Forum posts

Posted 10 months ago2017-12-24 14:47:08 UTC
in Post your screenshots! WIP thread Post #338485
Oooh, very cool - very cool
Instant Mix Instant MixTitle commitment issues
Posted 10 months ago2017-12-22 12:49:01 UTC
in Old HL1 mapping tutorial sites? Post #338472
I remember there was a site that hosted a metric shitload of prefabs and such that I'd actually burned onto a ( now broken ) disc years ago, I think they had tutorials as well but they had an absolute wealth of interesting content. Can't really remember their name, think it was gamedesign or something, might be worth checking
Instant Mix Instant MixTitle commitment issues
Posted 10 months ago2017-12-20 14:48:22 UTC
in Post your screenshots! WIP thread Post #338441
oui, dey be caged lights. Only reason the cage is on them is so something doesn't swing / hit into it and smash the glass so they're mostly used in industrial applications. Probably wouldn't be used on the almost street lighting you've got going on but it fits the aesthetic so well so w/e
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-29 02:02:08 UTC
in Post Your Desktops Post #338244
User posted image
Nice 'n minimal. Nothing cleaner than a hidden taskbar
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-29 00:56:08 UTC
in Forgotten Bunker 2 - Upcoming Release Post #338243
aight that's a tad passive aggressive.

Not adding lighting isn't seen as a crime here, lighting is literally one of the prerequisites of a functional map. A map without lighting is unfinished, there is a reason why 100% of all official maps, and I can hazard a guess that >95% of all popular maps all have lighting. It's part of the creation process, just as adding entities and brushes is. People will objectively not want to play a map without lighting, that's just how it goes.

Honestly, I'd say people have been positive here alongside the constructive criticism. They could easily have been a lot harsher..
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-28 13:53:20 UTC
in Forgotten Bunker 2 - Upcoming Release Post #338231
Please add some form of lighting into your map, fullbright levels are never really enjoyed. It's got a good base though, keep on working at it.
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-25 14:12:11 UTC
in Post your screenshots! WIP thread Post #338206
Wouldn't it be much better to adjust the brushwork now rather than after you've completed half the map? If anything, for making sure everything is still on grid?
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-24 22:49:27 UTC
in Post your screenshots! WIP thread Post #338200
Your scale is massively off, you're about 1.5x what it should be by the looks of it
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-23 21:55:18 UTC
in Back without being a prick Post #338186
Impressive, just over 24 hours before you had a meltdown. Is that a new record?
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-23 18:47:43 UTC
in Here Post #338179
I mean grats for trying to troll, but tbh you're not even good at that
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-22 02:47:19 UTC
in Post your screenshots! WIP thread Post #338141
I'm starting to get worried that I'm going a bit overboard on faces / brushes. Just a couple quick questions:

1 ) Do faces that are textured in BEVEL contribute to the overall amount of faces in game?
2 ) If so, does this negatively affect performance?
3 ) Is there any performance or resource benefit to making func_details passable, and then manually creating a much simpler clip hull?

MERGE
User posted image
Bit more progress. Half the time working on this is being spent making textures, rather than mapping itself. So far the plan seems to be making each "big" room / section in their own maps, and then stitching them into a big one, once I know each small area is perfected. Wish JACK / sledge supported instances, cause this'd be a perfect use for it.
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-21 11:39:15 UTC
in Post your screenshots! WIP thread Post #338133
I'm having too much fun making it, so I hope I'll actually make the entire thing. Played Sven with a bunch of uni mates a couple days back and remembered how fun it was, and the sense of humor maps like toonrun had. Feel like the game is overdue for something more modern.
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-21 03:23:41 UTC
in Need Inspiration (Engine Room) Post #338126
Post a screenshot of what you have so far. We'd need something to work on
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-20 21:38:55 UTC
in Post your screenshots! WIP thread Post #338123
Wonder how Alex Jones makes all of his strange supplements?
User posted image
I feel I'm channeling my inner Postal 2 with this map
Instant Mix Instant MixTitle commitment issues
Posted 11 months ago2017-11-20 03:55:44 UTC
in Post your screenshots! WIP thread Post #338114
Youtube Link
Got a bit carried away, i might have enough of a satirical desire to actually make a full map out of this as a basis
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-09-30 16:03:04 UTC
in Now Playing: ... Post #337642
Posted 1 year ago2017-08-28 10:05:58 UTC
in TWHL Pockets Post #337137
@SSB

"@2muchvideogames Hihi why not the whole map pink? ( like you're gay )"
Associating a colour with someone's sexuality which was stereotypically used as an anti-masculine insult / derogatory comment isn't really that OK. Does adding "Like you're gay" add anything constructive- let alone anything in general - to that sentence?
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-28 09:33:44 UTC
in TWHL Pockets Post #337135
Wish not to threadshit, but it's incredibly out of touch and offensive to make that sort of association, SSB. It's not 2004 anymore.
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-26 20:53:34 UTC
in Why is it green? (lighting problem) Post #337077
that is unfortunately how colours and lighting works; you'll just have to choose a less blue ceiling texture. The bounced lighting from the ceiling will have an overall brightening effect, hence why your scene is not very dark orange
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-26 01:33:00 UTC
in Post your screenshots! WIP thread Post #337061
Man literally just think about what you're posting sometimes
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-25 15:30:14 UTC
in Post your screenshots! WIP thread Post #337036
I'd be happy to thank the developer by donation, or if there really was some game-changing feature that the full version had in comparison to the free version; however for the amount of money they're wanting, it's not very enticing.

