Forum posts

Posted 17 years ago2006-10-01 18:39:29 UTC
in Xyos projects! Post #198225
Well, its supposedly able to condense mass amounts of steam pressure in it which is used to power a massive mobile fortress by the power of extremely condensed high pressure stream. (Sounds crazy, but the movie made it work :heart: )

:)
Posted 17 years ago2006-10-01 18:20:44 UTC
in Xyos projects! Post #198222
NEW: steamball model complete!~! Its only a small model, not very complicated, prop_physics model. Its modeled after the steamball from the movie "Steamboy" (very good anime movie, YES anime, OMG!)

Ive dumped the recent idea of the map Ive been posting here before. Now me and Exos are working on a HL2:DM map based off the movie steamboy.

We have made many models for the map so far, but this is the first one actually skinned and in-game. Its not meant to be the AMAZING model, just look good, and act good for performance as a prop_physics for multiplayer. This model will be the key weapon for the map. (Explain in later posts)

Im still screwing with the skin resolution and specular mask. So give me some feedback on the reflection, model, and skin.

In-game shots:
User posted image


User posted image


SKIN SCREENS:

User posted image


User posted image
Posted 17 years ago2006-10-01 15:56:33 UTC
in No Gordons in TWHL? Post #198200
He's doing an inside joke from Futurama with the janitor "Scruffy".
Posted 17 years ago2006-09-30 17:21:50 UTC
in Cubemaps and Custom Textures Post #198120
Ooh, abstract art :)
Posted 17 years ago2006-09-30 16:05:59 UTC
in Kasperg Projects! Post #198108
man, Lots of interesting things going on in this thread :)

I do agree with Exos though. In almost everything he said.

I have to say that Kasperg earned his right to be respected as an excellent mapper. I would be so bold as to say he might be the best one here.

Jealousy is so horrible. I hate to see good mappers get treated like crap from other jealous plain boring mappers.

A common buzzword people love to say is "lighting is crap". They never give suggestions on how to fix it, or if they do they are not very good....

Map:
Very unique feel. I love the way you actually did a good job with custom materials.

Lighting is also great. Higher lightmaps make the shadows really come out. Light placement behind brushes give cool shadow effects.

bevelled corners, edges, walls, cylinders, etc make it look clean and smooth.

Looks very fun for gameplay. Cant wait to play it on my brothers server!

I would say its a 5 star map. It looks good. Nothing really to say to fix.

when will it be available?
Posted 17 years ago2006-09-30 15:50:04 UTC
in Cubemaps and Custom Textures Post #198106
This is done with a greyscale in the alpha channel of the image, normal map, or another image. Black areas in the image are no reflection, white are full reflection.

the .vmt line:

$envmap_envcubemap or something like it I forget tells source that it will be reflective.

A full tutorial is here:

http://developer.valvesoftware.com/wiki/Reflective_Materials

You should understand how to use an alpha channel in photoshop which is simple
Posted 17 years ago2006-09-29 20:29:34 UTC
in Wadinclude for Source? Post #197983
Posted 17 years ago2006-09-29 20:05:12 UTC
in Wadinclude for Source? Post #197980
Didnt you ask this a long time ago? Source does not use Wads. It uses material files with .vmt text to define its attributes.

You include custom materials by using .bsp zipping programs. A good example is pakrat.
Posted 17 years ago2006-09-29 19:12:43 UTC
in Running HL2 Without Steam Post #197967
Yes there is a version out that runs without steam

Before I bought HL2, I got it (torrent) offline. You could try searching for it, but I dont know if you will find it. I have a subscription to amgserver.com which has tons and tons of torrents in all mediums of computing! You might find it by google. But there is a version out there.
Posted 17 years ago2006-09-25 18:00:41 UTC
in New weapons!/HL2 Theories Post #197592
The Strider buster is a ball you throw with the gravity gun that latches on the strider. You then take a gun and shoot it on the strider. Its not a gun (If anyone was insinunating that)
Posted 17 years ago2006-09-24 23:26:27 UTC
in Episode One and GMod Post #197483
Valve has not released the files for Episode 1 yet for public use. I brought this issue up trying to find its material directory. I assume its related to your problem too :(
Posted 17 years ago2006-09-20 12:20:43 UTC
in G-max modeling video : P-90 Post #197030
I also should mention the techniques I mentioned are universal throughout all modeling software. So even if you dont use XSI, its all good :)
Posted 17 years ago2006-09-20 11:56:33 UTC
in G-max modeling video : P-90 Post #197028
That modeling unbreakable is..... well :( (the model itself is good, but the way you got there is not)

