Forum posts

Posted 17 years ago2006-10-18 12:24:43 UTC
in source engine update, Polish support??? Post #200004
Wow, ZL what a dumb thing to say. Just looking for an outlet for your hate for Americans it seems.....

I assume its an update for source since it says the engine. Its an excusable mistake. Calm down. Can you not be an asshole for once?

It should say "Steam now supported in Poland" or something along those lines. By saying the source engine it implies an update to the engine itself......
Posted 17 years ago2006-10-18 11:56:17 UTC
in source engine update, Polish support??? Post #199993
THey give so little information on what the update is, it could mean anything........
Posted 17 years ago2006-10-18 11:50:49 UTC
in source engine update, Polish support??? Post #199991
I dont get it. Who was owned? Obviously its something with materials/surfaces. Something polished is reflective. Like I said on top, "Sounds like a new technique in reflecting materials." :

What I wanted to know is how Valve implemented it into source, if there are some new .vmt commands, stuff like that......
Posted 17 years ago2006-10-18 10:51:47 UTC
in source engine update, Polish support??? Post #199983
Latest steam news says source engine has been updated. The update states that "Polish Suport" has been added. It gives no explaniation, nor is it on the Wiki. Does anyone know what this is? To me it sounds like a new technique in reflecting light on materials.

Im very interested to know :)
Posted 17 years ago2006-10-15 22:27:46 UTC
in A la FEAR [SOURCE] Post #199792
Oh no, somebody linked to FPS banana........... :(
Posted 17 years ago2006-10-15 16:14:50 UTC
in Competition 22 Post #199781
I might enter this one too Just for fun. I cant really focus on winning since I dont want to drop my current project, but I have a funny idea for source. Im not going "ftw", just for the fun :)
Posted 17 years ago2006-10-15 15:48:19 UTC
in Wii's first bad move? Post #199777
By effects, you mean dynamic shadows/lights, volumetric clouds, stuff like that? I honestly dont know about that :( Could be possible....
Posted 17 years ago2006-10-15 15:13:30 UTC
in A la FEAR [SOURCE] Post #199775
I agree with Trapt. For things like mapping its best to do get feedback after a sufficient amount of work is done so people get a better idea of what your going for. Things where step by step feedback would be helpful is more suited for things like texture creation/model creation.

Maybe when your 1/4 done post some more screenies, then more at 1/2, and some more before finishing :)

As for some advice on the screenies themselves:

FEAR has a more sterile office feel. Replace the wood tables with metal ones, or wood ones. Most walls in FEAR did not have specular on them. It was more reserved for windows/tile. Choose some materials that are normal mapped, but with no specuar that match the FEAR theme.

Its hard to comment though because your so early in work.

Good luck on the rest though :) Sounds like it could turn out to be really pwn
Posted 17 years ago2006-10-15 15:03:55 UTC
in Wii's first bad move? Post #199773
@ Ant: I already said the game sucked. It REALLY sucked. THe graphical effects such as parallax and normal mapping was ASTOUNDING as you can see from this pic I took (off-screen) (This is and old pic btw, I didnt take it just for this topic :))

http://img162.imageshack.us/img162/4941/1000778cf1.jpg

Thats all parallax/normalmap/reflections people! ON A FLAT BRUSH SURFACE!

But it was not all perfect. Lighting was really bad in certain areas, and just in case someone forgot, THE GAME SUCKED!

Point being: 360 is capable of some serious shit here!

Wii:

What was that term someone used? Wiibox360? Thats me. :) I dont like the controller, but I am interested in the downloadable content. Wii Remote might be fun, you never know. (I have no question it will be fun, but I just cant see long term replay value)

Oh and a random quote from a certain cartoon show (Can you guess which one???)

Do you have Sea lions on your surface world?...... Ya, we call 'em Land Sea Lions.
Posted 17 years ago2006-10-14 19:33:33 UTC
in Wii's first bad move? Post #199691
360 has some nice hardware. I mean, it ran PDZ which had almost EVERY material Parallax'ed, normal mapped, with reflections In wide open areas with NO slowdowns EVEN WITH SPLITSCREEN! Now most of it looked bad (reflective sand???) and the game sucked, BUT it still is a good example of the power of the 360. Parallax is a very expensive technique in games, so that says something if you ask me.

