Forum posts

Posted 17 years ago2006-11-05 01:02:16 UTC
in Gone Gold. Post #201961
Cooling on it is fine, Strider. Just keep it in a open space and your good. :)

Of course PC gaming pwns console gaming, but that does not mean to just ignore all consoles. They bring a different gameplay experience. Its always to have a change of pace once and again :)
Posted 17 years ago2006-11-04 20:06:51 UTC
in Desktop of November Post #201925
Hey Daubster, nice! That would make a nice map! THe fps would be so low though if all the tree's were models XD
Posted 17 years ago2006-11-04 18:51:05 UTC
in Xyos projects! Post #201918
Ah, good point. Ill make each side have a seperate part on the Uv and see how it turns out :)
Posted 17 years ago2006-11-04 17:56:13 UTC
in Xyos projects! Post #201915
How so? Can you give me a reason why it looks like that? Is there distortions In the face? I only ask because if so it would help me later when I actually decide to do a serious character model (FOr my Later work in my mod! My mod you say? Yes, it is coming!)

To me it looks aligned and fit perfectly. No distortion, no seams, no misaligned parts of the face on the wrong part of the mesh. (not so sound facetious or anything about my own work, :) )

This is just a fun little thing I did. I didnt want to finish the body mentioned earlier in this thread because I made alot of mistakes with the mesh, and edge looping that would be a bitch to fix.

Im going to model the inside of the mouth, teeth, and the guts under the neck to look like his head was ripped off. Then you can toss him around. OOh!!! I can make custom gibs too! I could make his head explode with brains and guts chunks all over! Oh man this is going to be fun!!!
Posted 17 years ago2006-11-04 00:41:33 UTC
in Xyos projects! Post #201873
Mirroring the skin leaves the UV area more room, hence higher resolution for the skin. If i needed a scar on one side I would have to do it on both sides, but this is good.

Since I wont be working on this model, Im just going to make it like a decapitated head or something. Maybe a prop_physics you can throw around :)
Posted 17 years ago2006-11-03 23:16:29 UTC
in Xyos projects! Post #201866
I FINALLY SKINNED MY OLD HEAD MODEL! It was just sitting around, and I didnt feel like working on any models for Steamcastle, so I skinned it :)
Its all seamless, clear as a bell, and aligned perfectly.
Its an old model on my part, but I still like how it came out in the end.

http://img218.imageshack.us/img218/5163/ownedpq6.jpg

http://img137.imageshack.us/img137/8854/owned2pi4.jpg
Posted 17 years ago2006-11-03 22:24:46 UTC
in World Trade Center Post #201861
Im reading through this thread and realized ZombieLoffe is actually being a very intellectual fair debater. I thought he would be spouting all kinds of negative things about America/Americans :) Has hell froze over? Did I just see a pig flying? :D jk :)

As for the topic:

Its just a map. It has nothing disrespectful in it like dead bodies on the street, blood all over etc. If that kind of stuff was in it then I could see need for worry, but its not. Its a very well made, fun awsome map!

I dont think mapping a tragedy location needs a timer like jokes about it do.
Posted 17 years ago2006-11-03 22:19:29 UTC
in a game with cool knifes/silenced guns Post #201860
Im very confused....

:D
Posted 17 years ago2006-11-03 14:49:27 UTC
in Gone Gold. Post #201816
Cheaply made controllers pepper? Come on! Gamecube and PS2 maybe but not 360. It wraps around the hands perfectly, and wireless is perfect.

Low resolution graphics wise? What are you talking about? Not if you have an HDTV, and even without one it still looks good.

Expanding console hardware will never be an option (short of N64's expansion pack, remember that), but its not a drawback. A console experience is uniquely differnent from that of a PC. You can gather up your friends and play together on a PC together in the same room. You cant play against friends in fighting games. you can punch your friend for killing you! THe experince is totally differnent.

I myself like PC gaming and console gaming the same. They both bring different elements to the table. A PC is more personal to the gamer. They built it, they know exactly what it can do, and expansion in any area is possible.

