Forum posts

Posted 7 years ago2017-03-29 22:49:47 UTC
in Now Gaming: ... Post #334150
I dont know why they jumped ship on engines. UE3 to UE4 is pretty seamless
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-03-18 00:12:50 UTC
in I need help compiling a .MDL player mode Post #334030
It's a shame i came into this forum too late :(
glad you got it working.

If you ever want to model using Blender, let me know
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-02-17 00:32:13 UTC
in Competition 34: HL Re-Imagined Post #333565
sees archie's screenshots
opens sledge and sees map
looks again at archie's screenshots
closes sledge and opens beer
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-02-17 00:30:48 UTC
in Justin Dejong Post #333564
Idk Stojke, I had a sinus infection accompanied by post-nasal drip. Went to the doctor, got some Amoxicillin, cleared up in 4 days. I feel great now.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-01-31 00:48:55 UTC
in Stuck in ground while testing map Post #333269
There's something wrong with your level changes.

Make sure your info_landmarks are set properly Here's a Tutorial. Oldie but goodie

Also, here's a good description by Archie about 3/4 down the page: Check this out
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-01-24 01:07:12 UTC
in Recruiting Mod Team Members Post #333157
MP5 just needs a reduced accuracy cone and i think it's fine - or mimic CS, where if you let the recoil cool down, the first shot is dead center.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-01-17 23:13:45 UTC
in Competition 34: HL Re-Imagined Post #333092
Im inside a long streak of: i care but I'm too lazy to work on it.
I've launched sledge 4 times, looked around a bit and played world of tanks instead.

Ugh. I want to finish haha.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-01-13 04:12:32 UTC
in What motivates you? Post #333051
Im not really sure what exactly motivates me, but I know that working a 40 hour a week job and going to the gym takes away enough energy that I don't want to be creative anymore.

If i get a free Saturday or Sunday, I'm much more open to being creative - that said.... if I don't have a hangover or plans to visit friends or family.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-01-08 03:13:10 UTC
in Floating Weapons - Is it Possible? Post #332984
Spawn it on an invisible func_rotating?
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-12-31 06:48:29 UTC
in player_weaponstrip without taking bomb Post #332919
It's probably been about a decade since i've mapped for CS 1.6... but is there a way to set the buyzone or another entity to limit the weapons available for purchase?
can a compromise be reached somehow?
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-12-28 00:25:01 UTC
in Trigger event when an Apache dies Post #332867
Clever!

I don't see any issues so long as you don't use Alien Controllers and Apaches at the same time.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-12-28 00:23:00 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332866
I suppose i could always use hammer for texturing - i keep everything on grid as it is because i'm OCD.
I'd just rather not use 2 tools when I could use one, you know?

Sledge is almost there. I can taste it.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-12-21 00:45:51 UTC
in Competition 34: HL Re-Imagined Post #332801
i made a box with some lights :hammer: - I should be done soon :heart:
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-12-15 23:22:33 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332728
Just place a brush with a texture on it and use that as a reference.
I've done this many times to create quick layouts from sketches.
It can be done for more complex brushwork, but if you need to get that detailed, you might as well toss a model in there.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-12-11 15:54:21 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332667
My gripe is the bug when alt-right-clicking on anything other than a 90 degree angle; it does something weird with the texture axis'
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-12-02 18:02:49 UTC
in Competition 34: HL Re-Imagined Post #332523
I would have to assume so
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-12-02 15:06:27 UTC
in Competition 34: HL Re-Imagined Post #332521
I don't care if anyone steals my idea, but I Want to re create the test chamber map but it the experiment goes fine. Gordon de gowns and goes to his office... then gets fired for being late again. So you make your way back to the tram and do the entire intro in reverse and it fades out to: "Subject: Gordon Freeman. Status: Terminated"
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-11-13 05:24:49 UTC
in Competition 34: HL Re-Imagined Post #332261
Cheese
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-10-24 01:35:37 UTC
in Can CS Source handle this model? Post #332108
How about some screen shots so we can see exactly what's going on?
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-10-22 15:44:29 UTC
in Can CS Source handle this model? Post #332095
Make a simpler mesh and bake the normals from the more detailed one?
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-10-16 11:58:32 UTC
in Adding props to Hammer Editor 3.4 Post #332031
What props are you referring to, specifically?
Tetsu0 Tetsu0Positive Chaos
This post was made on a thread that has been deleted.
Posted 7 years ago2016-10-07 00:25:52 UTC
in 30 days of Half Life Post #331915
Some artist (Mart Virkus) is drawing a comic every day during the month of October that follows Gordon through HL1!!
Check it : https://arcaderage.co/2016/10/06/30-days-of-half-life/
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-28 17:39:14 UTC
in Bone rigging issues in 3ds max. Post #331786
Totally understand. If you change your mind, i have a video tutorial series on importing and exporting goldsource models from blender. Plus it's free
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-28 14:54:11 UTC
in Bone rigging issues in 3ds max. Post #331784
Convert to blender and i can lend a hand
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-20 23:09:33 UTC
in Post Your Photos Post #331742
I bought some Bungee Cords so I can strap boxes of hookers to the back of my motorcycle.
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-11 00:40:19 UTC
in The Command Failed VHLT Post #331632
Seems fine
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-10 00:15:14 UTC
in The Command Failed VHLT Post #331620
You'll get that sometimes if the compile fails in CSG or BSP before entering VIS or RAD.
Check for compile errors and if that doesn't do anything, doublecheck your setups and make sure you're running the proper program at the proper stage in the compile..

