Forum posts

Posted 16 years ago2008-01-16 23:47:34 UTC
in Prop/Lighting Post #243581
If you do it the way I originally mentioned, without a new model, then for the final version of your map you'll have to use pakrat and pack in the textures to your map, and then you can actually delete the textures on your hard drive.
That way anyone playing the map (including yourself) will see the darker bushes, but they wont over-right in inferno. (as long as you delete them with the final version)
Posted 16 years ago2008-01-15 22:01:21 UTC
in Prop/Lighting Post #243503
If you make the new model you can use pakrat:

http://www.geocities.com/cofrdrbob/pakrat.html

to include the models into your bsp file, the bsp file will be larger, but people wont have to download the models separately.
Posted 16 years ago2008-01-15 09:32:59 UTC
in Prop/Lighting Post #243472
Wow, great advice guys, pity it is completely wrong. :D

Okay here's what you do, go grab yourself GCFscape from here:
http://nemesis.thewavelength.net/index.php?p=26

Get that installed and run it, open a file in it by looking in your steam/steamapps folder and you'll see a batch of files that have sorta purple boxes, open the one that says: counter strike source shared.

Now in here you have to open up a few folders, basically you want the result of looking in materials/models/props/de_inferno/large_bush#

extract all the large_bush vmt's to your steamapps/(steamusername)/counter strike source/cstrike/materials/models/de_inferno.
Basically you're resetting up that file path but on your normal folders.
Then you want to open up all the vmt's in notepad or a text editor and replace the first line
UnlitGeneric

with

LightmapGeneric

try all that, remember to include these files in your release, read up on bspzipping or pakrat.

good luck.
Posted 16 years ago2008-01-09 20:58:59 UTC
in Post your screenshots! WIP thread Post #243077
A new HL2 SP thingo I'm working on:

User posted image


Fully detailing each area at a time, so this is the first area.
Posted 16 years ago2007-12-16 23:04:47 UTC
in Post your screenshots! WIP thread Post #241277
Stay on topic plz k thx. Want more screens. :D
Posted 16 years ago2007-12-16 02:43:52 UTC
in Post your screenshots! WIP thread Post #241139
I really like the first incomplete map you posted strideh, it'd make a good dm map :cool:
Posted 16 years ago2007-12-16 01:20:27 UTC
in Post your screenshots! WIP thread Post #241131
Yeh, just to convince you to fix it
Posted 16 years ago2007-12-16 00:58:58 UTC
in Post your screenshots! WIP thread Post #241126
I decided we should conform to the other mapping forums and create our own WIP screenshot thread.

Basically you post Work in Progress screenshots of your map for others to crit and comment on. It's a much more efficient way of doing things than starting a new thread and it's nice to see everyones work in one place.

Please only post thumbnails and or directly links to images. Thumbnails preferable.

To start it off I've got some shots from the latest version of Ant's De_Venetia:

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User posted image


User posted image
Posted 16 years ago2007-12-11 01:50:30 UTC
in Competition 24: Map from Layout Post #240576
Results are like cake, I.e. A lie.
Posted 16 years ago2007-12-09 09:18:00 UTC
in MotM: November Post #240368
I enjoyed playing around in trapt's dm map, black penis and all more than playing Halo 2, A multi million dollar Singleplayer game.

According to you kasperg, me doing just that, is impossible?
Posted 16 years ago2007-12-02 21:10:37 UTC
in Choose Your Own Adventure! Post #239711
plz include strider in matrix tiem
Posted 16 years ago2007-12-02 06:46:31 UTC
in Choose Your Own Adventure! Post #239621
Using the power of love make a baby companion cube
Posted 16 years ago2007-12-02 06:16:18 UTC
in Choose Your Own Adventure! Post #239616
Shoop da whoop him
Posted 16 years ago2007-12-01 20:45:52 UTC
in Age of Chivalry Post #239596
Just to revive an old thread :D

The chivalry 1.0 release has been announced and delivered, head on over to:
here

Any offers of extra mirrors etc... would be appreciated.