Only thing I dont like about consoles is no modding or mapping for games :(

Both are here to stay :)
Posted 17 years ago2006-11-02 11:28:51 UTC
in Xyos projects! Post #201700
:(

Its not just filters, its multiple layers with different details, and opacity, effects, etc.

I wouldnt say they look awful, just average. Im trying to go for a average looking texture. Guess Ill consider this experiment a failure.
Posted 17 years ago2006-11-02 11:11:37 UTC
in Xyos projects! Post #201695
I removed the normal map to compare.

http://img165.imageshack.us/img165/2319/onekp5.jpg

http://img180.imageshack.us/img180/5578/twotm4.jpg

I think there is sufficient detail in there, dont ya think?
Posted 17 years ago2006-11-02 11:02:44 UTC
in Xyos projects! Post #201693
No, I am not using parallax, but thanks for thinking it was parallax :)

Well, I just made these to test some filter options in photoshop. Mainly how each filter shows up on a normal map. I dont really like these textures anyway, so Ill just scrap them. I was trying to go for the simple, but useful materials to use. Maybe Ill see what it looks like with a less normal map, but I dont know....
Posted 17 years ago2006-11-01 21:44:59 UTC
in Xyos projects! Post #201652
I was screwing around in photoshop, and came up with some textures. Im not going to use them though. Dont really match with my Steamcastle theme. Im not sure if Ill ever use them. It was just a testing some things in photoshop. If anyone wants them just ask, cuz they are probably going to rot away in my texture folder along with countless others. Maybe Ill release them all when I get around to it :)

BTW, its the wall, not the floor, or ceiling.

http://img246.imageshack.us/img246/9248/onerk3.jpg

http://img241.imageshack.us/img241/1659/twoci1.jpg
Posted 17 years ago2006-11-01 16:18:31 UTC
in Desktop of November Post #201608
:( Well, it is fast and quick with hosting images :)
Posted 17 years ago2006-11-01 15:42:32 UTC
in Desktop of November Post #201604
:(

Wait, there no female TWHL'ers!
Posted 17 years ago2006-11-01 15:29:49 UTC
in Desktop of November Post #201602
lol, custom/different themes! Whats the point?
Posted 17 years ago2006-11-01 15:18:44 UTC
in Desktop of November Post #201600
What would expect from me, after all the jibber jabber I do about Steamboy?

User posted image
Posted 17 years ago2006-10-30 18:16:17 UTC
in World Trade Center Post #201383
Man, just played it. He really did a good job here. I mat_wireframed it up to see how he took care of rendering for performance. Looks great. He must of gone to town with hint brushes because everything "de-renders" when out of sight perfectly.

Didnt play with bots though. Just a quick peek around.

I didnt like the 2 massive invisible walls in the front/back.
Also, his scrolling water texture was not wrapped, and looked worse than hl1.

Still, if it were submitted here I would give it 5 stars! XD
Posted 17 years ago2006-10-30 17:37:36 UTC
in World Trade Center Post #201372
Looks really nice! Where did you download it?
Posted 17 years ago2006-10-29 17:14:05 UTC
in Great Source for Custom Textures Post #201251
You can easily get rid of that Madcow with the levels option in Photoshop, healing/stamp tool/ and exposure options.

As for the sites, they are all really excellent, but if you really want custom content to be personal and match the theme you want, you cant rely on others or other pictures for it once you get the swing of custom content. Its really not that hard to create textures from complete scratch in Photoshop. Its all about filters, layers, opacity, magicwand, bevel and emboss,..............well there is alot of steps, but you really can create some cool stuff with it.