I'd disagree about having to rotate sections of the map Admer; the main arched area of the map has 72 sections; this would be a complete and utter waste of my time to texture, align and edit each individual section of the arch; rather than exploiting the 120 degree symmetry of the map. I also delibrately wanted to go off the standard axes as I think it's fairly noticeable in game that you only really travel in 4 dimensions; adding that extra bit of dimensionality spices it up a tad. Obviously, you have to deal with the issue of the frustrating geometry.

From this, I can tell I prefer doing the bulk of mapping in J.A.C.K due to the model previews and transparent / animated textures and target field selection; doing any further edits (ie. snapping to grid) in VHE.

True Admer, however unfortunately when you have to adult you don't have a large amount of time on your hands, and as a physicist / programmer, I want to optimise everything as much as I can - knowingly redoing parts of the map or doing things that I know I can speed up frustrates me.
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-25 11:27:09 UTC
in Post your screenshots! WIP thread Post #337025
I'm not going to buy J.A.C.K from steam; unless it has something that's worth the £15+ compared to the completely viable,free tools we've been using for almost 20 years, it ain't worth that price.

I was more implying the inability to snap points to the grid which I can do by firing up 3.5 & rotating by 0. Most of those issues arose from rotating quite detailed sections of the map; if its an accurate rotation the likelihood of any of the vertices remaining on the grid is virtually nonexistent.

I've also realised I can use a shitload of func_trains as doors; the angle of the path_corner allows them to fit in offset hallways, and they also force close by crush - something func_doors can't do. Will post results of the experiment once I'm back from el fringe
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-25 09:24:58 UTC
in HL2: Episode 3 Post #337019
I know Laidlaw deliberately obfuscated the names of the characters so he could claim "fanfic tho, what they do with it is out of my realm". Gotta admit, a ghastlyhaunt is an amazing name for an enemy, and the Disparate would've been a cool name for the combine proper. Sad to see the story wrapped up, but happy to see that someone's actually gone and stopped the speculation.
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-25 08:53:08 UTC
in Post your screenshots! WIP thread Post #337018
I gave UMVHLT a bash, seems to have fixed the issues ( and surprisingly seemed like it had a much faster compile time). Doesn't avoid J.A.C.K's offgrid issues however
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-24 15:14:28 UTC
in Post your screenshots! WIP thread Post #337008
a few brushwork errors that I'll need to investigate ( vertex wise, they are OK ) but apart from that, surprised this thing is even stable. In no rush to recompile it, thing took at least 5 minutes. And it's a single room.
User posted image
User posted image
User posted image
also absolutely fuck going off grid, it's a pain in the arse trying to keep room dimensions the same at ~120 degrees, but J.A.C.K doesn't have the "rotate by 0" trick to snap all vertices to the grid.. Pain in the arse.
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-22 22:30:59 UTC
in Post your screenshots! WIP thread Post #336999
Decided to do a wee timelapse of a room being blocked out, give it a watch if you wish: Youtube Video
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-22 11:14:35 UTC
in Post your screenshots! WIP thread Post #336994
Victor you are nailing the quake vibes man!
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-21 11:18:47 UTC
in Post your screenshots! WIP thread Post #336978
Anything along the lines of "Animal cruelty is OK sometimes" / "that fucking voice man" / "hello i'm allergic to bees"
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-21 11:03:06 UTC
in Post your screenshots! WIP thread Post #336976
After playing that (rather hilarious) HLDM match on Saturday, it's inspired me to at least release one HLDM map under my belt before GS becomes completely obsolete.

Decided to attempt my Xth iteration of "Map in which available routes and pathways continuously change". Had a few aesthetic issues trying to figure out how to gas places or make gas emitters fit the style. Decided to take a completely different route, and go for turrets rather than a slow, painful death.

They're a bit of a pain, but here's the work so far. They don't seem incredibly accurate, but I'm going to design all of the turret rooms in such a way that you're always, no matter what, going to be in direct line of sight.

