Forum posts

Posted 7 years ago2016-09-24 20:43:41 UTC
in Post your screenshots! WIP thread Post #331755
Can't make out a thing in that first shot. 640 x 480??? Really?

The road is cool, but it's barely wide enough for one lane, let alone two.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-09-14 21:35:31 UTC
in Post your screenshots! WIP thread Post #331680
I really like the design and lighting, though I wonder if the scene could use a more lit focal point without detracting too much from the gorgeous dark ambience.

The film grain really doesn't work for me, though. Just looks like bad JPEG compression.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-08-29 17:54:20 UTC
in Post your screenshots! WIP thread Post #331471
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Very WIP, but I'm pleased with how this is turning out. Needs a HLFIX compile, for sure.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-08-29 17:05:19 UTC
in How to create hills or terain using 3rd Post #331469
More related to your question:
http://twhl.info/tutorial.php?id=146

Twister is wonderful, but you should still try to brush up on your Vertex Manipulation skills - it never stops being useful! :)
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-08-21 18:50:46 UTC
in Post your screenshots! WIP thread Post #331351
This one's turning into a bit of a headache...
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Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-07-23 23:42:48 UTC
in TWHL Cake Decorating Contest 2016 Post #330936
That's really cool, Trempler! :D
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-07-21 23:56:23 UTC
in TWHL Cake Decorating Contest 2016 Post #330927
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Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-07-13 20:53:53 UTC
in Interactive Story Post #330807
"suck 'em up your butt. Just butt-chug a whole trouserful of skittles. Right on in there. In your butt, I mean."
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-07-12 13:30:21 UTC
in Interactive Story Post #330793
fart-propelled old man wearing a name badge that reads "Steve"
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-07-12 13:23:15 UTC
in Milkshape 3D doesnt work Post #330792
* Discussion of illegally pirated software and warez of any sort on the forum is terms for immediate suspension of your account. Piracy does not belong in this forum, nor do we condone such activities.
Please read the forum guidelines.

Purchasing Milkshape 3D grants you a lifetime license and costs about as much as a decent restaurant lunch. There's nothing 'greedy' about developers being compensated for their work.

Purchase MS3D
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-07-09 15:30:34 UTC
in Interactive Story Post #330769
anthropomorphically actualised artichoke, at least twenty metres tall and seemingly terribly upset

God bless this thread.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-06-18 12:20:41 UTC
in Post Your Photos Post #330508
I didn't know Mars can be so visible in the night. Was this taken with a long exposure? It feels ... big
That's the moon, bro. Mars is the reddish dot next to it, haha!

Stu, you have an Android phone, right? Check out the app StarTracker. It uses your phone's GPS and accelerometers to let you scan the sky above you and will tell you what any landmarks (spacemarks?) are. I recently thought I saw an incredibly bright Jupiter, but it turns out it was Venus. Great app.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-06-17 12:14:22 UTC
in Post your screenshots! WIP thread Post #330488
Yep, bevel forces clipnodes not to be created for faces & edges. It's a useful alternative to NULL under complex terrain, although can result in oversimplified clip hulls which allow the player to sink through the ground.

I used BEVEL on this cliff face because the player never has to traverse it, and it was creating hundreds of unnecessary clipnodes (there is a hard limit in GS)
User posted image
But I used NULL on this ventilation pipe because I wanted all clipnodes to be calculated to prevent the player sinking through that subtle incline.
User posted image
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-06-16 19:36:27 UTC
in What's up? Post #330477
In the real world you can't cheat like that.
I don't want to condone cheating, but I can't think of any real-world problem that isn't helped by having a knowledgeable contact at hand. :P
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-06-05 10:34:11 UTC
in Post your screenshots! WIP thread Post #330349
Your mapping reminds me a lot of Rimrook, Trempler, and believe me when I say that's a compliment!
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-06-01 23:32:30 UTC
in {blue ... Post #330307
I'm getting the same problem results with that .wad. I think the problem may be to do with compression - there are several colour indexes that are ridiculously close to 0, 0, 255 including 0,2,255 - 1,1,255 - 2,2,255 amongst others and I wonder if that's confusing matters. I can't see anything else about either texture that should cause a problem.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-05-31 17:39:06 UTC
in ~0Light texture's light... Post #330267
Just open it in notepad and follow the formatting of the existing entries to add your own.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-05-31 14:55:08 UTC
in ~0Light texture's light... Post #330264
If you've switched to Vluzacn's tools, I think you need to define your wad directories in settings.txt for textlights to work.
Mine looks like this:
#ifdef <hlrad>
  #define -waddir "E:\Steam\steamapps\common\Half-Life\valve"
  #define -waddir "E:\Steam\steamapps\common\Half-Life\thecore"
#endif
If it still doesn't work, add your most up-to-date lights.rad to the tools directory containing your compile tools executables.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-05-05 20:46:25 UTC
in More precise acceleration Post #330051
Yep. Completely correct. Sorry for the wasted thread, and thanks Stu!

