Forum posts

Posted 17 years ago2007-01-28 14:15:17 UTC
in Func_water_analog Graphical Problem Post #210914
As far as I know, Func_water_analog forces the water texture on top of it to it's cheap version. This may be why the water texture acts differently.
Posted 17 years ago2007-01-24 23:16:16 UTC
in Boundries for players Post #210494
Nodraw wall will cast a shadow and block vis
Posted 17 years ago2007-01-11 21:24:11 UTC
in What does "sew" for displacements do? Post #209353
In other words, it takes two displacements that are side by side and makes the sides meet each other.
Posted 17 years ago2007-01-07 08:37:28 UTC
in The Person Above Me Game Post #208886
The person above me needs to stop watching VGCats.
Posted 17 years ago2007-01-07 08:33:52 UTC
in New Years Resolutions Post #208885
1. Infuse my soul and body into the internet.
Posted 17 years ago2007-01-07 08:30:54 UTC
in Avatars Post #208882
---->
<----
---->
<----
---->
<----

My avatar has never changed, and it most likely, never will.
Posted 18 years ago2006-11-30 18:41:55 UTC
in origin of your e-identity? Post #204653
Dark_Kilauea - Born from a need for an original name that never was taken on DM servers. Originally it was Kilauea, named after the Hawaiian volcano, and also my explosive playing style. Added Dark on the front to further originalize it, and my nick was born.

As for my other ones...
Don't ask.
Posted 18 years ago2006-11-30 18:38:35 UTC
in Banned!? Post #204650
Server: Some Halo one (Woop-de-doo)
Ban-Time: Permanent
Reason: I killed the admin a few too many times. Seriously.

Otherwise, I tend to not get banned a lot. Mostly because I tend to not talk a whole bunch.
Posted 18 years ago2006-11-29 19:39:37 UTC
in fog not helping with optimisation Post #204502
Try turning Fog Blending On/Off.
Posted 18 years ago2006-11-25 23:43:48 UTC
in fog not helping with optimisation Post #204082
Yes, make sure you have z clip set to just behind your secondary fog distance.
Posted 18 years ago2006-11-18 17:35:25 UTC
in Cybernations. Post #203175
I'm going to stick with GATO for now. I've grown attached to some of the higher ups in the alliance, :P
Posted 18 years ago2006-11-18 17:33:06 UTC
in wont ungroup help! Post #203174
This is easier to change. look to your right. At the top should be a box with groups, objects, and solids buttons. Select the Solids button and there you go.
Posted 18 years ago2006-11-14 23:36:48 UTC
in ...Whatever... Post #202781
Still....

Noone likes a spammer.
Posted 18 years ago2006-11-14 19:05:51 UTC
in Holiday Avatar's Post #202746
I agree that this site needs a logical and calm debate.

Not like the others we have had, which sadly turned into flamefests. If you want a good example, look at the last one that the snarkpit had. Everyone put forth their opinions, but there was (OMG) no flaming or teasing of any kind.

I however, am not up to participating in another one if the people here don't want a debate. I'm not going to sit through another flamefest.
Posted 18 years ago2006-11-04 16:17:02 UTC
in Desktop of November Post #201904
We have no snow. Yet it's November, and it's really really cold.

Gotta love Iowa weather.
Posted 18 years ago2006-11-01 18:46:30 UTC
in Win XP Password Recovery Post #201634
If you have an admin account, you can delete his user account or forcibly change his password for him.
Posted 18 years ago2006-10-25 21:26:02 UTC
in Curved Ramp Post #200853
looks nice, but I'd suggest allowing a small lip between the top of the sides and the forcefield itself.

Shows experience with brushes, good job to you :)
Posted 18 years ago2006-10-19 22:18:24 UTC
in Invisibility? Post #200188
Microwaves are used in radars, but it is not the same frequency and the microwaves in your microwave, so stop complaining about hot pockets :P

As for an invisiblity cloak, it would need to be multiple layers for each part of the spectrum you wanted to block, and once inside one, you wouldn't be able to see out at the same frequencies.
Posted 18 years ago2006-10-16 17:07:07 UTC
in Wii's first bad move? Post #199863
Indeed, OpenGL is a graphics library. Most of the new cards will also support GL 2.0, if you bother to look at the specs.

OpenGL and DirectX are neck and neck, the major difference is that OpenGL is platform independant, it will work on all OS's that support it, while DirectX is Windows only.

If you do your research, you will find that the new features in both are not much different from each other.
Posted 18 years ago2006-10-15 23:25:24 UTC
in Wii's first bad move? Post #199797
DX 10 will do nothing more than GL 2.0 will be capable of.
Posted 18 years ago2006-10-14 14:26:45 UTC
in Concerned, The Death Of Gordon Frohman Post #199657
Here's a good/strange comic different from both VGcats and CAD.

http://www.machall.com/index.php
Posted 18 years ago2006-10-12 17:33:17 UTC
in Ha, awesomeness Post #199440
I'm having a problem with being able to copy and paste all the code, it leaves a chunk behind for some reason.

[edit] You need to copy and paste after every "px" and place each chunk in the address bar. Finally got it to work, nice job.
Posted 18 years ago2006-10-12 17:25:48 UTC
in The corrupt wish Post #199439
granted, but it's ended with the worse cliffhang ever.

I wish that microsoft would go bankrupt.
Posted 18 years ago2006-10-11 16:47:27 UTC
in The corrupt wish Post #199294
Granted, but you get it stuck on your face and sufficate.

