Forum posts

Posted 10 years ago2014-02-06 12:57:47 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317777
I've never actually tried the arch tool, except for a few experiments years ago where I deemed it too unpredictable because I didn't really know what I was doing.
For arches I make two cylinders, one inside the other to the width I want then create a cube and VM it into the first gap, duplicate it and repeat around a full quarter, then duplicate that quarter four times and finally remove the original cylinders, leaving just the disc of blocks.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-05 18:47:21 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317762
You could have spent more than three minutes making that, Dimbark. Did you carve it? The brushwork is really badly optimized. :P

Hold on, I'll do a revision for ya.

Edit:
OK, here's my revised airlock - it has the exact same dimensions as your original, Dimbark. Clicka wicka

And just to demonstrate the difference, here's a side-by-side:
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I've increased the face count of the cylinders considerably, so just ignore that, but compare the brushwork itself. Neatness will always result in faster compiles, more efficient working and greatly improved in-game performance.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-04 03:57:03 UTC
in The Core Post #317742
Urby felt he was slacking on the promotional side of things after I made our trailer so he went and made this:

Click Clack Cluck

Damn fine work, if I may say so!
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-30 19:12:57 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317700
I hope not.
Why? Competition is almost always a good thing.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-29 13:47:43 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317672
They need to be limited in size so they can all appear in one map, Muzz
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-28 16:15:28 UTC
in Post your screenshots! WIP thread Post #317655
Looks fantastic. I'd suggest changing the kerb height to 4 or 8 rather than the 16 it looks like you have at the moment and add a trim to the edge of the pavement just to really cement excuse the pun the realism.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-26 11:14:46 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317637
I should clarify I never actually tried the proposed fix.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-25 19:49:23 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317630
@Jeffmod:

Click Click Boom
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-24 21:39:56 UTC
in Post your screenshots! WIP thread Post #317623
Reminds me more of an outlying planet settlement from Firefly
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-23 14:53:41 UTC
in Developing a party game Post #317612
In the sense that were it to appear on Amazon it'd be in the same category as board games. Along the lines of Twister or Card Against Humanity - it's a party game.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-22 13:49:37 UTC
in Developing a party game Post #317592
It's all existing tech. There's nothing to patent.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-22 00:03:25 UTC
in Developing a party game Post #317589
It's not a board game.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-21 12:59:21 UTC
in Developing a party game Post #317578
Hey,

Does anyone on TWHL perchance have any experience in developing board games or party games? I have a very simple, very effective idea but have no experience or contacts in the field. It's extremely marketable with a wide spanning target audience and could be very easily themed and attached to an existing license.

Any help and advice would be greatly appreciated.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-21 07:11:30 UTC
in Post Your Photos Post #317573
Actually the white car was The Stig and was playing for England.

Despite that, we still trounced them 8-3.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-20 20:55:48 UTC
in Post Your Photos Post #317567
Top Gear live! Way too much fun.
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Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-18 16:42:27 UTC
in Now Gaming: ... Post #317549
Moved into division 1 worldwide for Light Machine Guns and division 1 worldwide for skill in Battlefield 4. That's the top 3% of all players. #proudestmoment

Archie's Battlelog
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-18 13:28:17 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317544
:thefinger: Archie likes this post.

(there's no thumbs up smiley so you'll have to excuse the rudeness)

Edit:
This doesn't come close to being a necessary feature, but I think it'd be insanely cool to see a 'viewport screenshot' button. Take a screenshot of the active - or selected via a popup - viewport in nice high res without having to resize your windows. I don't know how difficult this would be to accomplish, but it has potential for even cooler features attached to it with different render options and overlay options in the future.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-15 10:54:19 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317524
Particularly considering Hammer 4 can open .rmf with no problems.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-12 19:46:20 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317481
Relevant XKCD'ing is one of the greatest joys you can have on the internet. Facebook comments, reddit threads and now mapping forums - Relevant XKCD'ing is always an option.

