Forum posts

Posted 8 years ago2014-03-22 12:17:43 UTC
in Hi, Post #318355
Nostalgia feels
Posted 8 years ago2014-03-21 11:50:34 UTC
in Free To Play Post #318340
Really enjoyed it, was awesome to actually see about their family lives and lifestyles. Pro gaming will no doubt go through some big changes and no doubt become big business in no time.
Posted 8 years ago2013-10-14 04:21:45 UTC
in Competition 33 Post #316220
Today I'm gonna have a session on my map, try and bring it up to par for the compo.
Posted 8 years ago2013-10-03 09:34:47 UTC
in Competition 33 Post #316067
Zeeba that looks quite good. Don't know why I bother trying to keep lag down for multiplayer when I could just map for half-life.
Posted 8 years ago2013-09-22 16:07:47 UTC
in Goldsource group? Post #315868
It's a good idea, however, I imagine there would already be a lot of semi active groups trying to do the same thing.

This was the only group with more than a few members:

Their discussion is dead, there are no comments, only a few announcements :(

I think starting a thriving group will be challenging.
Posted 8 years ago2013-09-22 02:39:03 UTC
in Competition 33 Post #315855
Thanks Zeeba, but they were my first attempts at making textures from scratch, they aren't terrible, they tile well, but they don't look that good. Next time I'll try digital photos or something.

Also not sure I'll do an update for my map. I did PM it late to grim but its also in the vault. If I update it, I will submit it through the competition and probably PM you Pb just to be on the safe side.

edit: Is Ant actually judging?
Posted 8 years ago2013-09-05 05:33:33 UTC
in Random Fact About Yourself Post #315490
If something is spicy enough I get the hiccups, everytime.
Posted 8 years ago2013-09-03 02:29:45 UTC
in Random Fact About Yourself Post #315423
Oh kurosaki, I'm like that with skateboarding.
Posted 8 years ago2013-09-03 01:31:07 UTC
in Random Fact About Yourself Post #315420
I wish I was talented enough to be a pro gamer.
Posted 8 years ago2013-08-17 06:38:43 UTC
in Competition 33 Post #315010
I prefer a long time to work on submissions, at least 2 months.
Posted 8 years ago2013-08-15 12:13:31 UTC
in Competition 33 Post #314948
I want a new compo! Map your dream home?
Posted 8 years ago2013-07-28 01:56:28 UTC
in Sledge (Hammer Alternative) Alpha Build Post #314519
This is so cool! Here are my first initial thoughts.

How do I move the 3D camera (Shift + C) in hammer?

After dragging out a brush, do I have to click enter? That is slightly annoying.

In the corner of the view ports it'd be nice to see top, front, side etc.
Posted 8 years ago2013-07-14 10:42:30 UTC
in Competition 33 Post #314186
Correct me if I'm wrong: to allow people to download it for his server?
Yep seems so:

Author says in comments:
If you upload yours captain terror, i can remove this for you being its your map! :)
We just enjoyed it so to play it on our server it needed to be on the workshop haha.
Let me know as soon as you put it up that its there and ill remove this one champ, thanking you.
Looks great CT, love the background and the large support structures look awesome, quite halo-ish.
Posted 9 years ago2013-07-02 06:11:50 UTC
in mtv cribs, of your room Post #314091
Wow that is really cool. Wish I had your kind of creative energy Zeeeba. My room is basically bed desk and floordrobe.
Posted 9 years ago2013-06-29 02:41:05 UTC
in A Hat in Time on Kickstarter Post #314070
Congrats on the success. I regret not pledging, but I'll buy a copy when it comes out.
Posted 9 years ago2013-06-26 03:38:35 UTC
in The minimum REAL step Post #314032
Not sure what you're talking about Don, feel free to enlighten me but Einstein's math creates a singularity when objects of mass reach the speed of light, having infinite energy/mass.
Posted 9 years ago2013-06-25 05:48:59 UTC
in The minimum REAL step Post #314024
Light speed is a constant, so if our world were a speck in another world, they would have a very hard time seeing things in real time. In fact they would be breaking the e=mc^2 law just by moving around, surpassing light speed with a huge mass.
Posted 9 years ago2013-05-12 05:44:29 UTC
in Desktops of May Post #313469
Nice one suture :P

