Forum posts

Posted 2 years ago2017-01-01 15:39:27 UTC
in HLDM Server! Post #332935
Yes please!
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Posted 2 years ago2016-12-30 14:17:27 UTC
in HLDM Server! Post #332908
Who are you hosting from Archie?
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Posted 2 years ago2016-12-30 13:03:03 UTC
in Competition 34: HL Re-Imagined Post #332904
Unfortunately had very little progress over the last 10 days or so; the fun of being away from my desktop!

So far I've recorded a bunch of voice lines but has mostly been texture creation work; unfortunately haven't added too much in the way of geo. It's a shame, I'm still experiencing severe detailitis - skipping making a rough layout of the entire map and going straight to finalising and detailing the shit out of a really small area.

I've also realised this'll be my first competition entry and third uploaded map despite being on this site for >11 years
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Posted 2 years ago2016-12-28 22:35:43 UTC
in What causes dark shadows? Post #332887
I think attaching screenshots as well as the properties of your light_spot may make it actually possible to help with your situation.
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Posted 2 years ago2016-12-23 20:16:36 UTC
in TWHL4 Design Crowdsourcing Post #332830
Not gonna lie, that looks like its straight from 2005 - I get the feeling that Penguinboy is wanting to go for a more modern feel
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Posted 2 years ago2016-12-23 13:22:05 UTC
in Post your screenshots! WIP thread Post #332822
Certainly looks a lot like office complex whatever it is; last screenshot seems like the area where Barney gets ambushed by a zombie, and the office filled with electrified water.. well, self explanatory.
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Posted 2 years ago2016-12-23 13:05:42 UTC
in TWHL4 Design Crowdsourcing Post #332821
If we're going by [censored], got to say I'd much prefer a darker colour scheme (drastically reducing whitespace or making whitespace a darker color )

For inspiration I'd consider just stalking dribbble.com, designers constantly put stuff up there and i'm sure you can pick a few ideas that look really interesting. As much as I don't like the rest of the page, this idea of tile-like boards on the splash is quite interesting
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Posted 2 years ago2016-12-23 11:57:08 UTC
in TWHL4 Design Crowdsourcing Post #332818
I'd like to stray away from the "every new website looks exactly the same with bootstrap" thing.

I like the idea of the front page of the red giant site; this being a front-page populated with almost equal sized cells that could represent highlighted or random tutorials; maps from the vault, journals etc - so there is a lot of visible and interesting content on the splash.

Not sure what else after that though, I dabbled in web design for about two months before giving up.

I'd sort of like TWHL4 to improve quotes (ie. actually link to the post quoted whilst also including name and timestamp automatically with a "quote" button under the avatar) and, really minor, but the website title to represent the current thread you are on, as regardless of what page you are on, the title will always be "TWHL: Half-life/2 Mapping Tutorials and Resources"
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Posted 2 years ago2016-12-21 22:43:22 UTC
in Competition 34: HL Re-Imagined Post #332809
Seems like everyone is getting involved in this competition. This makes me happy!
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Posted 2 years ago2016-12-17 17:21:13 UTC
in Competition 34: HL Re-Imagined Post #332758
Essentially.
What the additive render mode does is literally add the color values of itself and what is behind it together.
If parts of your texture are black, it has a value of [0.,0.,0.] and obviously any value X + 0 = X; so it has no effect. But any non-zero color, so for example [255.,0.,0.] in the texture in front of something that's [32.,32.,32.] will add to [255.,32.,32.]

Has anyone else noticed that half of the render FX modes just don't work?
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Posted 2 years ago2016-12-16 00:38:34 UTC
in Competition 34: HL Re-Imagined Post #332730
@abbadon
It's just the texture animated, nothing really worth a tutorial!
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Posted 2 years ago2016-12-15 16:02:33 UTC
in Competition 34: HL Re-Imagined Post #332723
I mean they're allowed, as long as it's a re imagining of a HL map
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Posted 2 years ago2016-12-14 14:41:58 UTC
in Competition 34: HL Re-Imagined Post #332707
@Dr.Orange
holy crap that's useful, I didn't know that at all. Thanks!