You shouldnt have a complicated mesh like that with a gun. Remember you dont want triangles. They cause weird lighting errors on the mesh, and when animated look horrible. :nuts:

Polygon extrusion is the easiest way in my opinion. You can draw in points where you need, and extrude anything to get the shape of the gun, and get a low poly neat mesh too. xsibase.com is where you need to be!!! :P

Drawing linear for the side of the gun, then welding polys in is a HORRIBLE practice. So dont do it!! :) :)

Read about polygon extrusion and implement it in the model. You will find its quick, easy to work with, and you dont need to worry so much about the mesh's points converging with one another. :P
Posted 17 years ago2006-09-20 10:58:58 UTC
in G-max modeling video : P-90 Post #197025
G-max, Milkshape, XSI pwns all of them!

Can you post some screenies of the RC-P90?

Do you use Z brush for UV mapping, or G-max's UV mapping software? Does Z-brush work with G-max? I find Z brush is SOO easy to work with UV mapping, espically with XSI.
Posted 17 years ago2006-09-18 16:40:14 UTC
in School project survey Post #196873
whoops, forgot my name XD. Mike B.
Posted 17 years ago2006-09-18 16:03:39 UTC
in School project survey Post #196867
1 Chicken
2 Beef
3 Pork
4 Duck
5 Lamb
Posted 17 years ago2006-09-17 22:57:06 UTC
in Xyos projects! Post #196812
Do you mean the white door archs with red "eyes" on top? THose are props. I am still deciding if I want the texture to be white or black. If I choose black Ill reskin the door. (Even though the doors are using a temp. skin anyway)
Posted 17 years ago2006-09-17 22:35:44 UTC
in Xyos projects! Post #196810
Yes, triple post, but I think Ive got something here. CHeck it out:

User posted image


User posted image


User posted image


Took a bit to align and make the brushwork, but well worth it. I might actually stick to the black color scheme. As always I want your feedback. Its very helpful, believe it or not :)
Posted 17 years ago2006-09-17 20:27:53 UTC
in Xyos projects! Post #196809
Just for fun sake, here is the same hall, But I changed the texture on the wall from white to black. Im not going to use it, but it looks cool :)

User posted image
Posted 17 years ago2006-09-17 20:03:08 UTC
in Xyos projects! Post #196808
Would of appreciated some idea feedback Elon, but its ok. I like the textures, as they resemble marble used for decoration.

@Kasperg: I really like the engery conduit idea. Espically the texture scroll idea. Im thinking a redish energy flow going across the ceiling? (Thanks for the excellent feedback BTW :) )
Posted 17 years ago2006-09-17 18:10:09 UTC
in Xyos projects! Post #196802
@ Kasperg: Thats a very good idea. It sticks to the theme of the map, and adds more variation to the walls. What do you think about having it conform to the wall, or extrude out a couple units?

Ya, I think I might just model my own light fixtures. Most of those materials are not that shiny (cept' the floor XD) I just like taking pics from the shiniest angle on them :)

Can you believe I never used smoothing groups in hammer? I just learned about them about 2 weeks ago!

I really dont feel like skinning those doors, but Im going to have to do it. Its so damn boring, my eyes bleed! Now I know why people get someone else to skin a model for them (even though I hate that practice, and dont believe in it!)

There is going to be a cool "power generator" room later on in the map. Right now Im modeling parts of it. Its based of a recent anime movie I saw. (I thought i hated all anime, but now I have a new hope) The movie "Steamboy". Anyone see it? Patrick Stewart is one of the voices, XD! But anyway my inspiration for the core comes from that movie :)

I still want to add something for the halls. Im looking for ideas, so please feel free to help :) I was thinking ropes, but the facility is not really one where wires hang in the open. Im thinking brushwork/prop work wise.
Posted 17 years ago2006-09-17 17:04:40 UTC
in Xyos projects! Post #196796
Update time! (following the flow of these "INSERT NAME HERE projects!" threads.