Mine is a bit old now. I just like alternative video game art.
User posted image
Posted 9 years ago2013-04-15 19:22:53 UTC
in surf edges Post #313320
Not certain but:

Pretty sure it already is as small as possible. The reason you can walk on it is because of the players clipping.
Posted 9 years ago2013-03-16 02:39:05 UTC
in spectate mode in halflife? Post #313061
Yes, HLTV.
Posted 9 years ago2013-03-09 08:01:36 UTC
in TWHL Database Hack Post #312951
Good response time Pb, you handled that very well. I appreciate your hard work.

Yes Ghost129er, people who create security systems have to be hackers, this is why there are terms like white, grey and black hat hackers.
Posted 9 years ago2013-03-06 09:40:45 UTC
in Night Oddities Post #312917
Cat? Dog? Monkey? Thief trying to pass off as ghost?
Sleepwalking I guess. What made it really weird was that the door was shut.
Posted 9 years ago2013-03-06 06:05:10 UTC
in Night Oddities Post #312913
I'll share a short tale of mine, I don't think I've ever been more scurred.

Basically I woke up in the middle of the night, and my cover is missing. I guessed it must have fallen down the side of the bed, so in the dark I stick my hand down the side of my bed, searching around becoming ever more frantic as its just not there. So I check the other side, nothing, so I have to turn on the lights, by now I'm really confused and scared someone is playing with me.

No freaking covers in my room at all. Door is closed as well. This is where I was really the most scared I have ever been, opening the door to see what the fuck is up. House is empty, I walk out into the corridor and am still terrified.

Walk up to the stairs and wtf, there is my doona cover, sitting on the freakin' bottom of the stairs.

Talk about anti-climactic!
Posted 9 years ago2013-03-03 14:56:48 UTC
in fgd file make``? Post #312872
Posted 9 years ago2013-03-01 02:31:36 UTC
in Model cow? Post #312818
lol dimbro
Posted 9 years ago2013-02-28 14:55:13 UTC
in Model cow? Post #312794
Maybe you're a total noob because you never do anything yourself.
Posted 9 years ago2013-02-24 12:20:17 UTC
in Trying to understand GoldSrc textures Post #312747
No, they don't seem to scroll if they don't have the scroll prefix.
Posted 9 years ago2013-02-24 01:05:42 UTC
in Trying to understand GoldSrc textures Post #312742
I thought 'scroll' prefix was suppose to be used in conjunction with func_conveyor. I just made a waterfall that way.

edit: or do you mean it would scroll by itself without a func_conveyor? The answer is no it doesn't.
Posted 9 years ago2013-02-18 04:08:06 UTC
in Geometry compiling question. Post #312678
That's the flat/concave problem I just addressed. You could split the face in the opposite direction and it wouldn't bug up but the geometry would be different.
Posted 9 years ago2013-02-15 10:19:26 UTC
in Competition 33 Post #312621
because then he can start judging before all the entries are in I guess.
Posted 9 years ago2013-02-14 08:51:00 UTC
in Competition 33 Post #312612
Certainly hard pressed for the deadline, but its coming along.
Posted 9 years ago2013-02-13 09:47:07 UTC
in How can i create a custom decal? Post #312604
I thought decals used black or white for transparency, had only one single colour and variant shades of that in the last colour index slot.