The last thing i would say, is use the compilator! The Mighty Atom, AKA MuzzleFlash AKA Angry Carrot programmed it a while back and it's a mighty useful tool for compiling maps - especially if you want to tweak settings - Check it out HERE

You need to export your map to a .map file, and then run the compile separately however it's well worth the extra step!
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-04 19:54:15 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331568
I'll grab the widescreen one and do another upload later on then. That link will be dead, so I'll post a new one once it's done!

Thanks!
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-04 12:01:01 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331555
Sure man i would appreciate that
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-04 03:05:35 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331551
Your voice is barely hear able
Sorry about that. I'll have to keep that in mid for the next time i make a video
Your top rotor was directly connected with your body bone while I kept all 3 bones separated
In this application, that doesn't really matter. It was just habit to extrude another bone out of the base instead of duplicating a new one.
As for my texture problem I can't get it fixed
I did not notice that until now because i only worked in wireframe, but I see what you're talking about and you need to re-do the UV map for sure. I also noted some missing polygons where the rotor meets the body... If you need help with these two things, you know where to find me!
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-03 23:48:51 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331549
Guistudio doesn't work for me anymore either. I get the same error and I address a solution in the video.

Also in the video is how I split the mesh up into the pieces, and how i parented everything. It's literally a from-scratch tutorial!

It's 40% uploaded but it'll be live here in a few minutes! VIDEO!!
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-03 22:27:24 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331546
Video coming soon! In the meantime, here's the model for you so you can poke around and see how I laid things out - HELICOPTER MODEL DOWNLOAD

Blender is pretty awesome man! Once you get used to all the steps... export, fixing SMDs, QC scripting... it's not too hard to model for GS!
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-03 21:08:50 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331541
You're limited to about 1000 vertices per SMD. So you need to export the model as many different parts, but they all compile into a single model.

I went back in and created vertex groups. I then used an Armature deform on the vertex groups instead of straight parenting.

I'm gonna try a few more things to see if i can get an easier workflow, then I'll make another video. This time, I'll talk through it and I'll see if i can grab the blender plugin that shows keystrokes and stuff.

After that... since it's already done.. haha I'll upload it for you.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-03 20:16:53 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331539
GOT IT!

Details to follow soon
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-03 17:56:53 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331536
I got it to compile but now only the root bone is animating. i had this issue before and i dont remember how i solved it. still working on it

@ ninjadefuse: I have a video series on that
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-03 13:15:48 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331533
I'm getting a compile error "too many vertices in body"
I've gotten that before but i've gotten around it by splitting the model into parts. I'm going to eat something and get back on that.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-02 22:16:01 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331526
Well there's definitely a problem; The other bones aren't exporting. Try selecting everything (press a) then exporting.

The blender implicit bone doesn't need to be there but it won't hurt anything.

Also also make sure that when you're creating your bones, enter edit mode on your "base" armature and duplicate from there, else you end up with 3 single-bone armatures instead of 1 3-bone armature.

Keep trying! It sounds like you're almost there
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-02 21:03:23 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331524
Hey man i won't be at my computer for at least a day so i can't take a look yet. What i can say is check the name of the action, bitmap texture and pay attention to the export process.

What's your QC look like and are you getting a successful compile?

Also make sure you have version 2 of the S2GSC tool. Version one does not work.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-02 15:42:11 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331520
1) The grid size is controlled in the 3D view window, there's a [+] in the top right corner. The settings are somewhere in there.

2) when you're extruding a bone (or moving or rotating something) press X Y or Z to constrain movement to that axis. Also you can press Shift+axis to constrain to everything BUT that axis.