PS3:

Has anyone seen the current ACTUAL gameplay from games compared to its so called actual gameplay a year ago? Go to ign.com. Look at the Gundam gameplay trailer from last year and compare it to the REAL in-game play released this year. The difference is amazing. It looks horrible!
I use this as an example, there are other games like this too.

Plus, 360's hardware is simply better than the PS3. Plus their controller is just so damn good. (wireless, and ergonomic wise) PLus, their online is just the best console wise.

I plan for a 360 and a Wii. PS3, well I say lets all pretend it does not exist, shall we? :)

Tis the end of another Rant :biggrin:
Posted 17 years ago2006-10-14 16:40:14 UTC
in Wii's first bad move? Post #199675
To be honest I could care less about the remote and the QUOTE (with the fingers)innovative (ENDQUOTE WITH FINGERS) controller. The idea sounds good at first, but think of the replay value. I like to sit down and relax at my console. I dont want to be swinging a tv remote around. Its the kind of thing thats only fun in arcades for a brief period of time. Im much more excited about downloading every game they made from the past and having it on the console :) Emulators just dont cut it...

On a side note, PS3 sucks!
Posted 17 years ago2006-10-14 15:03:16 UTC
in A la FEAR [SOURCE] Post #199659
That was my idea Exos you dawg you!

Ya, me and Exos tried the bind timescale to a key. As he said, binds dont work. If you cant get a slowdown to work dynamicly, then its going to take away from the FEAR feeling :(

Mapping looks pretty nice so far. I must say though, dont use too much vibrant colors. FEAR is mainly about normal plain textures bump mapped like mad :)

I really like that fire/combine scene. Very cool :)

Im just getting into character animations and importing them in game. If you started this maybe a month later (giving me time to learn) I could of extracted a FEAR soldier model, copied the bones from a combine into it, and then exported it in-game to replace the combine in the map :) That would be so awsome! Its really not that difficult to do. Only thing I need to know is how to extract models from FEAR, and just some animation exporting.
Posted 17 years ago2006-10-13 23:23:18 UTC
in SteamCastle models/mapping/textures Post #199624
no :) I mean that you can crank up the scale of the normal map more on models and see a better result than if it would be on a regular material. Kind of like micro mapping :biggrin:
Posted 17 years ago2006-10-13 23:00:14 UTC
in SteamCastle models/mapping/textures Post #199622
Usually every model has at least 1 seam in it, but I am going to work on clone stamping the edges of the model. Its just more annoying to do with a UV map than with a regular texture because I have to isolate the area, then offset it, then clone, its just alot of annoying work. Ill get to it :)

So I guess Ill stick with the normal mapped version :)

You can get such better looking normal maps with models :)
Posted 17 years ago2006-10-13 22:08:02 UTC
in SteamCastle models/mapping/textures Post #199611
Got some new attributes on this pipe model. Ive normal mapped it, and masked the reflection so its less. Tell me what you like better, these pics, or the ones before them :)

(BTW, I will only be posting models/textures/ that I would like some comments on. Everything else that me/Exos finds passable into the map will not make it here. For some reason I still am not satisfied with this model)

http://img171.imageshack.us/img171/4452/zoom1ay0.jpg

http://img151.imageshack.us/img151/4900/zoom2yk6.jpg
Posted 17 years ago2006-10-13 18:23:19 UTC
in Additives in CSS Post #199599
Posted 17 years ago2006-10-13 17:26:14 UTC
in Additives in CSS Post #199594
I forgot I did this before :) I could of told u sooner:

Here is an example for a texture that has some translucent parts, and some not translucent:

"LightmappedGeneric"

{
"$translucent" 1
"$basetexture" "mikematerials/metalvent"
"$surfaceprop" "metal"

}

In the base texture's alpha channel, create a black and white version of the material. Black is see-through, white is not. Inbetween is semi-you get the picture.
Posted 17 years ago2006-10-13 12:40:32 UTC
in Additives in CSS Post #199570
Have you tried this in your .vmt?

$translucent "1"
You can also use an alpha channel to determine what will be translucent on the material.
Posted 17 years ago2006-10-13 12:09:55 UTC
in Wii's first bad move? Post #199564
I guess because nobody thought Nintendo would get into it? (But I still think there must be some out there for its older consoles that we are not aware of)
Posted 17 years ago2006-10-13 11:23:50 UTC
in Wii's first bad move? Post #199560
Interesting thread. As everyone said, this thing is normal to them in Japan. It obviously wont be coming oversea's so why worry? has there ever been a japanese porn game distributed overseas? (maybe, but not alot) Plus there has to be games like this released for gamecube only in Japan that we are not aware about. To them its like the next mario game XD

Plus I dont see how relating it to molesting children qualifies. They are just drawings! How could that be considered a form of molesting children?

