Forum posts

Posted 5 years ago2014-05-04 15:36:24 UTC
in HLDM Server! Post #319207
cloist
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Posted 5 years ago2014-05-04 11:45:37 UTC
in Rooms: Source - Rooms II Post #319194
I've tried making one set of env_lasers and another of env_beams. They're all parented to the central func_rotating ( but other things have behaved incredibly odd when parented to a func_rotating ).
If I parented it to a train or something that went around a circular path, I would, but because it's not exactly circular at some point the lasers would go out of sync.
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Posted 5 years ago2014-05-04 11:11:27 UTC
in Rooms: Source - Rooms II Post #319190
Yep Urby, I am the almighty shitposter "Mr. Good Map". Looked back on some top quality posts back in the day.
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9 year old me had a way with the ladies.

Back on topic, HL2 and hammer is being a massive bitch.
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In the game I am only triggering 4 env_lasers, however in game this causes the middle lasers to turn on and point at some random position, and it's really pissing me off. I've no idea why it's doing this as there is certainly no I/O problems.
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Posted 5 years ago2014-05-03 13:18:01 UTC
in Rooms: Source - Rooms II Post #319169
Horrendous attitude rufee! Don't be like that.

When I first joined TWHL my name was "Mr. Good Map". This was, hilariously, not the case. But I was shit and still contributed to the community.

You're making yourself the opposite of this case and instead of being stupidly arrogant about your work like 8 year old me, you're putting yourself down when you really, really shouldn't be!

Everyone here would love to see a contribution from you rufee, even if you don't think what you have will be up to par - because whatever you make will be!
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Posted 5 years ago2014-04-30 20:47:49 UTC
in Post your screenshots! WIP thread Post #319080
I'm not going to explain exactly what it is at it'll spoil the surprise. I'll release it separately when it's been submitted to Rooms: Source.
It's a boss of some sort.
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Posted 5 years ago2014-04-30 17:08:10 UTC
in Rooms: Source - Rooms II Post #319049
There's a GIF I will post in a bit explaining the transfotmers. Personally I believe there is no tight or wrong way to use props ; the more the merrier.
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Posted 5 years ago2014-04-29 18:16:48 UTC
in Rooms: Source - Rooms II Post #319025
Tets, what do you mean by the "normal use of props"? Any usage of props is a normal usage of props.
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Posted 5 years ago2014-04-28 18:28:06 UTC
in Post your screenshots! WIP thread Post #318979
WIP for rooms source
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Very metroid prime inspired, it's up to you to guess what it is.
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Posted 5 years ago2014-04-28 15:56:24 UTC
in Rooms: Source - Rooms II Post #318976
So did we decide on a universal door or are we just going with whatever the author has placed in the map? as I can tell you right now my entrace & exit will be fairly unique
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Posted 5 years ago2014-04-28 10:02:23 UTC
in Rooms: Source - Rooms II Post #318965
I don't think the single volume rule is in effect but I believe the "don't spam as many corridors as you physically can" rule is.
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Posted 5 years ago2014-04-27 23:56:39 UTC
in Rooms: Source - Rooms II Post #318961
Spam.
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Props keep spawning at the origin which is really, really odd. This is all you'll see for now.
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Posted 5 years ago2014-04-27 20:37:26 UTC
in Rooms: Source - Rooms II Post #318959
The rooms can be interactive can't they, rather than a simple room? Thinking back to Worldcrafter's room in the original Rooms ( Absolutely amazing map )
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Posted 5 years ago2014-04-22 10:09:36 UTC
in Rooms: Source - Rooms II Post #318864
So.. This starts now, until a month of no uploads to which then it is deemed finished?
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Posted 5 years ago2014-04-20 10:59:46 UTC
in Rooms: Source - Rooms II Post #318821
I am very much willing to enter this, sounds like it'd be a fantastic idea

