Forum posts

Posted 17 years ago2006-06-01 13:30:00 UTC
in Half-life 2: Episode 1. Steamy ham Post #183156
ZOMG its ready to play! Here I go!!!!
Posted 17 years ago2006-06-01 10:39:57 UTC
in Half-life 2: Episode 1. Steamy ham Post #183128
Aww ya, downloading Episode 1 now. Already purchased! Ya dawg! 78% done!
Posted 17 years ago2006-05-31 21:02:07 UTC
in My first normal mapped material Post #183020
Here is my first attempt at a normal mapped material (bump map is obsolete BTW) Its slightly reflective also. Ive got alot more textures coming, but here is my first normal mapped material:

http://img276.imageshack.us/img276/5535/coolllllooo6sj.jpg

BTW the brightness was adjusted in PS to compensate for the dark pic.
Posted 17 years ago2006-05-31 17:41:14 UTC
in custom bumpmap photoshop question Post #182989
Ya, I know how to with no bumpmap, its easy. The same texture with _mask at the end similar to a bumpmap, but used for lighting. The saving to the alpha I dont understand. Argh. MAybe I should look up just saving to alpha channel in general not related to source, and then experiment a bit.

When I figure it out I will post the answer. Thanks for the help BTW :)
Posted 17 years ago2006-05-31 10:51:51 UTC
in custom bumpmap photoshop question Post #182916
Trying to draw attention to this thread! Can someone answer my previous post if possible>?? :(
Posted 17 years ago2006-05-30 21:53:53 UTC
in custom bumpmap photoshop question Post #182825
Another question about reflection masking:

Im having trouble understanding these directions:

Masking the reflection

Some materials will have varying amounts of shininess. For example, a metal texture would not be very shiny wherever it's rusty. A mask will allow you to determine the reflectivity of each pixel of your texture.

1. Start by making the mask in grayscale at the same resolution as your original texture. The brightness of the mask will be multiplied by the opacity of the envmap, on top of the envmaptint. In other words, black means no reflection and white means full reflection. The rest of the steps depend on whether your material has a normal map:

2a. Masking a material with a normal map
Save the mask into the alpha channel of your normal map. Now add this line to your VMF:

"$normalmapalphaenvmapmask" 1

2b. Masking a material without a normal map
Save the mask as a new TGA file (no alpha channel) with _mask at the end of the name. Convert it to a VTF and put it in the same directory as your texture. Add this line to your VMF:

"$envmapmask" "texture name"

and fill in the path and name of your mask.

Here's an example VMT for a material with a normal map. Since we already have a normal map, we'd just embed the mask into the alpha channel of the normal map, as described in step 2a.

"LightmappedGeneric"
{
"$basetexture" "walls/brickwall"
"$surfaceprop" "brick"
"$bumpmap" " walls/brickwall_normal"
"$envmap" "env_cubemap"
"$envmaptint" "[.5 .5 .5]"
"$normalmapalphaenvmapmask" 1
Its Step 2 I dont understand. Saving in the alpha channel? Does that mean save the texture in 32 bit format for the alpha and simply add the "$envmapmask" "texture name"? If I have a bumpmap already, Do I make another grayscale with the mask and somehow save it to the alpha channel? How does it work?

Thanks in advance :)
Posted 17 years ago2006-05-30 20:53:08 UTC
in custom bumpmap photoshop question Post #182818
Ahh, Thank you Kasperg! :) I cant believe I overlooked that. Im embarassed. :(
Posted 17 years ago2006-05-30 18:43:06 UTC
in custom bumpmap photoshop question Post #182807
http://img319.imageshack.us/img319/163/messup8tv.jpg

That blue box on top should be outlining the bumps with a dark blue. Its not. It used to, but for some reason it wont anymore.

BTW this is an illegal PS, but shouldnt matter since it was working.....
Posted 17 years ago2006-05-30 18:17:01 UTC
in Server test Post #182805
Thank you :)
Posted 17 years ago2006-05-30 17:59:45 UTC
in custom bumpmap photoshop question Post #182801
Im using Photoshop NVIDIA normal map filter tool for bumpmapping. It used to show the bumpmap in a blue tint in the previw. Now its all blue with no bumpmap preview. Does anyone know how to fix this?
Posted 17 years ago2006-05-30 17:35:10 UTC
in Server test Post #182795
Sorry I have no experience with dedicated servers.