All I have to say is: (nods head as I say it) Those crazy japanese..... :)

I wonder if there are any japanese TWHL'ers here :)
Posted 17 years ago2006-10-12 18:04:25 UTC
in Making a custom spray for maps.. Post #199443
Is this for Hl1 or source?

I have a tutorial site, but its on my computer at home, and right now Im at my college campus. If nobody responds in like 4 hours (cuz thats when I get home) Ill post it 4 you :)
Posted 17 years ago2006-10-11 20:50:14 UTC
in SteamCastle models/mapping/textures Post #199335
I lowered the shiny level 60% from the first pics. Does it really look too shiny? I guess so since everyone always mentions it :( Ill tone it down even more. :)
Posted 17 years ago2006-10-11 20:41:36 UTC
in SteamCastle models/mapping/textures Post #199332
After figuring out a new technique for getting more higher resolutions on models, I have made some adjustments to this pipe model.

Im interested in some opinions (which color you prefer, texture resolution, etc) so feel free to voice them :)

Ill show both side by side, then zoom in's of the skins

http://img179.imageshack.us/img179/3571/poop1qa5.jpg

Skin comparison:

http://img179.imageshack.us/img179/7108/poop2rb6.jpg

http://img84.imageshack.us/img84/6788/poop3ud6.jpg

As you can see, the difference is more than apparent :)
Posted 17 years ago2006-10-10 09:14:51 UTC
in Competition 22 Post #199150
SO source mappers can enter this one also? NICE

It really opens up the idea if source is allowed. Just no Garry's mod stuff :roll: :
Posted 17 years ago2006-10-09 18:27:38 UTC
in Competition 22 Post #199123
Yes I agree, not a good idea at all. Is there a thread for suggesting compo ideas, or is it all moderator choice?

I also dont like the neglect of source. In my opinion there should be 2 compos at once. One for source, one for HL1. If your worried that there will be less entries, then dont. The majority of HL1 mappers here dont map for source anyway. And as for the source mappers, they can decide which one (or both) to enter.
Posted 17 years ago2006-10-08 16:08:08 UTC
in SteamCastle models/mapping/textures Post #198972
Just put the .lib in the C:Program FilesAdobeAdobe Photoshop CS2

folder. Thats it.

It displays .vtf as an option for saving when saving any file. (save as type when saving) It lets you save it as a normal map, generic, normal with alpha, etc. also lets you open .vtf's for editing :)
Posted 17 years ago2006-10-08 15:46:27 UTC
in SteamCastle models/mapping/textures Post #198970
There might be a little alteration since I took the pic with a cam pointed at a tv :)

I can still see though that I should make it look a little more weathered. Good thing you can update materials dynamicaly without recompiling thanks to the Photoshop .vtf plug-in :)
Posted 17 years ago2006-10-08 15:07:22 UTC
in SteamCastle models/mapping/textures Post #198966
I am going to use some of the pipes, but not alot. I want this to feel totally different. Also the steamengine model valve made I will use :)

Sorry about the high reflections, its due to the lack of light. All reflections appear strong with no light in Source. It looks more normal looking in a lighter room. Anyway Ive toned down the reflection anyway.

Hmm, MAybe Ill look into custom sprites. :)

Im not going to post all the models Exos and I make, just ones I would like some feedback on :)

Here is a question I would appreciate an answer to:

Does the red tone in the pipes match the ones in the movie screenie correctly?
Posted 17 years ago2006-10-08 00:02:19 UTC
in SteamCastle models/mapping/textures Post #198887
I was thinking about setting one Steamball to explode like 10 times in 2 seconds. IF you ever saw the explosions in Mega Man X you know what Im talking about:)

Since I dont know how to code an "Ice" explosion for the steamball, a regular one will have to do :)
Posted 17 years ago2006-10-07 23:52:39 UTC
in SteamCastle models/mapping/textures Post #198883
My brother (Exos) and myself have been working on various models for our new map dm_steamcastle for HL2DM. Its based off the Anime movie Steamboy. (Yes Anime, I hate it too, but this movie is actually very very good) We were both so inspired by its artistic designs and plot that we decided to make it into a map. THis requires all custom content to match the theme. Ive already posted the Steamball model with custom Gibs,(See it here)

http://www.youtube.com/watch?v=kMN19LrQCaM

We have many other models complete/in progress. I wont be showing them all since I want to keep most of the map a supurise until its finished.