The individual rooms I think should be entirely down to the users choice as it would open up the possibilities of rooms. Basing it on one theme would lead to a lot of common items appearing in each room, reducing the contrasts given by each individual member.
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Posted 5 years ago2014-04-13 13:39:45 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318672
so PB, I've not even touched engines so I can't comment on anything, but how possible would it be to implement an INCREDIBLY basic light raytracer view? Wouldn't obviously mimic rad but it would give a vague idea as to what the final product may look like without having to compile it.
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Posted 5 years ago2014-04-12 12:55:05 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318662
We can't really do an I/O system as goldsrc is literally a "trigger" system rather than source's multiple output system.
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Posted 5 years ago2014-04-03 22:38:40 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318587
Here's another little nice idea. Apologies for the shite ms-paint drawing, photoshop has decided to corrupt itself.
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Basically the texture browser would have a folder tree panel to the left hand side, which would allow you to manually select the contents of each wad. As well as the "root" folder, custom texture folders could be created that you can add individual textures to; so you could create yourself a "nature" folder that contained your own favorite grass / tree / rock textures, and "triggers" or "floors" or "weird computer shizznizz" and so on.
I doubt a new panel with a folder tree view would be that hard to put in as I believe it's one of the default window panel things.
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Posted 5 years ago2014-03-26 14:25:09 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318419
"I could add something that could try to perform the vertex rounding on the selected objects, but if it creates an invalid brush, it doesn't round anything. I'll look into the options."
Something like that would be fantastic, but make it a user-selected option rather than something that happens automatically. Either that, or something similar to the "check for problems" window that comes up, and you can select the individual brushes and select fix.
If the vertexs snap to the nearest 1x1 grid, then it shouldn't create any invalid brushes. Someone must've been mapping terribly in order to create a situation in which it may create invalid brushes.
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Posted 5 years ago2014-03-24 18:25:48 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318383
"How would something like that work when snapping the vertices to the grid will create non-planar vertices?"

Having trouble understanding what you mean PB, surely not snapping them to the grid would create non-planar faces.

This issue is plaguing me in hammer right now. By rotating objects, or flipping them, it's making the vertices go onto a microgrid, out of the normal grid. and this is creating weird artifacts everything and it's annoying as hell - especially when it was originally on grid.
It's merely a point of using a round function on every vertex. If it's stored as a plane or face in a VMF, surely some mathematical jiggery pokery could be used.
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this sort of crap

it may not be an issue for GS or source to render, but using it as a reference for other objects , or simply surrounding the brush with other brushes , creates an issue
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Posted 5 years ago2014-03-22 16:11:50 UTC
in Post your screenshots! WIP thread Post #318358
can someone PLEASE make a program that moves all vertices to the nearest grid point.
I remembered why I dislike source hammer so much, even though everything was done using vertex manipulation ( and on grid, I might add ) - saving and reopening, everything fucks up again. Ugh.
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brownie points to whomever recognizes this hallway
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Posted 5 years ago2014-02-20 14:04:07 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318015
Penguinboy, have you thought of support for image overlays? Similar to blender and 3ds max and that in which you can overlay an image on the orthographic viewpoints
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Posted 5 years ago2014-02-09 17:06:42 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317842
Made a thread for you on Facepunch PB, give it a look sometimes. The FP'ers seem to be fairly interested in it after it got published on gamebanana
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Posted 5 years ago2013-12-31 14:57:11 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317324
For any quick icons penguinboy I'd strongly suggest downloading and using Metro Studio 2. You need to register but it's entirely royalty free, and can export to SVG and png and stuff. Quite handy for small icons.
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It's artistically specific to metro-style apps but i'm sure you can crowbar it in or something
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Posted 6 years ago2013-09-25 13:25:19 UTC
in Post your screenshots! WIP thread Post #315926
LaVolpe - Bevel is better than Null in almost every case. The exception to this is curved surfaces , but otherwise, start out with bevel rather than null
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Posted 6 years ago2013-09-23 21:59:42 UTC
in Mini-Contest #87 - Map A Song Post #315893
I can't decide between either this or this. Both convey the exact same feeling I'm trying to portray in my map which I'm not giving any clues on about just yet. Apart from this.
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Posted 6 years ago2013-09-23 19:18:29 UTC
in Mini-Contest #87 - Map A Song Post #315890
So exactly how many people are entering?
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Posted 6 years ago2013-09-14 13:20:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315699
Ah, cheers for using my icon :L Just incase you edited the one I linked to on twhl, here's the actual full logo
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And with Alpha
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Posted 6 years ago2013-09-02 09:09:43 UTC
in Mini-Contest #87 - Map A Song Post #315411
When is this starting then?
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Posted 6 years ago2013-08-30 09:03:51 UTC
in Mini-Contest #87 - Map A Song Post #315368
I'm in.
Is it possible to submit two entries for reasons?

Didn't realise you were a fan of Frank Klepacki, stojke. Definitely agree with you for the red alert 2 stuff.
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Posted 6 years ago2013-08-29 08:48:05 UTC
in Mini-Contest #87 - Map A Song Post #315337
That would actually be cool stojke, totally agree with that. Something fun.
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Posted 6 years ago2013-08-28 20:10:49 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315324
CT :
No way.

Nooooo wayyy.