I have not done much. Im screwing with hallway designs for my map. THinking of props, and map designs, along with unique gameplay aspects. If you really want to know whats going on, read my latest journal entry:http://twhl.co.za/userjournal.php?id=2899

Here is a concept for the main halls of the map. Bevelled wall supports, custom materials, some tweaks to them BTW. Im only looking for opinions here, things to break up the monotony of the hall. Any ideas I will appreciate.

User posted image
Posted 17 years ago2006-09-17 16:53:32 UTC
in Kasperg Projects! Post #196795
Looks very nice. I dont think it needs props, since no prop would fit its theme. Just throwing props in a map makes no sense, and its a very bad habit. I would suggest brushwork physboxs for gravity gun battle.

I really like how the shadows are cast on the floors due to the building structure on the ceiling. You probably know this, but I think you should turn down the lightmap scale on the floor to accentuate the shadow definition. It would look VERY nice. MAybe add the model: effects/volumelight.mdl under the windows to show light coming in. That could really add even more amazing-ness to the map :)

Bevelled corners, rails, custom materials actually done correctly, awsome lighting, you could release it now and it would be great. I really do not see any reason for meaningless props skattered around, except for pipes, or computer terminals. Whatever matches the theme :)
Posted 17 years ago2006-09-13 11:41:40 UTC
in Preventing map decompiling, REVEALED! Post #196432
To allow decompiling for source again, or for dungeon siege jobabob?

Anyway, There is enough in valves maps for people to learn from them. They dont need custom maps too.

Becides, any map author has the right to allow decompiling or not for their work.
Posted 17 years ago2006-09-13 11:27:37 UTC
in FUCK YA! Post #196430
Sorry, Should of read more carefully :zonked:
Posted 17 years ago2006-09-12 22:11:28 UTC
in FUCK YA! Post #196405
Looks FAKE!!! Had halo 2 music stabs, crap sounds extracted from HL1, and the quality and movie frames looked low budget, and extrapolated from a 3rd party source.

Anyway, FAKE FAKE FAKE!!!
Posted 17 years ago2006-09-11 16:51:23 UTC
in Preventing map decompiling, REVEALED! Post #196314
Yes, I know its old, but theres always someone who doesnt know how to do it, and I didnt see a thread on it so I thought I would make it known a little bit more :)
Posted 17 years ago2006-09-11 13:44:41 UTC
in Preventing map decompiling, REVEALED! Post #196300
THis would not work for HL1. It uses .vmt for its code, and is based for source :( I dont know if there is one out there for HL1, but there might be :)
Posted 17 years ago2006-09-11 13:20:27 UTC
in Preventing map decompiling, REVEALED! Post #196292
Ever try to decompile a map, only to end up with the line "map is protected, cannot decompile", or vmex will just freeze? Well, the secret is revealed my friends. Here is one sure fire way to guard your map from those pesky decompiling programs (mainly vmex)

First off, download this prefab:

http://twhl.co.za/mapvault_map.php?id=4128

EDIT: Link is fixed and hosted here

Now, place said prefab here in this directory in your Steam folder:

sourcesdk/bin/Prefabs HL2/Prefabs

Now, open hammer. place the prefab somewhere in the map (anywhere, just make it out of sight) and compile. (it looks like a 3D letter "T" thats orange)

Remember, do NOT rotate, or even translate the object. Use the entity tool to place it accurately on the grid, then go to "Create Prefab".

Now, try to decompile the .BSP. You will find that it does not work! Thats it :) Your map idea/custom content is savely nuzzled inside the .BSP :)
Posted 17 years ago2006-09-10 19:45:46 UTC
in Gamingparents.org Post #196257
This is a random suggestion:

You should make the site auto-resize Avatars like TWHL does. TWHL is one of the few sites that does this, and I love it :) Its a big convience, and makes a site a winner in my book :) (maybe not, but its cool XD)
Posted 17 years ago2006-09-09 17:00:30 UTC
in Help Keeping AOL at Bay Post #196100
lol, AOL
Posted 17 years ago2006-09-06 15:14:13 UTC
in WoW Player Downs Plane Post #195790
Why do people like mmo's? My friend had EQ2 on his laptop. He brought it over, and had a character for me to try. I played for about an hour. OMG, so boring! I really hate the stupid micro management, and boring combat! Why do people like this crap, and why do they play for days on end?!!