Here is one I finished a couple days ago. Its 2 pipe models themed from the movie. (Ignore the map, just there to get the theme going for fun. Mapping wont begin until the models and materials are ready to go)

First off the element of the movie im trying to capture with the model:

User posted image


And the actual model ingame:

User posted image


User posted image


MUCH MUCH more models to come. I might tweak the resolution of the pipe skin, and its specular reflection, but right now I like it, so it will stay.
Posted 17 years ago2006-10-07 21:23:51 UTC
in Kasperg Projects! Post #198852
I like the normal map on the concrete. Creates a cool effect with the fire in picture 1 :)

Seems to match the theme of the actual photo well. I cant really give any crtique's on the materials in a negative way. Does not seem to have any problems.

All I can say is its looking really good.

BTW, whatever happened to the HL2DM one? Still working on it?

Oh ya, and I love my avatar!
Posted 17 years ago2006-10-07 21:07:10 UTC
in Kasperg Projects! Post #198849
Looks fine to me. Looks like a nice matching blue/greyish whitish theme.

The texure is fine. I dont know what Worldcraft dude means when he says:

[quote]The texturing looks really bizzare. Nothing seems to match And that concrete texture doesn't look right. It looks too repetitive, or the contrast is too much or something, it just looks odd.[quote]

??

Looks like every other valve texure to me. Well done I say :)
Posted 17 years ago2006-10-07 20:56:55 UTC
in Kasperg Projects! Post #198846
The mapping/lighting looks nice, but its still hard to see the individual texture detail. I can see them, but not with clarity. I was hoping for a close up of them.

As far as I can tell they really look quite good. Ive never seen the movie though :(

My only gripe is CSS :( jk, CSS isnt so bad. THis type of map would not really fit the theme of HL2DM or any other mod.
Posted 17 years ago2006-10-07 20:43:48 UTC
in Kasperg Projects! Post #198843
Its hard to see the material from the small image size :( Why did you re-size it? :(

The map really looks good. As I looked at it I was reminded of FEAR (in a good way :) )

Can you post some close ups?
Posted 17 years ago2006-10-07 16:01:11 UTC
in OMGZoRZ!! URB IS TEH BACK!!! Post #198821
Posted 17 years ago2006-10-06 10:53:18 UTC
in New prices in CS? Post #198707
Is it me or is CSS getting a little boring after so many years of the same thing over and over?

Dont get me wrong its a great game, but Its been the same thing for YEARS. Maybe its time for some new weapons. Like a bow and arrow for instance. :)

(OMG NEW AVATAR 4 MEH!)
Posted 17 years ago2006-10-04 22:23:01 UTC
in Video! Steamball/xbox360 model Gib test Post #198565
Ya, most Anime stories are like that, but this movie is different somehow. Very excellent movie and art style. So inspiring XD
Posted 17 years ago2006-10-04 13:19:19 UTC
in Desktops of early October Post #198496
IS that a dash seperating the name from the score, or a minus as if to say the person loses -X points?

Ive never had a custom theme. Maybe its time to convert! :)
Posted 17 years ago2006-10-04 12:27:58 UTC
in Desktops of early October Post #198492
Someone here I think made this one and I liked it so:

User posted image
Posted 17 years ago2006-10-03 15:47:29 UTC
in Video! Steamball/xbox360 model Gib test Post #198402
hey, hey, hey I never agreed to that! Were still debating the subject.
Posted 17 years ago2006-10-03 11:26:34 UTC
in A Public Service Annoucenment Post #198371
Wow.... The things he said as 3moGirl..... Why would someone do that? Who has time and initiative to pretend to be a girl on the forums? instead of pretending and playing stupid games with people at twhl, why not just go map or something? God damn there are some sickies out in the world..........
Posted 17 years ago2006-10-03 10:23:08 UTC
in Video! Steamball/xbox360 model Gib test Post #198366
Please Grim give me a small break :nervous: :P The closest thing to the "ice effect" would be an explosion. Since I dont know how to create custom sprite explosions I cant do that :(