Generic click sounds, maybe, but not welding and shit :L
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Posted 6 years ago2013-08-28 19:58:49 UTC
in Mini-Contest #87 - Map A Song Post #315322
People should be allowed to choose their own song, and link to it or whatever along with their entry.

However if it is a single track we all use, definitely make it something by two steps from hell.
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Posted 6 years ago2013-08-11 10:51:10 UTC
in Sledge (Hammer Alternative) Alpha Build Post #314836
You don't have a logo yet do you?
Just thought of a modernised version of the existing hammer logo. It's so hard to try not to type "Sledge Hammer" as well.
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Also may I suggest updating the colour scheme of the UI to something more like the new version of photoshop? Makes it look more ~artistic~.
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Posted 6 years ago2013-07-30 09:38:31 UTC
in Sledge (Hammer Alternative) Alpha Build Post #314588
Posted 6 years ago2013-07-30 08:35:23 UTC
in Sledge (Hammer Alternative) Alpha Build Post #314582
I've done you a favour Penguin and mentioned on Facepunch. I know you guys think it's a cesspit of filth (which it is) but some of the mappers there are pretty talented people. It's gathering quite a lot of interest there.
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Posted 6 years ago2013-07-29 08:20:47 UTC
in Sledge (Hammer Alternative) Alpha Build Post #314547
What about instances? If you've got this far, I'm sure implementing instances shouldn't be that hard.
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Posted 6 years ago2013-07-05 11:31:53 UTC
in Post your screenshots! WIP thread Post #314127
There's just something so nostalgic about goldsource that you can see in every picture that I'll never unfeel
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Posted 6 years ago2013-05-23 19:22:43 UTC
in TWHL Coop Ideas? Post #313668
So.. We aren't having an exterior.. each floor is an individual level? I'm not sure. I think we should have a "base" floor design that people can build in and around - rather than everything being totally different
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Posted 6 years ago2013-05-21 12:20:05 UTC
in TWHL Coop Ideas? Post #313646
It's a considerably greater pain in the ass to work with though, Stojke
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Posted 6 years ago2013-05-21 10:15:53 UTC
in TWHL Coop Ideas? Post #313643
Sorry for double posting but this is so I don't waste another 10 minutes for a ninja'd edit

Anyway , my idea is that we go modern and go quite blocky-basic but still keeping some odd greeble out there. The Burj al Arab is way too curved ; good luck keeping the windows and rails and walls and such on-grid together.. It'll take forever to do.

So yeah, here's my "inspiration":
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I know this is minecraft but you still get an idea of what it's general features are
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Posted 6 years ago2013-05-21 10:10:59 UTC
in TWHL Coop Ideas? Post #313642
But.. but goldsource is old and clunky :(

Also I was just about to post a tonne of nice looking skyscrapers for inspiration but Stojke ninja'd my edit
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Posted 6 years ago2013-05-21 10:04:30 UTC
in TWHL Coop Ideas? Post #313640
Holy christ we are using GS? Woah. Woaaahh.
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Posted 6 years ago2013-05-16 19:35:02 UTC
in TWHL Coop Ideas? Post #313572
i'll help with lobby & general skyscraper design

i also like lifts
vents
maintenance rooms
lifts

and also lifts
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Posted 6 years ago2013-05-07 10:00:11 UTC
in Post your screenshots! WIP thread Post #313437
Yet even more corridors that i'll try and attempt to make the rest of and give up.
Procrastination for my exams in two days does a magical thing.
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Posted 6 years ago2013-02-17 20:12:16 UTC
in Post your screenshots! WIP thread Post #312670
Usually I hate you with a passion Dim, but i'm actually really liking the look of that factory so far. Keep it up!
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Posted 6 years ago2013-02-15 19:56:20 UTC
in Post your screenshots! WIP thread Post #312627
I would like to think that my texturing has improved
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Posted 6 years ago2013-01-30 21:19:10 UTC
in Post Your Photos Post #312387
I'm really good at taking timed selfies. I'm on the far right by the way
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Posted 6 years ago2013-01-10 16:58:08 UTC
in Half Life alpha 0.52 Post #312144
At least it shows where half of the unseen textures in the retail halflife.wad were used, such as all the drkmlt stuff
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Posted 7 years ago2012-12-14 16:50:02 UTC
in Competition 33 Post #311563
tempted to make it in goldsource because it requires less graphical shizznizz
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Posted 7 years ago2012-12-09 12:58:31 UTC
in Competition 33 Post #311436
This could be interesting. I've already got a lovely theme in my head. As the "mini mod" is permitted, does this mean we can submit more than one map?
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