personality and adulthood

Kasperg:writes a list of events, just in case he might be understood by Orph

;)
Posted 17 years ago2007-02-18 14:20:40 UTC
in TWHL Mix 2? Post #212921
So, starting a project like TWHL Mix 2 would only be Ok if It got you respect from other mappers... That's one way to look at things. And it assures you will make quality work. A lot of "I made this for fun" maps aren't fun at all! :D
Posted 17 years ago2007-02-18 13:34:40 UTC
in TWHL Mix 2? Post #212917
If the present of mapping is enjoyable, it doesn't really matter if it has a smaller future.
Mapping itself should be rewarding. Otherwise, what's the point? We are not proffesional level designers, so we don't get paid for what we do, right? ;)
Posted 17 years ago2007-02-18 12:51:03 UTC
in TWHL Mix 2? Post #212912
anything for HL1 can be made for HL2, but nothing for HL2 can be made for HL1.
I have used the same argument before in some of those HL1 vs. Source threads, but in this case the reason for people voting for HL1 has more to do with the fact that more people have that game, they don't like Hammer4 or their machines can't handle Steam. There's also that HL1 feeling involving gibs and monsters with better AI... You can't really blame people for liking that...
As for me, I could participate but I'm working on my HL1 singleplayer maps right now (I'm about to post a nice trailer!)
Posted 17 years ago2007-02-17 18:18:50 UTC
in Cat Macros! =D [56k no] Post #212785
Zelda is overrated
OoT is a good game, but it is indeed overrated. The Best-Game-Ever title should never be given to a game that:

-Has an average storyline.
-Characters that weren't exactly original or interesting.
-Standard/bad texturing (we could blame N64 for that, but 8 years later the new Zelda looks outdated again. Someone's lazy ;))
-Doesn't have the best-soundtrack-ever, although it's good.
-Has good gameplay and interesting effects but it ends up falling into a predictable sequence of dungeons.
-etc...

Subjectively, it has charm. But that would be an argument to call it "my favourite game", not the best-game-ever. :)
Posted 17 years ago2007-02-16 18:45:09 UTC
in Advanced Brushwork Mini-Compos Post #212714
I didn't know there was anything wrong with the map... Just in case, extract the files to your desktop and then put them in their respective folders.
Alternatively, you can watch the youtube video I put in the map description! :D
Posted 17 years ago2007-02-16 09:22:24 UTC
in Kasperg Projects! Post #212656
I've decided to expand the maps to 4 instead of 3. I'm having trouble with the inside-temple architecture and lighting, so I've just kept working on more outside areas.
Here's a wireframe view of the first map:
http://img291.imageshack.us/img291/4263/guairfreimok9.jpg
It's very compact but there are no real performance problems. This map also tries to shape the gameplay around the geometry, with logical structures that could have actually been something thousands of years ago.

@Orph: yeah, I'm one of those n00bs who still has the scrollbars :P
Posted 17 years ago2007-02-16 07:24:30 UTC
in rowleybob Projects! Post #212642
This could have been an entry for Dr. Breen's House in Black Mesa! :D
Posted 17 years ago2007-02-15 23:45:37 UTC
in Performance bad with vista Post #212624
XP came out and even more cried, and went back to 98.
I cried, but my tears were of happiness. No more random Blue Screens of Death and system freezes. XP was the definite Windows upgrade. Anything new and useful they come up with could be included in XP updates. But since money is all that matters to them, they'll have to wait and wait to get mine ;)
Posted 17 years ago2007-02-15 19:41:05 UTC
in Entities Post #212591
Just use the entities that don't come up with errors in game. Those are the ones from HL2 and not the Episodes. It can't be easier than that. Besides the mini-striders, flares and "Zombine", there shouldn't be many entities incompatible with standard HL2.
Posted 17 years ago2007-02-15 08:21:58 UTC
in Little help? I will explain. Post #212545
I made magnets in dm_suspended.
http://www.youtube.com/watch?v=6JbPTW3AwYs @ 2:07