Do you mean go port fowarding and put srcds to port 27040?

I tried that and I still am getting the internal LAN IP....
Posted 17 years ago2006-05-30 17:18:54 UTC
in Server test Post #182791
I need some people to check this IP in CSS. Tell me if you can see the server, and join it or not. You dont need to stay, just tell me if it was in the list. Im screwing around with my server. Any help will be very appreciated.

Forum moderators: Dont close this please after someone responds. I am also going to use this thread for more about my server. Thanks :)

Here is the IP:

192.168.1.102:27040
Posted 17 years ago2006-05-29 15:08:43 UTC
in how do u make nice looking water? Post #182600
when water is used, the cubemap should be attatched directly to the water's face.
Posted 17 years ago2006-05-28 20:46:04 UTC
in bump mapping textures question Post #182460
Now replaced with "normal mapping", but I will say bump mapping.

Here is the problem:

I made a texture named metal1. The vmt file refrences metal1_normal. (the _normal is used for the bumpmap refrence)

In metal1_normal's VMT file the only parameters I have are:

"LightmappedGeneric"

{
"$bumpmap" "mikematerials/dod_wall2_normal"

}

In metal1.vmt I have:

"LightmappedGeneric"

{ "$basetexture" "mikematerials/dod_wall2"
"$surfaceprop" "metal"
"$bumpmap" "mikematerials/dod_wall2_normal"

}

Am I incorrect to only have: "$bumpmap" "mikematerials/ dod_wall2_normal" in metal1_normal's vmt file? Should I have the complete parameters that were in metal1.vmt's?
Posted 17 years ago2006-05-28 18:22:20 UTC
in Can I group entities? Post #182442
Too bad its not source. The parent system is so easy.
Posted 17 years ago2006-05-28 16:50:35 UTC
in Using GIMP to create custom textures Post #182434
Or use a camera to take a picture, and edit it in PS.

Why not DL photoshop with a crack? Torrent, file sharing, etc...

Oops I said too much......

I didnt say anything at all. Someone hacked my post and wrote that.
Posted 17 years ago2006-05-27 21:00:16 UTC
in Half-life 2: Episode 1. Steamy ham Post #182336
I wonder if HL3 is in development. Seriously..... Please nobody google HL3 and pull one of those RL pics....
Posted 17 years ago2006-05-27 19:44:48 UTC
in Kasperg Projects! Post #182322
Mr. Data pwns all, and see's all!!!1111
Posted 17 years ago2006-05-27 19:40:24 UTC
in Star Trek out-take Post #182320
Signs of an excellent actor is: Their personal lives and personality are totally different from their acting roles, and their lives never translate into their acting.

That was a very odd movie, but hes still my favorite actor!
Posted 17 years ago2006-05-27 19:36:16 UTC
in Different Cubemap Problem Post #182319
Did you place cubemaps, or assign them faces? Also, do you have a leak? That could be the cause. Also, to you have too much different lights close to the cubemaps? Also, are your cubemaps too close to eachother?

Sorry for all the "also's" lol
Posted 17 years ago2006-05-27 19:34:26 UTC
in Half-life 2: Episode 1. Steamy ham Post #182318
56k jobabob? 56k'ers usually have hate for Steam :(

Half-life 2:Episode 1=Pwn sauce!
Posted 17 years ago2006-05-27 15:20:11 UTC
in Cameras in css?? Post #182262
Too bad CSS has no point camera entity.

You lose, good day sir!!!!!
Posted 17 years ago2006-05-26 21:32:14 UTC
in Kasperg Projects! Post #182198
Is that HL1 or source? Its hard to tell. I was not aware that the Hl1 engine could use anti-aliasing and anisotropic filtering. (On a side note, I always hated how HL1 had about a 1/2 distance before blurring due to no anisotropic filtering. It is a old engine so I cant really say it was flawed)

Any hoo, That looks pwn. Very cool textures!