Im actually working on a video tutorial split into 3 about creating a face using polygon extrusion, UV mapping it VERY fast and effective with UBER awsome techniques Ive figured out, Creating the skin from scratch in Photoshop, applying it to the model, and exporting it all into source! And you get to hear my Uber awsome voice too :) lol :lol:

Ill post it in the forums, and if a moderator wants to offically submit it, then :)
Posted 17 years ago2006-10-28 15:00:05 UTC
in SteamCastle models/mapping/textures Post #201169
Ah there is a reason for the reflections (becides because I love them!). Dont forget this is supposed to be a kind of moving fortress powered by steam. There is steam exaust everywhere, water coolers, etc. Condensation everywhere. :)
Posted 17 years ago2006-10-27 17:43:00 UTC
in SteamCastle models/mapping/textures Post #201099
How about a look similar to these pillars? Think that would look good on the model, or just mask some of the reflection?

http://img273.imageshack.us/img273/3506/untitled1po1.jpg

(I really like the lighting on those pillars :) )
Posted 17 years ago2006-10-27 17:16:09 UTC
in SteamCastle models/mapping/textures Post #201094
Reflection added in this pic, as well as better lighting to match what the actual map's lights will be. I think Ill be leaving it with the reflection :)

http://img261.imageshack.us/img261/7803/untitled1mr9.jpg
Posted 17 years ago2006-10-27 15:20:24 UTC
in SteamCastle models/mapping/textures Post #201077
Just finished this Kind of Steam compression capsule. THere will be a pipe coming out the back of it. Here are some screens:

(oh, ignore the map, and the Doom 3 zombies. This is our test map)
(SKin done competely from scratch in PS :) )

http://img161.imageshack.us/img161/4507/1nogz4.jpg

http://img103.imageshack.us/img103/4779/2nois4.jpg

http://img103.imageshack.us/img103/3314/3nodd2.jpg

Skin map:

http://img103.imageshack.us/img103/4972/4noel1.jpg

Im wondering if I should put a reflection on this, or normal map it, or leave it as it is.
Posted 17 years ago2006-10-27 11:09:30 UTC
in TF2 or FF??? Post #201059
Of course TF2 will be better, it was made by valve compared to a public mod. But still FF still looks really good considering it is public created. Im not too happy with FF's v_models, and player models, but they are still quite good. I plan to play both when they come out.
Posted 17 years ago2006-10-26 09:43:26 UTC
in IE7 Post #200912
Opera sucks and Valve sucks? WHAT AM I HEARING!!!????

:( :( :( :( :nervous: :nervous: :nervous: :nervous:
Posted 17 years ago2006-10-26 00:13:26 UTC
in IE7 Post #200870
Haha, lol :)

Opera FTW!!!
Posted 17 years ago2006-10-25 18:07:34 UTC
in Jack Thomspon May Be Sent To Jail Post #200834
I agree with Rimrook. :)

Isnt bully harmful school yard humor? God, there are so much more worthy things to worry about with children.

Someone already has to have phyco tendencies in their head for them to think games are similar to real life.

He really got owned by Sessler in that video, lol :)
Posted 17 years ago2006-10-25 10:18:07 UTC
in in-game advertising, is it right? Post #200786
Well, DVD's have ad's in them, we buy them. But still, I really dont want to see more of this in the future. EA has never been the greatest game developer out there. I hope valve never decides to do this.

"(HL2-Episode 2): You just finish fighting zombine and whatnot, and come across a player weapon strip. OMG you only have the gravity gun now. You look up and see a big metal sign. Its the only prop in the land to use, so you grab it with the gravity gun. All the sudden tons of zombies pour out! Your only weapon to defeat them is this big metal sign. You look close and you see the graphic on the sign: :cyclops:

mcDonalds, BA BA BA BA BA, IM LOVIN IT!"

sigh........ :(
Posted 17 years ago2006-10-24 17:12:28 UTC
in My map for The Specialists... =D Post #200725
Looks really nice. Really good texure resolution and lighting. Hl1 engine is really capable of some nice stuff :)
Posted 17 years ago2006-10-24 16:13:55 UTC
in Kinetix Lives (Also, I'm not dead) Post #200720
Nice! I really like the second screenie! Top notch mapping :)
Posted 17 years ago2006-10-24 13:38:10 UTC
in in-game advertising, is it right? Post #200698
Well, if you were a BF2 veteran, you get a little Icon above your name for all the world to see :)

I do agree with the reducing of classes, but it does work. Assault and medic are now one, as for enginneer and rocket man :) Its not that bad. Every sequal to a game has elements removed/added to it. Overall the game is a good one.
Posted 17 years ago2006-10-24 13:29:44 UTC
in in-game advertising, is it right? Post #200694
Yes, it is kind of like BF2, but the changes make the difference. Mech battles are very fun, the hover tanks are unique as well, and Titan mode is a very fun experience. Nothing like it out there. If you dont like futuristic themed games, then its probably not for you, but if your someone who loves the whole futuristic feel, with a BattleField twist pick it up :)

Lots of unlocks too. 3 weapons to unlock for each class, grenades, gadets, that kind of stuff :)
Posted 17 years ago2006-10-24 13:24:45 UTC
in in-game advertising, is it right? Post #200687
Everything was full except Anti-aliasing, which is set to 2X.