@Urby
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Posted 2 years ago2016-12-14 13:42:10 UTC
in Competition 34: HL Re-Imagined Post #332704
I'll stop spamming, forgot how inactive threads here can be sometimes!
Any guesses?
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Posted 2 years ago2016-12-14 12:05:44 UTC
in Competition 34: HL Re-Imagined Post #332702
Yeah, basically mimicks how cavities of an object are usually darker than other areas, makes things look a wee bit poppier outside of using hlrad.

The experiment was to use crafty to open up the .rmf and to then remodel the area slightly so I can take a render of it.
The scene eventually looked like this in blender:
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which meant I could take a face-on render like so:
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With a bit of photoshop fiddling, I can they apply this to the door texture,here's a comparison with and without. It basically seems like I could've got away with some photoshop blending effects, but it was a bit more complicated for the station in the next photo.
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At this rate I'm probably better off just modelling these rather than keeping them as brushes
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Posted 2 years ago2016-12-13 23:18:01 UTC
in Competition 34: HL Re-Imagined Post #332696
Been experimenting with taking brushes from Hammer, importing them into blender and then rendering an AO map on top it. Results are that it only works on anything flat, attempted trying to texture these guys using it, but doesn't work. Works for the concrete walls behind it though!
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The little red + rotates on the health station, haven't got round to making the graphics for the suit station. Either the chargers on state is animated, or it's off state is animated, and dunno what you guys would think would be better - sorta thing a modern "loading wheel" would be fun to play whilst it's charging back up again.

Also doing my usual thing of obsessing with detail on one particular area whilst the rest of the layout isn't even done yet
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Posted 2 years ago2016-12-13 03:02:32 UTC
in Competition 34: HL Re-Imagined Post #332677
not wishing to blow my horn but quite imrpessed with how GS looks so much better with greater attention to detail & knowing how to create texture
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Any guesses as to the map?
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Posted 2 years ago2016-12-12 01:10:02 UTC
in Competition 34: HL Re-Imagined Post #332669
Let's see how long it takes before I lose motivation on this!
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Yes, I know that's a lambda and not an alpha, early days!
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Posted 2 years ago2016-12-11 14:31:58 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332666
Totally understandable! HLEnhanced + the model viewer + day job is stressful enough I'm sure. If anything I should really get off my backside and learn C/C++ , shouldn't be too difficult with other languages under my belt.
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Posted 2 years ago2016-12-11 01:29:27 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332663
Solokiller's a fairly talented guy who somehow manages to code at the speed of light, is Sledge something that you'd have the motivation to try fiddling with at some point?
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Posted 2 years ago2016-11-01 21:04:29 UTC
in Half-Life Enhanced Post #332186
Out of curiosity, why was Angelscript chosen as the language to implement?

I know i'm in the minority for not knowing anything C /C# / C++ related (that sentence alone probably proves that) , but I'm surprised something more along the lines of Python / Lua / Javascript.. hell, even java, wasn't chosen instead.

Is it due to the APIs or whatever are available?
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Posted 2 years ago2016-10-28 08:20:01 UTC
in Post your screenshots! WIP thread Post #332141
That seems incredibly dark, I can barely make out what's in that screenshot!
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This post was made on a thread that has been deleted.
Posted 2 years ago2016-10-01 12:22:07 UTC
in Half-Life Enhanced Post #331859
I feel like there needs to be some disclaimer here that HL:E is not some visual overhaul mod or some strange version of SOHL; I assume that's mostly due to others' ignorance of what you're actually doing solo.

I'll be perfectly honest, most of what you are doing is over my head ( wether that's because I don't know any version or derivation of C / C# / C++ ), and it's amazing to see, but think most people will just see code and assume that means you can implement a brand new rendering engine or some form of particle system or physics engine, etc.
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Posted 2 years ago2016-08-31 10:11:41 UTC
in Post your screenshots! WIP thread Post #331491
Nice particles arch, how on earth are you managing to do that in GS? ( or is it Spirit? )
Are those models with baked animations or brushes; there's quite a few mini seams on the closest ring!