Now get in there and enjoy. :nuts:
Posted 16 years ago2007-11-23 01:53:41 UTC
in TWHL3 Post #239040
SLAVED
Posted 16 years ago2007-11-16 22:17:50 UTC
in I have an idea! Post #238661
I don't really see the purpose of a twhl mansion, it's not like the gameplay will be that leet. "omg another boring bedroom".
Posted 16 years ago2007-11-06 17:45:30 UTC
in Competition 24: Map from Layout Post #237803
With the lack of em I'm sure the judges will include last minute entries.
Posted 16 years ago2007-10-27 20:53:00 UTC
in Competition 24: Map from Layout Post #237141
In the spirit of copying those above you:
User posted image
:glad:
Posted 16 years ago2007-10-23 06:16:44 UTC
in Competition 24: Map from Layout Post #236871
Trapt and I are both done...
we'll be submitting both of ours shortly :heart: :quizzical:
Posted 16 years ago2007-10-13 01:14:29 UTC
in The orange box again. Post #236260
Skeetz, tf2 > you. Tf was never meant to be balanced, being unbalanced was a good thing in tfc, made it more comical when everything blew up 24/7. Strategy sux :D
Posted 16 years ago2007-10-03 06:39:42 UTC
in Custom Content for Source Post #235517
There was that jungle map that released some nice models.
Cheroke Team had nice models too, but their site seems down now.
Why not try to make your own custom content then? :badass:
Posted 16 years ago2007-10-02 02:45:13 UTC
in Competition 24: Map from Layout Post #235436
I'm in. Venetia > Strideh
Posted 16 years ago2007-09-26 07:12:02 UTC
in #twhl Loves You All Post #235037
IRC for teh rox. :combine:
Posted 16 years ago2007-09-20 02:30:43 UTC
in Gyradell: Node6 Post #234575
To be honest this map in itself would make a good compo map base. sigh... I miss map from base compos :P
Posted 16 years ago2007-08-15 05:57:15 UTC
in Design an Emoticon! Post #232124
omg fien, I shall make a nickelplate, any other requests? lol
Posted 16 years ago2007-08-15 04:21:05 UTC
in Design an Emoticon! Post #232117
Hugh:
User posted image
:Hippiehugh:

ZombieLoffe
User posted image
:ZombieLoffe:

altogether:
User posted image
left to right: Ant, Rabid, Seventh, Penguin, Strideh, Zombie, Hugh
Posted 16 years ago2007-08-14 02:26:29 UTC
in Design an Emoticon! Post #232042
agreed, twhl has lack of charm, I might make the two others if I get some time :P (note this is completely off topic but it may be that lack of charm connects to the fact we promote hl, hl - dying engine, we = dying site. kthx)
Posted 16 years ago2007-08-13 04:50:37 UTC
in Design an Emoticon! Post #231966
Ant:
User posted image
:Ant:

Penguin:
User posted image
:BoyPeng:

Rabid:
User posted image
:Rabid:

Seventh
User posted image
:Seventh:

Strideh
User posted image
:Strider:

And their use on the forum:
Omg I heard that
User posted image
and
User posted image
were doing
User posted image
together with the help of
User posted image
and
User posted image
Posted 16 years ago2007-08-04 21:08:04 UTC
in Age of Chivalry Post #231264
The new patch is out, it fixes most of the major problems found in the first release. A lot of work has been done on the archers, which will please most people. Go check it out at: http://www.age-of-chivalry.com/

Enjoy.
Posted 16 years ago2007-07-28 02:23:05 UTC
in Age of Chivalry Post #230469
Was playing in a server this morning, here are a few screenshots for your viewing pleasure:
US specific servers going up shortly, hopefully an aussie one too...