Dont judge by that area though, its rather bland, and nothing compared to the buildings/city, vehicles :) heres a better looking view:

http://img312.imageshack.us/img312/9440/bf2142pic1si0.jpg
Posted 17 years ago2006-10-24 12:55:05 UTC
in in-game advertising, is it right? Post #200680
As you can see from this pic:

http://img265.imageshack.us/img265/9656/billboardfu0.jpg

It is displayed on those type of billboards. THat particular location is right in front of your spawn. No battles in this area, and you pass it for a second in a vechicle if your on the ground. Its not that bad. Its a good game, Dont pass it up because of advertising.
Posted 17 years ago2006-10-22 20:47:07 UTC
in in-game advertising, is it right? Post #200458
There was talk of the games being lower in price on IGN, but thats not the case in BF2142.

THats the only way I would accept this idea if it reduced prices of games :)
Posted 17 years ago2006-10-22 19:43:23 UTC
in in-game advertising, is it right? Post #200446
Lucky for us games have not reached that zenith of advertising yet :cyclops:

Its not so bad though. As I said, the ad's are on the corners of the map, or in area's that really dont see any action.
Posted 17 years ago2006-10-22 19:27:03 UTC
in in-game advertising, is it right? Post #200444
hey, hey lets not go overboard. BF 2142 is not just changed. The weapons/classes are changed/tweaked, and the Titan mode is a totally new experience. First its a rush to control the most silos to take down the shield, from there its either attack the enemy titan, or defend your own. I was just in a game a moment ago where our titan was about to explode, but 10 of us just all went and guarded the final console so it would not be destroyed. We guarded it for 12 minutes, while others went for the titan. It was so much fun!

The engines lighting/texture resolution is much better too. Distance textures are much clearer, and the lighting is amazing.

As for the ads, they are only on billboards in-game. THey are not in hot spots where people are all the time, they are kind of tucked away. I dont mind due to the fun I have in the game.

Even though some of it is just changed texures/models, that does makes a difference. Its the whole futuristic feel that draws you in. Similar to how music plays a role in games. Its still music, but different music changes the mood of the game. :)

still, I would prefer not to see ads in-game in the future :)
Posted 17 years ago2006-10-22 17:59:40 UTC
in in-game advertising, is it right? Post #200434
Since the launch of Battle Field 2142, there has been alot of commotion and grumbling about its in-game advertising. A full description is here:

http://battlefield.ea.com/battlefield/bf/BF2142_News_101906.aspx

Its not just pre-textured in-game advertising, like in past games with the occational Pepsi or Axe texture on a billboard. It updates dynamicaly. Alot of people returned the game because of this issue.

As for what I think:

I believe that the game more than makes up for the ads. Animations, graphics, lighting, textures, all amazing. THe new Titan mode is fun as hell, and the v_model weapons look astounding. I do find the ad's annoying, though.

Is this a new trend in games? Dont we play games to escape the ad's everywhere else? (not really, but....maybe :) )

Even though I dont count it against the game, I still dont want to see this in the future :(
Posted 17 years ago2006-10-22 10:32:52 UTC
in Spawn controller? Is it possible? Post #200391
That might work, but info_player starts, or any start spawn for that matter cannot be named, or targeted by a trigger, or anything for that matter :(
Posted 17 years ago2006-10-21 21:07:16 UTC
in Spawn controller? Is it possible? Post #200336
I probably was not going to pursue the idea anyway. maybe if there was a way, but deep down I think I knew it wouldnt really work :(
Posted 17 years ago2006-10-21 18:51:29 UTC
in Kasperg is teh famous! Post #200325
Are you kidding, they did not credit him (becides the readme) !!!?? Some idiot who picks it up and never reads the readme's will never know who made it....... Sigh..... :(

But still, Congrats kasperg :P :P :P
Posted 17 years ago2006-10-21 18:36:12 UTC
in Spawn controller? Is it possible? Post #200320
:(

As for seeing the tutorial over and over:

I neglected to mention there would be a teleport at start with an announcement stating to enter if you wish to skip the tutorial.