3)Shift+D duplicates an item. Thats how it seemed to appear out of nowhere

4) congratulations!!

5) you need to convert the smd to goldsource. It comes out of blender in the source format. Check my profile for my Blender to Goldsource video series. There's links to all the tools.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-09-02 03:12:55 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331515
I think your main issue is that the rotating parts of the chopper are a part of the main body.
to make everything easier, separate the heckrotor and the rotor from the main chopper so you have 3 separate objects.

The bones take care of keeping everything together.
From there you can do a 2 keyframe animation for the rotation.

When you're in the graph editor, you can linerize the graph to get a constant rotation.

I'll do a quick video on it so you can try it for yourself.
This video link should be live in a few hours. Just keep trying if it isn't - I'm uploading it now.

https://youtu.be/BXwSKP8LSAM

In the video you'll see a few main steps.

1) deleting the existing armature (sorry)
2) duplicating the helicopter object two times
--- Deleting the body and top rotor (rotor_rear)
--- Deleting the body and rear rotor (rotor_top)
--- Deleting the rotors (body)
--- You'll note i'm selecting & deselecting the existing vertex groups
3) rotating the helicopter to lie as close as i can to the XYZ axis - trust me when I say it makes animating easier
4) creating a new armature
--- create main body bone
--- create top rotor bone, parent to the main body bone
--- create rear rotor bone, parent to the main body bone
5) parent helicopter parts to the correct bones
6) open the dope sheet and animate
--- you'll see me struggle with this in the video since i'm not an expert with it haha
--- on the graph sheet, once you create 2 keyframes, it draws a line between them. this line defaults to a smooth falloff.. Normally great for regular animations, bad for constant speed rotations
--- I modify the tangent angles of the start and end keyframes to make a linear path between keyframes (There's probably a better way to do this, but I don't know it, and this way has worked for me in the past)
7) I played with the animation framerate to smooth out the animation since we're only rotating 90 degrees over a few keyframes. You'll have to define the same FPS in your QC file when you compile.

Other things to note:
:hammer: You shouldn't do a complete 90 degree rotation because the start and end keyframe are in the same spot - which will display the rotor in the same spot twice. If you look close enough you can see this in the video.
:hammer: This is hokey, but we can get a smoother animation with some math: say you want 5 keyframes per 90 degrees.. that's 18 degrees per keyframe. so you want to rotate the rotor 90-18 for a total of 72 degrees.. So the next keyframe is actually 0, but since you have 4 rotors, it mimics the full 90 degree rotation.
:hammer: Hopefully you can follow along with the video for yourself and learn. Try it over the weekend and if you can't get it, I'll upload what I have and you can just animate the rear rotor.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-08-12 04:51:04 UTC
in High ammount of Low poly NPCs vs Low amm Post #331189
Honestly you need to find a balance of number of entities vs quality / polygons in the models. If a model is just a decorative piece, it can have less polys and a smaller texture map. If a model is an object of focus, it needs to look good = more polys or a better texture map. There's a balance and unfortunately it's really hard to find it.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-06-26 11:49:52 UTC
in TWHL World - Community Project Post #330614
I think you just drop the dlls in your valve folder and set hammer to use the spirit fgd
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-06-23 10:58:08 UTC
in TWHL World - Community Project Post #330569
I never started a Hub map. That stream was my personal entry.
I was going to see how many people entered before I started the Hub.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-06-08 00:11:14 UTC
in Im not sure if HINT is working... Post #330372
A clipnode determines where the player can or can not walk.
A func_detail or a func_wall will cut into existing clipnodes and generate more. (even a func_detail set to be non-solid will generate a clipnode, btw - i learned that lesson the hard way)
A func_illusionary will not generate clip nodes.
Super detailed solid world geometry wreaks havoc on the clipnode count so that's why you should cover complex items with simpler (preferably rectangular) clip brushes.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-05-12 23:33:11 UTC
in Fitting model to grid Post #330106
Ctrl-B? (Snap to Grid)
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-04-29 11:57:56 UTC
in Strange Invisible Walls Post #329997
texture the unseen faces with bevel?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-27 11:16:54 UTC
in Wall does not block vis Post #329992
Woah you cut your polys in half! Good work
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-26 11:14:55 UTC
in Wall does not block vis Post #329988
I've had success using hint brushes horizontally. Try extending a hint brush out from the roof line as well
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-16 17:11:02 UTC
in Light Problem Post #329912
they do but they're a pain to set up properly. just keep playing with it.
Tetsu0 Tetsu0Positive Chaos