I wish I could spell.
Posted 18 years ago2006-10-10 16:54:05 UTC
in Portfolio. How? Post #199184
There are also copy places that will take .pdf's and doc's and print it with color photos for you.
Posted 18 years ago2006-10-08 01:19:29 UTC
in Gamingparents.org Post #198905
Remember seventh, no dash in your username. But I think you made one without it.
Posted 18 years ago2006-10-07 12:40:03 UTC
in OMGZoRZ!! URB IS TEH BACK!!! Post #198803
He's back folks.
Posted 18 years ago2006-10-05 17:27:29 UTC
in A Public Service Annoucenment Post #198632
I wonder what a ip range ban page looks like :)
Posted 18 years ago2006-09-30 16:19:57 UTC
in LOST DHARMA station 3 map? Post #198110
uh, not for americans, the season finales were last week :)
Posted 18 years ago2006-09-27 01:03:29 UTC
in Pop Cans! Post #197698
I'm not sure exactly how to do it in photoshop, but I know there are tutorials on it.
Posted 18 years ago2006-09-26 17:09:38 UTC
in Big List of Mapping Crimes Post #197673
Uh, gm_construct is a big box. It just happens to have stuff in it. Gmod maps are simple by definition, otherwise it is too much of a hassel to build much. Though I do agree, sound is nice.
Posted 18 years ago2006-09-26 17:06:53 UTC
in Pop Cans! Post #197672
You should be able to take 2 pictures (front and back) of a pop can. Then remove the reflections and merge them. Then by using plane projection on the models uv editor, it should map correctly.

Otherwise, you could always shrink the image in one dimension, and get it as close as possible.

But make sure to remove the reflections and lighting off your image.
Posted 18 years ago2006-09-20 16:48:36 UTC
in Half Life Mapping Quiz Post #197055
I like the fake tree method alot, didn't think of that, but it does work with large areas.

And yes, there are more methods that can be used to optimise this, but the hint is one of them.
Posted 18 years ago2006-09-19 16:51:28 UTC
in Half Life Mapping Quiz Post #196962
I would just delete some trees or just make another map
lol. Let's, for the sake of the exercise, assume that you cannot :)
Posted 18 years ago2006-09-19 00:39:39 UTC
in Half Life Mapping Quiz Post #196893
Excuse the crappy mspaint pictures :)
User posted image
User posted image
Here's the scenario. You have a large outdoor environment. The area is littered with high-poly tree models, and there is a small stream running through the area. What combination of techniques is best for lowering the FPS as much as possible.

You are allowed to use anything that is useable in HL2, and are able to edit the picture to show hints and occulders.

Yellow: Tree Models
Blue: Stream
Black line: Displacement

For a bonus, place env_cubemaps in the optimal positions for reflections. Good luck.
Posted 18 years ago2006-09-17 23:12:12 UTC
in Half Life Mapping Quiz Post #196813
By changing the code? lol
Posted 18 years ago2006-09-17 00:37:37 UTC
in Month of September mini-compos Post #196749
Rimrook has too much time... lol

And I don't have enough.
Posted 18 years ago2006-09-17 00:35:50 UTC
in Half Life Mapping Quiz Post #196748
I'm going to wait after this question has been answered, but I want to ask the next one.
Posted 18 years ago2006-09-15 17:01:32 UTC
in Month of September mini-compos Post #196586
what kind of hammer is that, it isn't useful for anything all bent like that.
Posted 18 years ago2006-09-15 00:32:55 UTC
in Month of September mini-compos Post #196552
It does. Set each frame up as a layor, and save as an animated gif.
Posted 18 years ago2006-09-13 21:17:26 UTC
in Preventing map decompiling, REVEALED! Post #196469
You can use notepad to delete this entity.

The texture option is a better choice for preventing decompile, but remember, only ONE decompiler supports this function.
Posted 18 years ago2006-09-11 01:05:30 UTC
in Zipping Programs Post #196265
Because the one built into XP sucks balls.

Really, it does.
Posted 18 years ago2006-09-10 14:33:54 UTC
in Battery Operations Post #196198
You can decompile the map too, most of the entities involved are right there. I used the same technique in a map of mine.
Posted 18 years ago2006-09-10 14:32:51 UTC
in Tutorials ! Post #196197
I did 1, but haven't had the time to do anymore I'm afraid.
Posted 18 years ago2006-09-10 02:30:02 UTC
in Help Keeping AOL at Bay Post #196160
Norton is as bad as Aol, once installed, norton never fully goes away.
Posted 18 years ago2006-09-09 23:51:10 UTC
in Help Keeping AOL at Bay Post #196145
Mcafee is great, if you get the enterprise edition.
Posted 18 years ago2006-09-07 16:49:34 UTC
in Tunnel Efect Post #195905
yea, areaportal brush doesn't touch two areas, means that the areaportal doesn't completely cut off one vis leaf from another. You need to make sure the effect is streaching from one world brush to another.

I believe I released a example map, you can check that out if you have problems :)
Posted 18 years ago2006-09-06 16:47:22 UTC
in Optimization Post #195802
lol, you made this error too.

+showbudget is the correct command for performance.

Show_budget_textures only shows how much memory your textures are taking up.
Posted 18 years ago2006-09-06 00:59:10 UTC
in Optimization Post #195745
Hint brushes should only have the hint texture on ONE side. The rest should be textured skip.
Posted 18 years ago2006-09-02 16:36:14 UTC
in Speaking to igod Post #195428
that was good.