edit: Pengyboy with the good information ^
Posted 9 years ago2013-02-13 04:50:33 UTC
in Geometry compiling question. Post #312599
It's about both. I just know how convenient it is already, and need to know if there are optimization issues that are worth trading off for the convenience.
Posted 9 years ago2013-02-13 03:49:11 UTC
in Geometry compiling question. Post #312595
Well it isn't about brush count. It's about convenience. This method can create complex brushes very quickly and can be much much faster than regular multibrush VM techniques.
User posted image
edit: Also to quickly find that problem, check the brush number in the compile log and use the 'go to brush #' soup, very easy to find.
Posted 9 years ago2013-02-12 03:39:14 UTC
in Geometry compiling question. Post #312579
If the angle is 180 or greater (I.E. concave) It will either produce respectively the coplanar face error or and invalid solid, but hammer won't tell you that.
Posted 9 years ago2013-02-11 15:23:40 UTC
in Geometry compiling question. Post #312573
User posted image
Major limitation in comparison to wedge or tetrahedron method.
1 seems to work fine but 2 seems to trigger the coplanar faces error.
Posted 9 years ago2013-02-11 11:26:44 UTC
in Geometry compiling question. Post #312570
What about 2D shapes? Has anyone tested that? In terms of wedge vs tetrahedron . Possible clipping disaster?
Posted 9 years ago2013-02-11 10:45:25 UTC
in Geometry compiling question. Post #312568
Well after reading that I guess 2 should be better considering less face splitting.

After reading about bevel though I am a bit confused. Wouldn't it be best for optimization to bevel every unseen face on the map? What's the point of nulling unseen faces then?
Posted 9 years ago2013-02-11 09:19:28 UTC
in Geometry compiling question. Post #312563
That's kinda combining both 2 and 3 for a more versatile shape. I'm just asking if I only if one approach is better for optimization than the other.

I don't really understand how the compiling process works, I don't even know if it makes a difference.
Posted 9 years ago2013-02-11 06:40:08 UTC
in Geometry compiling question. Post #312560
Yeah, not sure about the clipping, though.
Posted 9 years ago2013-02-11 05:14:45 UTC
in Geometry compiling question. Post #312558
User posted image
1 is the shape I want to achieve but it is invalid.

2 is using ctrl f to make the invalid face valid, and I want to know if this is bad practice opposed to the common terrain and vertex manipulation technique which is to split the shapes to create the triangular faces which is what 3 is.

So what I am wondering when this stacks up what if there are advantages to one approach or the other.
Posted 9 years ago2013-02-08 05:27:41 UTC
in Preferred audio software? Post #312516
I muck around in FLstudio for VST's and Reaper for basic audio editing.

My producer friend urges me to use Ableton though.
Posted 9 years ago2013-02-08 00:59:09 UTC
in Now Playing: ... Post #312510
The Ernies - Here and Now

Nostalgia time kids who played and loved Tony Hawks 1.
Posted 9 years ago2013-02-05 12:09:33 UTC
in Specifics of Decal Rendering Post #312481
I really can't answer your question. But I do recall in CS 1.6 that the spray tag decal inherits the texture's scale and rotation properties when applied to a surface.
Posted 9 years ago2013-02-04 07:19:43 UTC
in help with a map-0? Post #312452
Looks tough. I don't think I could handle it, sorry.
Posted 9 years ago2013-01-31 05:31:01 UTC
in Last movie you saw? Post #312389
LOTR 1 high fives
Posted 9 years ago2013-01-30 07:32:00 UTC
in UDK Sculpting Tutorial - Cave Asset Post #312377
Mudbox is tempting.
Posted 9 years ago2013-01-30 06:00:19 UTC
in Competition 33 Post #312375
2 weeks 4 days.
Posted 9 years ago2013-01-30 05:27:53 UTC
in Competition 33 Post #312373
I am new at making textures, but it is something that interests me greatly. I am going to try to make as many custom textures as possible.
User posted image
Does anyone know the texture resolution limit on goldsource? In terms of viability of course.
Posted 9 years ago2013-01-24 09:56:46 UTC
in Competition 33 Post #312315
Textures gonna be replaced entirely.
User posted image