Oh, and if you saw the movie, if you have any good ideas for props you would like to see in the map please feel free to voice them :)

As for the gibs, I wanted it to be only 3 gibs because the more gibs loaded in a map, the more it cost to the FPS. Lots of props will have custom gibs in the map, so Im trying to keep it reasonable. (I set them to dissapear after 10 secs too ) :D

THanks for the feedback though :)
Posted 17 years ago2006-10-02 20:28:03 UTC
in Video! Steamball/xbox360 model Gib test Post #198325
Finished! Custom gibs complete along with the explosion prop_physics all together with the Steamball model! You can see it here: (Snazzy music from Steamboy included too!)

http://www.youtube.com/watch?v=kMN19LrQCaM
Posted 17 years ago2006-10-02 17:57:30 UTC
in Video! Steamball/xbox360 model Gib test Post #198320
Ya, Akira didnt have the best characters/plot, but the animation was amazing. Steamboy does both area's very well. The music score is done by Hans Zimmer (Gladiator, Last Samurai, Batman Begins). Such a great movie....
Posted 17 years ago2006-10-02 17:30:06 UTC
in Video! Steamball/xbox360 model Gib test Post #198317
Ya I did parent an env_steam to the model, and set it to on physics grap to activate along with a steam sound, but deleted it for the video.

I really suggest the movie. Someone like you Kasperg would really appreciate the art and design of the whole movie. Im considering it for my favorite movie of all time :)
Posted 17 years ago2006-10-02 17:00:41 UTC
in Video! Steamball/xbox360 model Gib test Post #198312
Alot. I plan to recreate the whole core with props/brushwork :biggrin:

Mainly all props will be custom for battle, looks. Custom textures, OMG so much work, but SO worth it. plus its split between 2 people so it wont be as daunting :)
Posted 17 years ago2006-10-02 16:47:48 UTC
in Video! Steamball/xbox360 model Gib test Post #198310
@ZL: "This is a fun video experiment for creating explosive props, producing custom gibs, and showing off 2 of my physics models "

no, i just used it as a placeholder for a gib test to see if I had the coding in the .qc file correct :) It would be funny though if I did that :) I might put the 360 into the map for fun, maybe hidden somewhere XD
Posted 17 years ago2006-10-02 16:34:00 UTC
in Video! Steamball/xbox360 model Gib test Post #198306
This is a fun video experiment for creating explosive props, producing custom gibs, and showing off 2 of my physics models :)

I now am creating the models for the gibs as I post this. Ill have some later video's showing off more cool things later to come into my (and Exos's) new upcoming map "SteamCastle"

http://www.youtube.com/watch?v=R6JC2dyjw1k
Posted 17 years ago2006-10-01 19:48:24 UTC
in Xyos projects! Post #198232
Ya, I thought I was off Anime like 2 years ago, but hearing the maker of Akira created Steamboy, I decided to watch it. (Plus there was nothing on TV, and I ended up watching it XD) It is an excellent movie. Music score is amazing plus Patrick Stewart does the voice of one of the main characters :) Animations and story/characters are unique and very interesting. I highly recommend this movie to anyone from regular joe, to anime enthuisaist :)
Posted 17 years ago2006-10-01 19:37:45 UTC
in Xyos projects! Post #198230
yes it is a test, as is the floor texture :) (texture not related to map, just fun)

The movie is set in London, 1866, so its like weird old fashion technology/architecture with an anime twist. The map is set in the "Steam Castle", a giant mobile fortress powered by Steam. Levers, pressure meters, pipes, etc. A real industrial 1866 look with weird anime based technology.

The main room (somewhat similar to HL2 ep1 core in the citadel) will contain the Steamball as with the main couplings that run its power throughout the fortress. Removing it will cause a massive pressure flux. I plan to have animated props explode with steam on gravity gun grab, steam bursting out, and maybe kill everyone except the ball holder. (We are still thinking of what it will do) There will be air lifts to get pushed up fast to higher levels, as well as hmm, still have some thinking and planning to do.
Unfortunately with my school work (me and my brother) its hard to dedicate vast amounts of time to it. Most of my free time is on the weekends. Ill be posting more later on. Maybe one post showing off the small detail props like lever controls, pipes, valves, etc.
I just need to get Exos's ass in gear with UV mapping :)

Right now im still working on an old fashion/weird anime style train. I think we will do all props first, then start the mapping :)