Youtube Vidyo
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-20 13:07:31 UTC
in Post your screenshots! WIP thread Post #336953
aw man that lack of texture filtering makes it look extra beautiful, really can't wait to see the final product Victor!
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-17 10:12:41 UTC
in Post your screenshots! WIP thread Post #336918
Thirded, that's a beautiful map Viktor; would personally say to think about redoing the VOX sound and the reactor hum sounds, but holy crap that's beautiful
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-11 17:59:27 UTC
in help convert mp3 to HL wav Post #336848
Completely free (legally anyway) is probably the major driving force behind people still using audacity / goldwave
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-08 22:36:03 UTC
in help convert mp3 to HL wav Post #336822
@Dimbeak:
Change the project sample rate to 22.05kHz at the bottom left of the screen. If you go to the "Tracks" menu and click "Mix and Render", this will automatically reduce the sample rate of the track without slowing it down. If you try to manually change the sample rate, Audacity will literally sample the song slower, hence why it will sound like it is slowing down.
I would advise editing / creating sounds in Audacity, and then just being ~doubly sure~ everything is in the correct format in Goldwave. Goldwave is also free for non-commercial use!

I would highly advise not using online conversion; it's a pain, not guaranteed to work efficiently and there's probably some clause you sign that allows the website to save your file and also claim copyright / ownership of it as well, be weary.
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-08 20:35:21 UTC
in help convert mp3 to HL wav Post #336817
Goldwave is probably your best bet, for some reason audacity occasionally decides not to save at the bitrate / frequency you set it to. As far as I know, your wav files need to be in the 8 bit PCM 22kHz format. Sound won't play / error will be logged to console otherwise.
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-03 10:47:17 UTC
in Now Gaming: ... Post #336692
I actually despise playing with randoms - luckily have a discord going with friends from home, makes life so much easier. Can't really trust or count on randoms to communicate or actually play well, yet if you've 4 of you continously talking on discord, making decisions, pointing out enemy directions etc. makes the game much more fun and playable.

Using discord also avoids giving away your position by voice chatting to randoms
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-02 07:18:58 UTC
in Now Gaming: ... Post #336656
Give us a shout next time you've got a game going Urb! Yeah, it's a bit of a shame that it's 4 player max on squad, however could see the game being horribly unbalanced with huge teams. Maybe there should be an exclusive larger team gamemode?
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-01 17:17:46 UTC
in TWHL Pockets Post #336644
Would love to participate if this month wasn't ridiculously busy with examinations!
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-08-01 14:22:26 UTC
in Now Gaming: ... Post #336640
Has anyone been playing PUBG?
Done the awful mistake of purchasing it in the middle of revision season - the combination of very quick matchmaking, game finding + very, very fulfilling gameplay is giving me a very good idea of what taking crack may be like.

Would be worth doing a TWHL play of it at some point
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-07-24 15:10:32 UTC
in TWHL Collaborations Post #336299
i dont like the idea of using SoHL just putting that out there
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-07-21 15:14:09 UTC
in TWHL Collaborations Post #336200
how about there's a hub map that needs an amount of keys to complete the level or whatever, and the competition entries are individual levels / rooms that the hub goes to that you have to, somehow - whether it be a puzzle, obstacle course, w/e , you have to obtain the key and return it to the hub room. Not teleports, but like actual fluid level transitions
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-07-17 22:53:56 UTC
in The Core Post #336110
yo, where's my invite
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-07-16 21:27:46 UTC
in Now Playing: ... Post #336098
Andrew Bayer - Memories

Stumbled across this on some vloggers channel, forgot I had a sweet spot for trance
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-06-20 22:51:45 UTC
in columbine_hs ~ My biggest project Post #335611
Are.. are you running on XP?
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-06-20 18:07:15 UTC
in columbine_hs ~ My biggest project Post #335604
this isn't the columbine that I'm thinking of, right?
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-06-16 15:59:12 UTC
in Assigning a particular move sound to fun Post #335556
Aah that's bullshit, seems like that would make sense in my head but then again..

Guess it's ambient_generics.
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-06-16 13:54:32 UTC
in Assigning a particular move sound to fun Post #335553
AFAIK if you look at the keyvalue for door sounds in hammer on a func_door, they provide a number rather than a name ( ie. "1" instead of "Servo Sliding" ). As far as I know, this keyvalue refers to the suffix of any sound in the "sound/doors" folder. Have you tried creating a new door sound, naming it something like doormove13.wav and changing the keyvalue of "movesnd" in hammer to 13?
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-06-13 17:11:57 UTC
in E3 2017 Post #335451
I'm buying a switch for metroid prime 4. Easy.
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-06-06 11:18:21 UTC
in Post your screenshots! WIP thread Post #335279
Oh its nowhere near final, just exploring the routes I could take it. The screenshot comment wasn't meant to be aimed at you (or anyone for that matter) - was trying to imply screenshots wouldn't make sense for an interactive section like that, so a video would be better!
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-06-06 02:15:34 UTC
in Post your screenshots! WIP thread Post #335274
Posted 1 year ago2017-06-05 09:34:53 UTC
in Post your screenshots! WIP thread Post #335266
Those bricks have the textures of a brain; I think you may have gone overboard with the normal maps
Instant Mix Instant MixTitle commitment issues