Well, It was just an idea. Ill just have to make the objects that are useable really obvious :)
Posted 17 years ago2006-10-21 17:56:00 UTC
in Spawn controller? Is it possible? Post #200313
Ah yes, but this is for Multiplayer. I need the players as soon as they load the map to start in a "mini- tutorial area", then get transported back to the original map.

But wait A second, you just gave me a really good idea Luke. I can have the players spawn in the tutorial part of the map, then encompass the entire area with a trigger_teleport activating after a minute or so. After the tutorial for how to play the map is done, it will the teleport will activate. THere will be player_teleport destinations next to each info player start. I will then have the teleporter select ones at random to teleport the players to. After the tutorial is done and the players are in the map, I can then kill the teleport, activate another, and use the random teleporting to simulate actual spawning.

But wait again, that wont work either. You cannot kill an info player start, so every time a player spawns, its possible to spawn in the tutorial part again. The only way to stop this is disabling the spawns, but thats not possible. Ill just have to figure a way to make unique gameplay elements in the map that can be used obvious to the player so they know it can be used, but still make it not look dumb like a giant arrow :)
Posted 17 years ago2006-10-21 16:31:25 UTC
in Spawn controller? Is it possible? Post #200311
Im wondering if its possible to set up an entity that control's a players spawn status. An example would be: On first spawn, Go here. On second spawn spawn here. Ive never heard of anything like it, and am pretty sure you cant do it, short of creating your on entity by coding, but Ive thought of things like that before and it turned out someone knew how to do it here. Im hoping there is a way. If anyone can help I would appreciate it :)
Posted 17 years ago2006-10-18 20:09:06 UTC
in source engine update, Polish support??? Post #200059
How was it obvious? For someone like me who is always working with materials, reflections/etc the first thing that came to mind when seeing Source engine, and polish was a new reflection technique. Of course I know theres a Poland, god damn. Us americans arnt as stupid as you make us. Who won 3 Nobel prizes this year? OMG, it was America! In fact we have almost dominated all areas of it many times, so please dont say were idiots. (Of course this does not justify us as a whole, but its a good example)
Posted 17 years ago2006-10-18 20:00:02 UTC
in source engine update, Polish support??? Post #200056
Dude, just shut it. Only reason nobody will admit it was a reasonable mistake is because of your prejudice against americans. God damn take it somewhere else.
Posted 17 years ago2006-10-18 19:08:08 UTC
in source engine update, Polish support??? Post #200053
You have to admit it sounds more like an engine update for polish (you know, cleaning, adds gloss to materials) than adding source games for Poland/polish. If it was worded correctly, it should of said: Steam/source games available in poland. THe way its described insinuates a engine update! You know Im right! :)
Posted 17 years ago2006-10-18 13:46:27 UTC
in source engine update, Polish support??? Post #200025
ok I made a mistake. Does not mean I dont know about the polish language. I assumed polish as in reflection, and engine, refering to some technical update applied. I made a mistake, so :(

Quote:

And I'm only being an ass towards people I don't like, which is pretty obvious and, um, logical.

right back at you ZL. I dont like you either :)
Posted 17 years ago2006-10-18 12:51:49 UTC
in source engine update, Polish support??? Post #200010
Could you not act like an ass for once? Oh, wait I dont think thats possible for you....... Geez....

I mean how can I ignore this:

"Maybe if you're an ignorant american with no knowledge of the world outside his own borders!!1"

Not take it seriously. There was no need for that.....

Plus, why would the source engine be available now in poland? It makes more sense to say Steam games, or something along those lines...