The only actual playing I do now is testing maps, some occational HL2 SP, and episode 1, Little bits of Quake4, and DOA4 on 360. Most of my free time video game wise has been replaced with mapping, modeling, and texture design/skin design for models. I love to create more than to play.
Posted 17 years ago2006-09-06 09:40:07 UTC
in Props. !!! Post #195763
I should of mentioned you rename the prop. Then you package the new model with the .BSP.
Posted 17 years ago2006-09-05 18:27:04 UTC
in dm_metro Post #195734
Sometimes I think some twhl members have a touch of the jealous bug....(just kiddin XD) (or maybe not, DOUBLE XD)

Its a fantastic map. Awsome brushwork, good material choice, and it was not that bad as far as brightness goes.

Problems:

The displacements where the train is crashed were awsome,but one area the displacement does not match up with the wall, and the void is visible.

Ladder dismount areas need to be higher. The ladder is difficult to get off.

Maybe add some more faces to the cylinder tunnel, and put some prop wreckage at the end of the tunnel to break up the monotany of the displacement.

Overall its a very well done excellent map. Loved the lighting effects, sparks, and I really loved the subway area. I really felt I was in a subway. Perfect on all the details. I wont rate your map until you fix the problems so I can give it a 5 star :)
Posted 17 years ago2006-09-05 17:54:21 UTC
in Props. !!! Post #195728
Decompile the model. Open its .qc file. Under scale, change the value. Drag it onto studiocompile. There are more steps. If you need help, pm me and I can go into more details.
Posted 17 years ago2006-09-05 10:51:44 UTC
in Waterfall Post #195698
You need to make a scrolling material. Here's a .vmt example:

"LightmappedGeneric"

{ "$basetexture" "mikematerials/bevel"
"$surfaceprop" "metal"
"$bumpmap" "mikematerials/bevel_normal"
"$envmap" "env_cubemap"
"$envmapcontrast" "0.1"
"$normalmapalphaenvmapmask" "1"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" 9
"texturescrollangle" 90
}
}

Proxies tells source that this material will scroll up. read up on creating materials from here, or interlopers. Then make it scroll. You could even add a refraction du/dv map to it.
Posted 17 years ago2006-09-04 15:23:22 UTC
in Xyos projects! Post #195630
Well, Im going for a unique HL2 theme that you cant experience anywhere else. The color scheme will match with the black and white combine. BUT, it will not be as simple as "kill the combine" Im planning some very cool ways to kill them, and some cool puzzles that if not done correctly will leave the player with a harder time later in the level.

I am planning a scripted sequence in the beginning where combine rush, blow away a door, and phys_boxes fly all over!

The map is located in a high level facility where humans are surgically prepared for integration into the combine as soldiers. Maybe. I have not decided yet. I also am having trouble as how I will deliver the story and helpful hints to the player. Ive seen how Metastasis did it. I might do something like that. Who knows.

Remember in Hl2 when you go through the teleport with Alex and come through a week later due to the "slow teleport"? Well, I might explain to the player that Gordon was actually transported to my map, then after his memory wiped, and returned to City 17. None of this is written in stone. Right now Im focusing on materials, level design, puzzles, interesting ways to fight the combine, models, and, SIGH, UV mapping. The most boring thing in this Universe is UV mapping!

Some other props in development:

Computer screens, desks, chairs (all matching the sterile theme of the map) Piping, and some cool mechanical models.

Time to get to UV mapping my damn door arch! BORING AS HELL~!
Posted 17 years ago2006-09-03 20:24:53 UTC
in Xyos projects! Post #195514
Im glad you noticed the Starwars theme. I was inspired by that scene in Starwars A new hope in the beginning. :)

Im also going for a clean sterile feel to the enviornment
Posted 17 years ago2006-09-03 20:06:31 UTC
in Xyos projects! Post #195512
UPDATE FTW!! New pic of my HL2 SP map. Well, this pic is a test map, (props, materials, lighting) I use it (and continue to use it) to check lighting, materials, and the theme of the map. The actual map has not been started yet. Ive been working on materials, and models. Most just need to get skinned to be finished. Well anyway, everything in this pic is custom, and it gives the idea of the theme of the map.