..................I wonder if there is a Star Trek TNG FPS mod out there....
Posted 17 years ago2006-05-26 19:51:13 UTC
in high speed (really high speed) Post #182189
f zero for gamecube, I heard was very fast. Ive never played, but saw some demo's. Looked very fast...
Posted 17 years ago2006-05-24 09:47:04 UTC
in Keep your jesus off my penis Post #181777
Religious talks and debates never end well. I thought it was over with in the "Dunce Americans" thread. Lol, that thread went everywhere.

I suggest everyone mail one dollar to me, Happy dude.

Greetings friend. Do you wish to be as happy as me? Well, then just send one dollar to happy dude! 742 evergreen terrace, Springfield, _______

:)
Posted 17 years ago2006-05-23 20:02:43 UTC
in Keep your jesus off my penis Post #181718
"The Church" as you put it really does not condone the gay culture, or other sins. But, as Christianity says: It is the sinners who need the help. Now, its debated on whether or not gays need actual "help" but that does mean they are welcome at church. No sinner is cast away from any religion.

As for the purpose of converting others: Thats part of their religion. If they fail, they dont stalk or hunt down others to "prey" on.

Its really not right to ridicule any religion. It should never be a topic of comedy really. No matter the religion, the people who believe in it have deep roots with it. Some of the things ridiculing religion are just overwelming.... Dont mock others beliefs, just focus on your own....
Posted 17 years ago2006-05-23 17:06:33 UTC
in Muzzle TWHL server map rotation vote Post #181703
If its only in the hangar, then just have like a 5 or 10 second warning alarm. After 2 minuter or so it should be available again for activation.

Sounds like an uber map. Just make sure to make the outside of the hangar as good as the inside.
Posted 17 years ago2006-05-23 16:34:35 UTC
in Muzzle TWHL server map rotation vote Post #181699
If it was source, you could get the legs to move with a rotating, or a trac_train, then set the whole mech to a trac_train, making the legs children of the whole Parent of the mech as it moves along its own trac_train. I forget what the inferior parent/child set up is in 1.6 :(

Won still is around? I didnt know HL could run anymore on WON....
Posted 17 years ago2006-05-23 13:51:34 UTC
in Muzzle TWHL server map rotation vote Post #181666
Thats lookin pretty cool unbreakable. Is the mech going to move around, or no?
Posted 17 years ago2006-05-22 18:10:31 UTC
in Map vault submission glitch! Post #181573
He probably tried to host the BSP on TWHL, but the size was too big. It sometimes does that instead of saying BSP too big. (if it even gives that prompt)
Posted 17 years ago2006-05-22 17:08:34 UTC
in Muzzle TWHL server map rotation vote Post #181548
I never really understood or read up on dedicated servers. Perhaps later I will ask some questions about it. I gave up on dedicated servers after trying to get my router to accept the change. :(
Posted 17 years ago2006-05-22 16:25:52 UTC
in Muzzle TWHL server map rotation vote Post #181534
Unbreakable: That looks like a futuristic military hanger. Maybe you could make it a airforce base with mechs as support. Pressing a button outside would open the hangar doors and the mech would walk along a trac_train. Make him deal damage on impact. :)
Posted 17 years ago2006-05-22 15:58:20 UTC
in Where to put Deathmatch .bsp's Post #181517
It might of unzipped the map in a folder in the maps section. If so then just move the map in the maps section, taking it out of the folder it was in.
Posted 17 years ago2006-05-22 15:52:55 UTC
in Now wondering! Post #181511
Now playing, now smelling, and now wondering........... Can we stop this please?
Posted 17 years ago2006-05-22 13:03:51 UTC
in Muzzle TWHL server map rotation vote Post #181473
Ok here are some other suggestions:

RimResortHLDMvDD

RPG Arena
Posted 17 years ago2006-05-22 11:47:42 UTC
in Muzzle TWHL server map rotation vote Post #181456
Im making this thread for people to suggest some maps here at TWHL to go into rotation for Muzz's HLDM server. Its been "OK'd" so Im going to suggest some for the server:

After a bunch have been agreed upon it should be voted on for the ones that go into the server

Apex_V2

Warpcore

sol_arena

DM_control

Poison Garden!!!