Looks cool as hell though
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Posted 2 years ago2016-08-16 11:15:12 UTC
in Half-Life Model Viewer 2.0 Post #331270
Bloody hell solo, you're an a machine.

If you don't mind me asking, what do you do outside of programming like a champion?
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Posted 3 years ago2016-07-19 10:09:25 UTC
in Half-Life Enhanced Post #330884
You really seem to know your way around the engine. Has this been through loads of research or just a lot of trial and error?
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Posted 3 years ago2016-07-18 09:12:47 UTC
in Half-Life Enhanced Post #330870
It's a complete shame that sniper acts the way he does towards the SC team; it seems that it's his superiority complex that's slowed down the updates on SC, and left game breaking bugs in. I hate to say it, but it feels like he will be the death of Sven Coop.
Do a small explanatory post in the Half Life thread in GGD, and also one in the programming forums' What Are You Working On.

Is there any particular benefit or hindrance from using a single file defined by the Map rather than many separate ones? Could this also then mean it may be possible to include the code as part of the .bsp file itself?
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Posted 3 years ago2016-07-17 22:18:25 UTC
in Half-Life Enhanced Post #330868
I'm glad to see the stuff going down with Sven and Sniper hasn't killed your enthusiasm for HL. I'd also XPost this on facepunch, people there will be glad to see you still working on things.
Keep it up, this stuff is really interesting, it might make me eventually attempt to learn Angelscript!
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Posted 3 years ago2016-01-22 19:03:58 UTC
in Sven Co-op 5.0 Post #328441
That's a cool guide tremp, but that documentation on that specific entity chunk is a bit odd. It doesn't state how to actually name the textures
ie. is +3~HEX_00 the texture for the digit 3?

I think that's what this sentence is trying to say but the grammar is incredibly confusing:
If other texture in '~texturename' sequence is used, (e.g. '+3~HEX_00' instead of '+0~HEX_00'), then displayed digit value
is increased by three, for '+7~HEX_00' value is increased by seven e.t.c.
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Posted 3 years ago2016-01-21 13:57:29 UTC
in Sven Co-op 5.0 Post #328428
I'm so happy it's so close to release. That's your map trempler? How did you do those screens? So cool!

Why is there loads of shouting in it though?
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Posted 3 years ago2016-01-14 01:14:35 UTC
in TWHL World - Community Project Post #328228
The only reason I'd prefer source is for entity work, otherwise I'd prefer goldsrc. If we were to use Goldsrc, could we use the spirit engine aLa twhl tower?
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Posted 3 years ago2015-11-03 17:20:12 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327399
Hey guys, as much as I'd love to participate I literally have so much stuff to do; I don't physically have the time to dedicate to mapping. I apologise :(
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Posted 3 years ago2015-10-03 13:39:13 UTC
in TWHL Tourney Post #327174
TF2 isn't just a casual game now though, it's a basically a trading simulator with the depth of DOTA now
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Posted 3 years ago2015-10-03 13:07:44 UTC
in Post your screenshots! WIP thread Post #327173
It's going to be for Sven coop, and using and abusing Angelscript to make it tick. Considering it's goldsrc, it'd be difficult to have it entirely map entities .
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Posted 3 years ago2015-10-02 17:49:27 UTC
in Post your screenshots! WIP thread Post #327152
It's a good model but I just don't really understand why you've not given it more polygons? Polys aren't as expensive to render as they used to be, so you honestly could easily double the polycount there. Looks fantastic though!

Been pissing about with ideas for my zombies map, circular power plant level, with about 6 or 8 blast doors around it, each section being self-sustainable and random lock-ins every 5 or so waves. Takes up a good section of the grid
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Posted 3 years ago2015-09-30 08:24:06 UTC
in TWHL Tourney Post #327110
Next time, I'll be present
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Posted 3 years ago2015-09-28 08:31:51 UTC
in TWHL Tourney Post #327058
You guys having another tourny sometime soon or just reminiscing about the old one?
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Posted 3 years ago2015-09-28 08:31:03 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327057
Vanilla half life? Aww, sad times. Sounds fun actually, I'll pitch in. I love me some descents!
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Posted 3 years ago2015-09-24 09:28:09 UTC
in Post your screenshots! WIP thread Post #327006
Tremp, literally a few questions that'll probably be answered soon but you might already know:

A) can an item_inventory be given directly to a player without being physically placed in the world ( sort of like a game_player_equip from source)

B) can an item_inventory directly affect the statistics of an individual weapon for one player; such as damage, ammunition capacity

C) does an item_inventory have a spawnflag that makes it impossible to drop?