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User posted image


User posted image


User posted image
:biggrin:
Posted 16 years ago2007-07-27 02:36:49 UTC
in Age of Chivalry Post #230409
As a few, but maybe not all of you may know...
I am part of the Age of Chivalry team (A total conversion medieval HL2 mod, containing everything from forests to sieges)
Basically to sum it up let's quote the release announcement:

"After more than 2 years in development we finally decided to give the public audience a preview of the game. This release it meant as a playtest of our code and the maps, it does not portray the planned full game. Not all features are in this release. This is intentionally by the developers as we want to save something for the next release too. This release it to be considered as a teaser for upcoming releases. Making sure that we are on the right track with our ideas. It will also give us huge feedback on bigger bugs and other problems we need to address."

Of the three maps in this release I have contributed to aoc_westerlyn, with the full help of the rest of the team, this map and the others, as well as everything else in this release has now got its chance to come to life. Another map of mine is waiting around the corner for a future release, stay tuned for news on more Betas/Releases down the track.

Lastly for you who plan on making a map for Age of Chivalry. We will in a short time make an anouncement about a mapping contest together with a SDK for mapping wich will include tutorials and source files of maps with our new entitys. So keep looking for this release if you wanna get going with

So for any of you interested, head on over to:
http://www.age-of-chivalry.com/

Also any additional mirrors etc would be nice :)

Enjoy, and I hope to see you in the servers!
Posted 17 years ago2007-04-01 21:05:13 UTC
in Etape2 -> Timeline/journal! Post #217702
Thanks for that Trapt.

The news:

I haven't posted updates in ages, yes I know... don't give me that look.
Things are being reworked, I'm scrapping practically everything and turning in a new 'cs_' direction, bringing in hostages and new locations with a slight twist and much better lighting.
It practically wont be etape2 anymore, it's more of an extension of what I planned there.
I'll let you hold off for screens, hopefully not for months.
Posted 17 years ago2007-03-26 02:22:17 UTC
in Competition 23 Post #217083
Haha, nice comment Kasperg. However, just to argue the point, Penguin was one of the only people bothered to actually do anything at all for this compo, and since emphasis was stressed on entry numbers pulling through, he deserves it still :P
Posted 17 years ago2007-03-15 01:28:01 UTC
in Competition 23 Post #215857
Submitted mine in yesterday... good luck everyone!! :)
Posted 17 years ago2007-03-07 05:19:22 UTC
in Competition 23 Post #215217
Yeh, if I'm going to enter I'll need a bit more too, any chance of an extension all round?
Posted 17 years ago2007-02-15 02:21:45 UTC
in Competition 23 Post #212526
They'll be judged in the two seperate categories, source and hl1. you'll be up against the other hl1 engine maps, not the source maps.
Posted 17 years ago2007-02-04 06:06:47 UTC
in Competition 23 Post #211611
so that people can easily get it working without the hassle of disqualifying you :D
Posted 17 years ago2007-01-26 09:59:59 UTC
in Competition 23 Post #210613
I'm in, I have an idea I'm going for. It'll be interesting to see if it works, and interesting to see what the other entries are like. :D
Posted 17 years ago2006-12-18 09:01:19 UTC
in TWHL speculations Post #206744
Ooh this thread looks like fun...
- Straight guys team always owns the other team in CS:S (Right, Ant? :>)
- That's why I always win? :D

A few oldies but goldies in here:
  • RabidMonkey actually has a bunch of pet trainee monkeys in his closet that work on his maps while he sits back and smokes cigars (also in consideration are gnomes, elephants, or maybe Ant and Trapt).
-Seventh is one of the trainee monkeys
  • Ant will never ACTUALLY finish venetia, in fact venetia doesn't actually exist on earth, it's a file sent from out of space by aliens to our computers, ever taunting us with more content every year and half (to drive us insane)
  • Hence Ant is an alien (with uni gal), hence Seventh is an alien, hence Alex and Sasha are aliens...
-Hence Ant's shitass internet connection, he's using it from outside our planet.