Just make a strong trigger_push and tell it to disable itself after some seconds. There are a lot of input/output ways to do that, I don't remember what I used.
Of course, the trigger_push must be set to affect all physics objects.
Posted 17 years ago2007-02-15 08:18:22 UTC
in Continuance of Texture Problem Post #212544
Sounds like wireframe. Please post a screenshot.
Posted 17 years ago2007-02-13 17:43:38 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #212391
I looks nice. I'm looking forward to seeing some props or even characters.
Posted 17 years ago2007-02-13 08:53:42 UTC
in Team DM: TWHL vs. SP Post #212363
I think that map needs a remake. Now that I've improved on giving maps a vertical component, I could include some important changes. There should be more than 2 entrances to the main team rooms, and a bigger central area too. I'll see what I can come up with (better textures too).
Posted 17 years ago2007-02-12 21:41:49 UTC
in Phys_House Post #212325
You can destroy this one with fire, lasers, earthquake, train crash, alien attack etc.
The recycling button was neat. It's nice that you can reset the house without having to reload the map.

I remember some boss fights in Painkiller which had amazing building destruction going on, with absolutely no framerate drop. Someone knew their math when they made that engine. Unfortunately the game concept was terrible.
Posted 17 years ago2007-02-12 20:40:55 UTC
in Phys_House Post #212319
I'll check it out.
It reminds me I wanted to make an example map of a building in-construction to show whoever is interested what's inside all those walls and floors we see everyday.
Posted 17 years ago2007-02-12 12:31:13 UTC
in Team DM: TWHL vs. SP Post #212253
I heard tell that Apex was ugly
According to the map vault comments, I'm one of those people... and please don't take take it as an offense, but I still feel the same way about most of those texture choices...
And honestly, It doesn't have to do with maps being old. Subtransit, Lambda_bunker and Snarkpit (to name a few) still look better than most maps made after them. Although I understand what you mean by the style (scary_1, Talos etc). I still don't think a map is ugly/pretty just because it looks like the rest of its contemporary creations (I feel the same way about art. Just because "that's what people painted back then" won't make a certain abstract painting be less of a joke).

Unfortunately I couldn't play this weekend, so I'm really looking forward to the next fragfests.
Posted 17 years ago2007-02-12 11:40:34 UTC
in Team DM: TWHL vs. SP Post #212251
Well, it has a big central area and subrooms flowing into it, like crossfire. I don't know if that's what you mean by arena map... :confused:
And no, I didn't pick it for being ugly. "Ugly" is a different mapping term in my opinion. Ugly maps are maps with lots of missaligned textures or textures with tiled repetition problems, no color balance, floor textures in walls or ceilings, dull structures, boring layout, too dark etc. No, I wouldn't say Suspended is the best representative of that category :D
But then again, it looks horrible compared to the Source remake.
http://www.snarkpit.net/maps/HL2/images/2727_1.jpg
Posted 17 years ago2007-02-12 09:36:55 UTC
in Team DM: TWHL vs. SP Post #212240
I could decorate and recompile Suspended for the occasion. It's an arena type map with plenty of vertical gameplay and works very well with few players. The only problem I see is that it now looks like crap compared to the HL2DM version...
Posted 17 years ago2007-02-12 08:42:07 UTC
in Team DM: TWHL vs. SP Post #212235
That map comes in a spirit-based mini-mod format and the layout is a bit complicated for 2 vs 2 battles...
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-11 22:08:31 UTC
in Advanced Brushwork Mini-Compos Post #212201
LOL, the scale is totally wrong, so I created a clip brush in the floor to make the player seem taller. It's a cheap method but it does its job ;)
Posted 17 years ago2007-02-11 21:42:27 UTC
in Advanced Brushwork Mini-Compos Post #212199
Ok link!
I know some textures could use more work, but it'll stay like this.
Posted 17 years ago2007-02-11 20:17:34 UTC
in Advanced Brushwork Mini-Compos Post #212191
I just finished mine. How does the submitting procedure work? Do I upload it to the map vault?
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-11 08:08:57 UTC
in Advanced Brushwork Mini-Compos Post #212153
Here's a bigger pic. Errors are now more visible.
http://img129.imageshack.us/img129/3226/biggervk2.jpg
RAD settings don't seem to help at all, so I'll just have to try out different angles for the final lights in the map.
Posted 17 years ago2007-02-10 19:47:05 UTC
in Advanced Brushwork Mini-Compos Post #212132
w00t!
http://img407.imageshack.us/img407/3757/jurassiccarvg7.jpg