Edit:

So 0% and 100% seem to be identically instant. 1% is silky smooth and 99% is near-instant.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-05-05 18:55:43 UTC
in More precise acceleration Post #330048
Holla,

I have a func_rotating, and I want its Acc/Dec to be super smooth. As I understand it, Acceleration is a function of the friction field, which I have therefore set to 99. When triggered, it still seems to get to full speed very quickly.

Is there a way to smooth this out?
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-05-01 20:21:25 UTC
in Post Your Photos Post #330013
Definitely, Striker. Be prepared to cry at the restaurant and beer prices, though!

I love France, Shep. Been all around Normandy before and speak the language well enough that I can get around, although the level of English and German speaking in France is incredible. Really makes the UK look shit when most of us only know one language and you guys are all multilingual :P

The accent down there is craaaazy, though. It took all week before I could stop asking people to repeat what they'd said. The inflection and cadence is completely different from the North, and it really tricked my brain. It's more Italian-sounding than French! Even my girlfriend who is from Normandy was struggling to understand them.

If you ever visit, make sure you try the pan-bagnat and the daube de bœuf à la niçoise. Mind-blowingly good and I'd never seen either in the North.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-05-01 17:00:31 UTC
in Post Your Photos Post #330009
Just back from a glorious eight days in Cannes, Nice & Monaco. Utterly stunning part of the world - every place looked just like a postcard.
Took some snaps of course!
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Walking a lap of the Monaco street circuit was on my bucket list, and I can't tell you how incredible that experience was. Standing in the middle of the Fairmont Hairpin as the sun set behind the Monaco hills was something truly special.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-18 00:14:56 UTC
in make dark Post #329928
Yeah, I think rather than approaching this from back to front, your best bet would be to conventionally light the map with enough fill sources that you don't need to use the minimum light level property. That way your dark room will be dark.

Afaik, minimum light level is global.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-14 18:14:46 UTC
in Water reflection bug? Post #329905
I'm confused. In the video it looks like 2 rooms are reflecting correctly + the one with the buttons (with the dynamic water) is incorrect.

Can you explain the problem more clearly?

Basically:
Materials with DX7 support have 'DX7' in their names. These textures should only be used for dynamic water (water tied to an entity).
For non dynamic water, simply use a non-DX7 water material on the top face, nodraw on every other face and don't tie it to an entity.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-14 04:21:42 UTC
in Water reflection bug? Post #329901
The water moves, as in it's dynamic. Reflective shaders do not work on dynamic water. Use a DX7 water material to avoid flickering.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-14 00:11:32 UTC
in Water reflection bug? Post #329898
The water moves, which means the material has to be a DX7 water texture iirc.

DX7 water doesn't support realtime reflections and is pretty janky at the best of times.
Archie ArchieGoodbye Moonmen
This post was made on a thread that has been deleted.
Posted 8 years ago2016-04-12 21:46:07 UTC
in Post your screenshots! WIP thread Post #329872
I think if you make a mod with the best intentions, that is, to have people play and enjoy your hard work; you'll potentially find yourself presented with new opportunities.