I've got a few ideas, considering we now have new modes of game ( such as survival), I honestly think I can make a fairly good ripoff of COD: Nazi Zombies in the game
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Posted 3 years ago2015-09-22 08:14:19 UTC
in Post your screenshots! WIP thread Post #327001
The thing that's frustrating is that although you guys have mentioned Sven will have support for angelscript - is there any documentation already out for your particular implementation of angelscript or will that be released when 5.0 is released?

The only thing that sort of breaks my door is that the env_renders that spirit has allows a smooth transition between values, instead of a snap. As well as this, it also has a "trigger after fade" option, which although you could just do with a multimanager it makes it easier with it being the one entity. Is anything like this implemented in the new version of Sven?

I've mapped for sven before and reading the changelogs it looks like you guys have done a lot ( Can't wait to piss about with item_inventory)
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Posted 3 years ago2015-09-21 12:41:37 UTC
in Post your screenshots! WIP thread Post #326997
Trempler, are you part of the dev team for Sven? The way you've worded your posts seems like it.

I always thought it was, but I literally must've been imagining that. If you can code your own entities with that C knockoff, then I can probably emulate that door using that rather than depending on original entities.
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Posted 3 years ago2015-09-18 20:28:50 UTC
in Post your screenshots! WIP thread Post #326987
Turns out sven coop isn't actually based on the spirit engine, so my doors are totally broken. Sven coop dreams straight through the floor. Anyone know if the new version of Sven has support for spirit-y stuff?
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Posted 3 years ago2015-09-14 15:34:28 UTC
in Post your screenshots! WIP thread Post #326952
God hammer really needs instances for goldsrc. Even changing the names for two prefabs was a bitch enough

https://www.youtube.com/watch?v=zBwRL2JcSKw
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Posted 3 years ago2015-09-13 20:26:07 UTC
in Post your screenshots! WIP thread Post #326945
I did indeed, but pretty sure if I want to release it I'll have to make some custom textures
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Posted 3 years ago2015-09-13 14:55:18 UTC
in Post your screenshots! WIP thread Post #326943
It's a bit of an intricate system:
1 trigger_multiple
1 fund_illusionary
1 func_button
2 env_renders
2 ambient_generics
6 fund_doors.

The triggers trigger the button, as the Burbutton abuses the fact in can be shot to activate just like in metroid. Button triggers the env_renders which either fade in or fade out the blue glow ( additive texture) which then trigger the door to open. Totally needs spirit to function properly.
Only issue is that spirit should allow you to change fund_doors to fire their targets as they move, rather than after moving. This doesn't work. So the opening sound works fine, but the closing is triggered after the door shuts which is a bit weird. Works exactly like the game.
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Posted 3 years ago2015-09-12 23:43:59 UTC
in Post your screenshots! WIP thread Post #326941
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there's a real metroid style hatch for you

and it's completely cheating by using ripped textures from the game and making brushes from there.. and ripped sounds too!

compare with
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ripped texture seems to be of less quality than the screenshotted one so there must be a higher quality one somewhere in the game's files
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Posted 3 years ago2015-08-30 16:23:56 UTC
in Post your screenshots! WIP thread Post #326882
The purple is the least of your worries - I mean you're using comic sans.
never use comic sans
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Posted 4 years ago2015-07-16 20:36:58 UTC
in TWHL Tower: Source Post #326467
I think it's a bit overkill to go and build bloody custom binaries for a couple of maps; just keep it ep2 for simplicity's sake. And also, please, can we have a new base map?
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Posted 4 years ago2015-07-14 09:42:46 UTC
in The Core Post #326388
What's that meant to be in reference to, orange?
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