detailing the inside is going to be much harder :(
I also need a RAD parameter to smooth the lighting of the exterior surface. Triangles are clearly visible when you get close...
Posted 17 years ago2007-02-10 06:30:23 UTC
in Advanced Brushwork Mini-Compos Post #212074
Posted 17 years ago2007-02-09 20:42:05 UTC
in Advanced Brushwork Mini-Compos Post #212036
Are you sure? It works for me in Firefox...
Posted 17 years ago2007-02-09 18:54:34 UTC
in Advanced Brushwork Mini-Compos Post #212023
My Ford Explorer after 3 hours of work >> http://img201.imageshack.us/img201/7749/explorergz5.jpg
If I finish it, I'll try to add some surroundings and ambience.

I also forgot I had this done a while ago, but oh well... >> http://img125.imageshack.us/img125/651/f1fx9.jpg
Posted 17 years ago2007-02-09 16:46:28 UTC
in Team DM: TWHL vs. SP Post #212011
Now that I think of it, you could include tp_ritual instead of composition, for example, since it is actually a teamplay map. The only problem is that it might be too big... tp_seth is smaller though.
Posted 17 years ago2007-02-08 21:25:54 UTC
in framerate problems(maybe)? Post #211946
1)Look for the tutorial on how to create a custom wad.
2)Create a texture inside the wad named "sky" and it should work. It doesn't matter what size you use or what you put in that texture.
Posted 17 years ago2007-02-08 12:22:22 UTC
in Advanced Brushwork Mini-Compos Post #211930
I think it's a fun idea and I think I should give it a try because I have made about two cars in my mapping life (I've actually made more podracers than cars).
I don't see it anywhere in the rules: Is there a size limit for the car? If someone were to make a rats-style map, the car could actually be more detailed (not that I'm going to do that).
Posted 17 years ago2007-02-08 11:27:55 UTC
in Competition 23 Post #211920
Haven't seen that mod...
The part I'm having trouble with is the transparency and cubemap reflections. Even with an alpha channel or changing the rendermode, I can't change the transparency. The scrolling and refracting effects work fine. I actually managed to make it look like something is flowing. It just looks more like glass than water atm.
Posted 17 years ago2007-02-08 10:36:58 UTC
in Competition 23 Post #211918
I'm having some trouble with mine. Try creating a refractive+reflective+bumpmapped+transparent+scrolling waterfall and you will see what i mean :(
Posted 17 years ago2007-02-07 10:45:04 UTC
in The Artifact Post #211857
I like the textures in the first screenshots! ;)

The mind control thing reminds me of the Spirit walk in Prey. They had some basic but interesting puzzles with that.
Posted 17 years ago2007-02-06 19:04:55 UTC
in vvis question? Post #211826
They're covered with a hint brush to help with vvis
It might be doing the opposite. Hint brushes divide the map into more leafs.
I'm making everything I can into a func-detail and using hint brushes where I can.
Func_detailing, yes. Hint brushes, not really.
Can you post a screenshot of the area?
Posted 17 years ago2007-02-05 18:01:50 UTC
in Textures Post #211722
48 is not a valid number with source materials!!!
It only accepts powers of 2 (16, 32, 64, 128, 256 etc)

The ones I was going to make were going to be rather horizontal (256x128 or something like that). Signs work better that way IMO.

One question, how many of those textures have you actually tried making? If you are asking for help in the forums, you should at least show people that you have tried... :quizzical:
Posted 17 years ago2007-02-05 15:23:09 UTC
in Wierd, wierd problem Post #211715
Compile the map with cordon bounds without the skybox to be 100% sure the problem is there.
Make sure you don't have any hidden objects in the skybox (I had a weird shadow problem in Railway21 because of that)
The screenshots look weird... almost like a GFX card malfunction.
Posted 17 years ago2007-02-04 21:57:19 UTC
in Bad Performance: Why? Post #211662
Use the +showbudget command in the console and go through the areas/events that made it slow down. If it happens again, you might know if it has to do with the game or the rest of your PC.