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
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.
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
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"
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?
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:
which meant I could take a face-on render like so:
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.
At this rate I'm probably better off just modelling these rather than keeping them as brushes
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!
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
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.
Out of curiosity, why was Angelscript chosen as the language to implement?
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.
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?
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!
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
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)
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.
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?
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.