(Oh, and the model displayed here is a door arch. There will be a sliding door inbetween it. and ITS ONLY A TEMPORARY SKIN! The final skin will be much MUCH more detailed)

User posted image


Im really diggin the theme :)

EDIT: Oh, and heres what Im planning for certain parts of the ceiling. It really creates a cool effect when a nade goes off!

User posted image
Posted 17 years ago2006-09-02 20:37:33 UTC
in Black Mesa Complete-comming late 2007 Post #195436
Sounds cool. :) I would love to see it :)
Posted 17 years ago2006-09-01 19:28:43 UTC
in No VIS information... Post #195353
sounds like leak to me.....
Posted 17 years ago2006-09-01 19:07:41 UTC
in Hunter Projects! Post #195349
Are those projector score materials translucent? They should be. A projection is not like a TV on a wall. Its kind of like a ghostly image.

If you dont know how to do it, add this line to the materials .vmt....
"$translucent" "1"

In the materials .vtf file, add an alpha channel. Black is fully visible through, white is not. Maybe adjust the whole material as a light grey. The greyscale is a reference for the translucent command to check on the opacity of the image.

Anyway, it looks good, resembles FEAR a bit. You should have like cheetos bags, or chips lying around. I think there are props from CS militia for that :)

A BAWLS energy drink poster would be funny too :) :)

Good job XD
Posted 17 years ago2006-08-30 16:15:49 UTC
in Has Steam Gone Crazy? Post #195123
This has not happened for me. Lucky me :)
Posted 17 years ago2006-08-30 10:47:09 UTC
in Kasperg Projects! Post #195112
I dont think it looks wet at all. Tiles have high reflections on them. I hate when people say that!
Posted 17 years ago2006-08-29 21:08:02 UTC
in Kasperg Projects! Post #195076
Damn, thats nice! It really gives the appearance of "depth" between the tiles. And the map looks pwn too :)
Posted 17 years ago2006-08-29 19:15:50 UTC
in Kasperg Projects! Post #195070
Nice. I like the normal mapped dirt. Is that blue material custom also? Its a nice change of color from the Hl2 materials. Also like the custom signs.

I believe every map needs some custom materials. To truely innovate you cant be stuck with materials that were not made by the individual. Materials are a BIG part of a map. You can have amazing brushwork, but wrong material choice can make the difference. (That and lighting!)

Anyway, nice job!
Posted 17 years ago2006-08-29 18:17:01 UTC
in Episode Two - Insert Coin to Continue Post #195062
How can you say that? I feel filthy whenever I go out to the store now and actually buy a DVD, or CD-ROM of a game in a case. Its so easy to just punch in my debit/credit card number (WHich I just got a week ago, WOOT to that) wait a few seconds, then have the game downloading and ready to go in a short amount of time.

Getting up and actually going to "the local piggly wiggly of video and computer accessories" is unheard of to me, now that Steam is here to save me the time and effort :)

All I say is woot. woot to valve, woot to steam, and woot to episode 1, 2, and TFC2! (and woot to Xyos!)
Posted 17 years ago2006-08-28 14:36:47 UTC
in Gamingparents.org Post #194942
I think your going about the banner all wrong. It should be an emblem of some sort that is clever, and makes you remember the site.

I think this is a good idea:

A man holding a baby in one hand, and a controller in the other. No details, just the shape of the man, the controller, and baby all in black, behind a yellow background which is a circle.

Anyway, Everything looks nice so far :)
Posted 17 years ago2006-08-28 09:44:59 UTC
in Episode Two - Insert Coin to Continue Post #194917
Who cares. Valve releases some of the greatest games on earth. If Episode 2 ships with TFC2 and Portal, I say it should be 40 to 50 dollars! Valve delivers everytime with great games and innovative gameplay. The cost of the game should reflect the time and work that went into the game.
Posted 17 years ago2006-08-27 14:29:17 UTC
in Hunter Projects! Post #194806