If you think it's the fast-track to money, you'll probably find your Prospekts diminishing.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-08 21:31:28 UTC
in Post your screenshots! WIP thread Post #329736
Hot damn, Moaby. That looks fantastic! Are all the assets yours?
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-07 19:39:53 UTC
in Post your screenshots! WIP thread Post #329718
There's a tutorial on this:
http://twhl.info/tutorial.php?id=146
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-06 20:35:47 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329700
Haha, don't worry, nobody will steal your work here. :)
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-06 17:42:01 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329697
We employed* Penguinboy as a programmer on our mod The Core. Turns out he was just doing it to get access to our nice map and hurt all the architecture. Don't fall for the same trick, SSB!

 
 
 
 
 
 
 
 
*non-monetarily
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-05 21:29:36 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329680
User posted image
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-05 20:21:01 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329678
Hi SourceSkyBoxer, thanks for showing those examples.
Could you use Jpegs for screenshots, though? 1MB for a 1024 x 768 image is pretty unnecessary.
I know 1MB isn't massive, but I view the site on my phone quite often and it all adds up!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-17 04:37:47 UTC
in The Core Post #329404
Well that's a bit of a dick post.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-15 19:32:27 UTC
in I'm gonna lose my map. HELP! Post #329376
You've probably hit a hard engine limit which is crashing the game. Post your compile log and check your map for problems in Hammer with Alt+P.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-03 14:02:44 UTC
in Dumb Entity Game Post #329165
Ha, try to think a little more laterally, Jeff ^_^

It's an entity!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-03 12:25:24 UTC
in VHE 4,1 textures Post #329159
Source mapping does not use .wad files at all. Each individual texture has its own .vtf & .vmt file.
The folder structure defined in the .vmt (can be opened in notepad) must be retained in your game files for Hammer and the game to recognise them.

You don't need to add them to Hammer like you did with .wads. It will automatically populate your materials list with all the .vtf files it can find in the game's materials directory.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-03 11:59:49 UTC
in Dumb Entity Game Post #329157
Ha, I think I was worried that the first two would be too difficult, so I made the last three too easy!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-03 11:46:30 UTC
in Dumb Entity Game Post #329153
haha, I think I get it.
The second one is Multisource, right? :D
Third one "Not in Deathmatch"?
User posted image
This one might be tricky!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-03 00:31:13 UTC
in Dumb Entity Game Post #329142
Monster... Wrex can? Monster Krogan Spraypaint?

Haha. I feel like it's something obvious, but I just can't put the pieces together... :crowbar:
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 17:41:55 UTC
in Dumb Entity Game Post #329135
:D
Archie's is "WaitTillSeen"
(Wait till scene)
3/3
@Dr. Orange : game_team_master ?
1/3 for word selection, 0/3 for correct order.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 17:26:11 UTC
in Dumb Entity Game Post #329130
If I'm right, Dr. Orange's is from TF2.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 17:17:51 UTC
in Dumb Entity Game Post #329128
It's from all singleplayer goldsource games and it appears in the FGD of those games multiple times.

Half-Rats, you know you can use moddb images with [img] tags, right?
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 17:07:39 UTC
in Dumb Entity Game Post #329125
newp :)

0/3
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 16:25:24 UTC
in Dumb Entity Game Post #329123
Is it entity report?
Haha! No, but I'd love to know how you arrived there.
I believe I know yours, but I'll let someone else guess!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 16:17:30 UTC
in Dumb Entity Game Post #329121
player_weaponstrip :cool:

Lol'd
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This one might be a little harder :]
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 15:25:19 UTC
in Dumb Entity Game Post #329119
Haha, great job with illusionary!
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Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 10:57:04 UTC
in Dumb Entity Game Post #329110
ooooh. Multi-fruit i guess? Multimanager is a good call. I was going down totally the wrong route. Splash screen? No... Orange Box? No....

Urby got it, I'm sure :>

Perhaps expand it a bit beyond just entities? Mapping-related things in general?
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 10:45:01 UTC
in Dumb Entity Game Post #329107
I love this idea, but I'm already completely lost.
Archie ArchieGoodbye Moonmen