Please suggest some more!
Posted 17 years ago2006-05-22 09:11:08 UTC
in Newbie Questions (/apologize) Post #181446
I have a problem in CSS where every so often after a level change My anti-aliasing will go. It will look all hazy. I just alt-tab and reenter and it fixes itself. Weird. Might be due to my refresh rate. I havnt looked into it yet.
Posted 17 years ago2006-05-21 20:04:05 UTC
in 2006 Mapping competition. Post #181374
Thats cool Unbreakable. Ever think about modeling? You would probably be good at it if you made that out of brushwork. :)
Posted 17 years ago2006-05-21 19:59:56 UTC
in Muzz's HLDM Server Post #181372
God I hate getting owned by the people with longjump,......sigh
Posted 17 years ago2006-05-21 19:08:01 UTC
in Muzz's HLDM Server Post #181366
hey right now join TWHL server! Nobody is in but me :( Havnt played in awhile....Lets get it on!
Posted 17 years ago2006-05-21 16:11:35 UTC
in Faster deletion of PM's Post #181350
Its annoying to have like 10 messages and have to view everyone to hit the delete tab. It would be nice to have a "delete all" tab.
Posted 17 years ago2006-05-21 16:10:15 UTC
in Now Playing Post #181349
Halo 1 and Halo 2 soundtracks
Posted 17 years ago2006-05-21 15:18:17 UTC
in Physics hinges, physics explosion Post #181340
Thanks alot for the help :) Very informative
Posted 17 years ago2006-05-20 19:44:40 UTC
in New change to Homepage, or glitch? Post #181249
Phew, I thought it was a pirate flag or something. I thought maybe it was some type of virus.

Anyway, whats with the new image? What is it supposed to be?
Posted 17 years ago2006-05-20 19:30:26 UTC
in New change to Homepage, or glitch? Post #181246
Does anyone else see this on their TWHL page? Is it a new change to the title, or do I have a virus? :(

Here is a link to an image:

http://img65.imageshack.us/img65/5864/glitch7ox.jpg
Posted 17 years ago2006-05-20 16:08:29 UTC
in Cameras in css?? Post #181212
Copy/paste a camera does work in CSS. Ive done it before. The only thing is that I think you cant adjust the screen size from the map you took it from unless you change it in the mod. (What I mean is you decompile a SP map from HL2, go to the HL2 map editor, change the screen values, then c&p to CSS)

B
Posted 17 years ago2006-05-20 15:44:58 UTC
in Cameras in css?? Post #181206
Download GCF scape to extract the maps from the GCF files. Then take the extracted map and use vmex2 to decompile it. Open it up and copy/paste the camera.

I am not condoning taking from other maps, that is a BIG NO NO! Only things you cannot do, or for learning.

Hope it works out :)
Posted 17 years ago2006-05-20 15:18:39 UTC
in Cameras in css?? Post #181199
I dont think CSS allows cameras. There is no entity for it. I think. What does work though is decompiling a camera map, copy/paste the setup, and change to what you want. It will read as obselete, but it does work.
Posted 17 years ago2006-05-20 15:16:42 UTC
in Nuke-Style Arches Post #181197
func_detail is better. More efficient. Just dont go crazy. Making a wall a func_detail will have the engine draw behind the wall even though you cant see there. Also, they dont seal the world :( Only thing func_wall is good for is HL1 engine. I dont know what I would do without func_detail!
Posted 17 years ago2006-05-20 15:14:17 UTC
in Physics hinges, physics explosion Post #181195
I want to make a brush able to snap back and forth launching the player into the air. Its similar to how a mouse trap would work. I was going to use a trac_Train, but Im wondering if I can do this with a physics hinge, and physics_explosion. If so, can the physics_explosion repeat in intervals of 5 seconds?

Here is a picture to illustrate what I mean:

http://img246.imageshack.us/img246/3181/hingy2kl.jpg

Any help is appreciated :)