Pengy, consider putting a paypal donate button on your Sledge website!
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-09 21:39:21 UTC
in Button font is large in certain programs Post #317454
I had similar problems before finding the solution that I documented in the comments of this journal:
twhl.info/journals.php?id=8300
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-09 14:07:29 UTC
in The Core Post #317447
We'll probably use HLFix for the final pass of every map, but during development its absence is forcing us to map very efficiently and cleanly. Definitely got long-term benefits, particularly in some of the... ambitiously scaled areas.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-09 13:57:34 UTC
in The Core Post #317445
Cheers for the tips, dude, but I think you may be forgetting Goldsource's limitations without HLfix which we're making a point of not using.
Sub-grid geometry, particularly on shadow-casting brushes will cut into the surrounding brushwork to such an extent that the entire wall would split into more than a hundred additional brushes. Even if it wasn't visually noticeable, the performance hit on older rigs would be nightmarish.

To answer your question, all lights in The Core are either texlights or spotlights. Point lights are still terrible, even with Vluzacn's Radiosity calculations and double res textures.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-09 12:43:25 UTC
in The Core Post #317443
User posted image
Result of an all-nighter spent watching Doctor Who and mapping.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-08 05:07:56 UTC
in Introduction - PKGamerX Post #317421
Welcome to the community! Your English is fine :)
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-07 00:11:19 UTC
in Few problems Post #317395
2) Models disappearing is most likely because you've hit your entity limit which is tragically low in Goldsource. Combine nearby non-dynamic entities (func_walls, etc) into one to reduce your overall ent count.

3) If it doesn't matter that players can be seen from outside, just make a hollow room textured entirely in CLIP.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-03 03:33:17 UTC
in ZHLT Light Flags not working Post #317350
Hmm, I've never seen a func_illusionary blocking light, but you may be correct!
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-02 19:24:34 UTC
in ZHLT Light Flags not working Post #317343
The ZHLT light flags apply to textures with { transparency rather than brushwork itself.
Instead try putting a brush over your door textured in NULL - set it to func_detail and passable: yes.

Don't have func_detail? It comes either with Spirit or Vluzacn's tools - I forget which.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-01 22:40:20 UTC
in Post your screenshots! WIP thread Post #317338
Plot twist: zeeba-G is Ron Swanson.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-01 15:50:49 UTC
in TWHL Mini-Christmas COOP 2013 Post #317333
Thankyou so much, that is ridiculously awesome!
There are so many little details in each room and it made exploring a complete joy.

Particular highlights:
  • The light show above the garage,
  • the reflection of the room with animated ceiling fan
  • cameos from just about everything in this picture
  • crapping my pants at the headcrab.
Many, many thanks mate!
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-31 21:33:43 UTC
in Now Gaming: ... Post #317328
I didn't - the game did! Every player gets their 'insignia' plastered all over their kit and vehicles. It's a nice touch and lets you find your friends and nemeses in the chaos
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-31 05:23:07 UTC
in Now Gaming: ... Post #317322
I really can't quite figure out why anyone plays other multiplayer shooters when BF4 is an option. There is nothing like it elsewhere and you won't have experiences even coming close to those immersing you in the Battlefield world.

It's also RIDICULOUSLY pretty.
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Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-31 01:24:47 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317320
I'd usually agree with you since talent in Worms Armageddon is directly proportional to overall coolness and Pebs is atrocious at Worms, but this program is seriously the tits!

I love the texture browser so, so much. The ability to sort by the wad list at the top left is glorious, and the lack of BLUE in the transparent textures is a nice detail.

Would it be possible for a tickybox or an option to choose between displaying all frames of an animated texture, or just the +0 version, previewing the animation?
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-31 01:09:18 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317318
Has anyone stopped to think about just how unbelievably cool it is that this actually exists? I mean, holy shit.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-28 01:44:53 UTC
in TWHL Mini-Christmas COOP 2013 Post #317296
User posted image


I'm so, so sorry.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-25 06:02:44 UTC
in TWHL Mini-Christmas COOP 2013 Post #317258
Yeah I was waaay too ambitious with only like 2 hours free to map, so expect mine with delays -_-'
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-23 17:35:48 UTC
in TWHL Mini-Christmas COOP 2013 Post #317232
I'ma get Tet!
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-21 14:21:57 UTC
in The Core Post #317208
We put a lot of thought into making Andrews an important character without getting in the way of HL's canon.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-20 15:05:27 UTC
in Post Your Photos Post #317185
Hold on tight, Bruce, because this may blow your mind.

It can be about both.
:pwned:
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-16 21:45:12 UTC
in Post your screenshots! WIP thread Post #317141
Indeed, Stu. It's not hugely difficult to make a spiral staircase, but what Zeeba manages is making it look so... I don't even know. Elegant? Bedded-in? I almost want to say 'natural' except that wouldn't make sense.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-16 19:04:13 UTC
in Post your screenshots! WIP thread Post #317136
Damn, zeeba. You never fail to impress me. Epic stuff.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-14 12:28:01 UTC
in The Core Post #317114
Sorry, Pebs. It was my young and rebellious phase :(
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-13 20:20:16 UTC
in The Core Post #317105
Nope!

We're in the news feed for HL1 on Steam. Mind blown.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-13 12:23:55 UTC
in The Core Post #317093
Oh shit, guys. Oh shit.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-13 02:50:14 UTC
in The Core Post #317087
Thanks for your comment on the video page, dude! <3

Also, that feel when one of your favourite artists not only condones your use of their song, but actively compliments it!
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Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-13 01:51:15 UTC
in The Core Post #317085
Super Big News, everyone!

Tetsu0, unfortunately I have been far too busy over the past week to have my head explode - the timing simply wasn't appropriate. It was, I think you'll agree, however, for a good cause.

Ladies and Gents of TWHL, I am extremely excited to finally present The Core's official trailer.

CLICK DAT SHIT

Rest assured resources can now be diverted to head-exploding endavours, but you'll have to wait til I get a hair cut because it's super embarassing right now.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-10 14:43:34 UTC
in The Core Post #317067
After Effects is not NLE software like Vegas, Final Cut, Avid and Premiere. It's visual effects software and cannot be compared to Vegas.

If you mean Premiere, which is closely tied to After Effects (both being part of the Adobe Creative Suite) then yes, Premiere has far more export options than Vegas. For Youtube, you want to export a h.264 file in an MP4 wrapper at around 10Mb/s for 1080p. For 720p, you'd be fine with 6Mb/s. For comparison, a Blu-Ray disc is 15Mb/s and a broadcast master copy is around 50Mb/s.

The reason the video seems more fluid rendered at 60FPS when viewed online is because Youtube uses a smarter frame blending algorithm while processing uploaded videos than Vegas does whilst rendering them.
Adobe's frame blending, particularly in the new CC versions of AE and Premiere is freakishly good.

If you think you want to take your editing to the next level, then I'd definitely recommend Premiere (CS 5.5 or higher, it's shit in earlier versions) over the others. Final Cut is simply awful and AVID is incredibly old-school in its methods. Premiere is still going to be a big leap up the complexity curve from Vegas, but it's much easier than Avid, despite Avid still being industry-standard.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-09 23:49:47 UTC
in The Core Post #317057
:P
Would depend entirely on how it was shot. If there was a clean background plate, then like 20 mins. If it required a background rebuild then potentially hours depending on complexity and duration.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-09 22:00:07 UTC
in The Core Post #317050
It's a pretty good analogy, Striker. I tend to explain After Effects as 'Photoshop at 25FPS'.

Alberto, I learned how to cut on Vegas, and it's a fantastic consumer tool for that, but now that it's my job I literally wouldn't get employed if I still used it. Pro post-production is 90% AVID, and until recently the other 10% was Final Cut Pro spits which has thankfully been replaced with Premiere Pro now that Apple have bailed out of the pro market to concentrate on Youtubers.

Premiere and Avid are simply at a whole other level when compared to Vegas, but it's quite hard to explain the difference without physically showing you. The short story is that Vegas tried to completely avoid in/out cutting and use a totally different method which works really well to an extent for short-form projects, but it'd be practically impossible to cut a proper 30m programme on it. Tens of hours of rushes with Vegas' basic media management and lack of proper timecode interaction would be so much hassle it'd drive you insane.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-09 21:56:07 UTC
in Post your screenshots! WIP thread Post #317051
That is so fucking cool, Striker. I love it.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-07 22:24:17 UTC
in The Core Post #317021
Frame blending is not the same as motion blur
Archie ArchieGoodbye Moonmen