-Trapt isn't actually an asshole, he's rather nice in real life, he just makes up for being nice by being a jackass to everyone on here.
  • fourthgen is actually from the fourth generation of humans, as such he's in an old-folks home.
  • Seventh IS Ant, in which case it's bloody obvious why he can't upload the compo results. 1) Venetia > Life - 2) Alien theory
  • Peace&Love is actually uni gal and consequently an alien.
I like how it all fits together :)
Posted 17 years ago2006-11-29 00:51:18 UTC
in rowleybob Projects! Post #204398
Hmm... interesting project.
I like the way that you've defined each area as its own, the textures actually tie them together, which is ironic :P. Maybe think of having similar textures (or at least trims or something) in each section to help keep that happening.
Really interested to see what's next, might I suggest playing with some colourfull lighting? :)
Posted 17 years ago2006-11-16 03:49:59 UTC
in Etape2 -> Timeline/journal! Post #202880
Talk about reviving three-page old topics :)
Full speed ahead kinda thing at the moment, I've deved up everything and have a linear layout, but it's a wip so I'll add more routes and height variation etc...
Anyway, on the non-dev side of life I did actually do a bit in the following few areas which should be more interesting than orange cubes:

User posted image

User posted image

User posted image


Crits/suggestions as always.
:biggrin:
Posted 17 years ago2006-10-01 04:32:48 UTC
in Kasperg Projects! Post #198154
I think there is a limit, you can change textures completely over an extended area, or a few rooms... but constantly changing textures in the same room or in the same 'view' can make it too cluttered up..
Your peach-ish one is great imo because it almost matches up with the white by being a pale similar tone.
The basic theory is that a room with 3 colours can look good, but you wouldn't paint every single wall in your house a different colour... It's nice to have things match and stay the same the whole way through, even in an abstract environment, it's just easier on the eyes...
Posted 17 years ago2006-09-26 21:06:04 UTC
in [CS:S] - de_venetia (WIP) Post #197691
Never say never...
Posted 17 years ago2006-09-11 07:37:36 UTC
in Zipping Programs Post #196275
As far as I know you can get away with just Winrar and 7zip... but not all three in one..
Posted 17 years ago2006-09-05 02:18:31 UTC
in Steve Irwin Dies Post #195668
It is a bit of a tragedy, I'll agree with Trapt on the image but he actually has done a lot for our tourism from that image... soo good on him. It is a sad event but hopefully people will remember him for his enthusiasm. Stingrays aren't usually that dangerous, if he was stabbed with the tail anywhere else he would've actually had a good chance of survival...

Shove a toothpick through your heart, shove a toothpick through your hand, see the difference?
Posted 17 years ago2006-08-26 19:36:32 UTC
in Competition 21 Post #194681
Woot :)

A great top two places for a great compo!
Congrats Trapt and Kasperg, nicely done.
Thanks to Ant as well, for a compo that churned out surprisingly different maps :cool:
Posted 17 years ago2006-08-19 22:40:36 UTC
in Tinnos:Source Post #193946
Mmm... perhaps more complex brushwork could help..
Posted 17 years ago2006-08-19 05:49:37 UTC
in Etape2 -> Timeline/journal! Post #193864
Just to update you:

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Working on the interior area as you can see..
Posted 17 years ago2006-08-18 01:27:53 UTC
in Etape2 -> Timeline/journal! Post #193788
Floating roofs are already fixed anyway.. as Trapt says.. it's because I hadn't decided on what to put between the wall/roof...

User posted image
Posted 17 years ago2006-08-17 05:04:27 UTC
in Etape2 -> Timeline/journal! Post #193705
thx for the great comments, I have such devoted fans ;)

On a serious note... I think I'll work on all of the detailing of the central part this weekend... just to apease some of you... most of you.... all of you... :glad: