Forum posts

Posted 17 years ago2006-08-27 14:18:32 UTC
in Water? How? Post #194803
Props are leaked out of the world. Turn RAD off and compile. Load the point file, and find the leak. Extend the walls that seal off the map to encompass the ends of the props to prevent leaks.
Posted 17 years ago2006-08-27 14:16:24 UTC
in Hunter Projects! Post #194801
Well, they do serve the purpose of looking like white boards. I dont see any reason to normal map them, and I dont see any normal map effects on them at all. They look like they were made in paint. Too plain, and no effects age or anything at all. Everything in this world has some effects of age, or scratches, or signs of construction.

Materials like these do not require a normal map on them. Thats why its not noticed. Normal mapping is for indentations in rock, or metal. It shows depth in 2D, but light is applied to it like its 3D. None of your materials need a normal map on them.

They are good for creating a unique theme in the map. Very crisp and clean looking. Maybe apply a specular reflection lightly on the white board with the writing masked to stand out.

Just try to remember not everything needs a normal map........
Posted 17 years ago2006-08-26 10:34:47 UTC
in Models from other games Post #194628
I dont know if milkshape has a .smd exporter (which is what you need) but any model in theroy can be put into any other game. Only the problem is that UV maps sometimes cant make the software crossover from model tool to the next.

IF you really want to, look up how to convert milkshape models to XSI format, or use XSI to export the Sims models (Assuming you know how to decompile them, and then export them)

Anyway, Sims objects are low poly and could be modeled in like 2 seconds, UV mapped in like 10 minutes XD
Posted 17 years ago2006-08-26 10:31:22 UTC
in New Episode 2 Trailer *SPOILER WARNING* Post #194624
These are the video's habboi posted? Oh well....
Posted 17 years ago2006-08-24 19:41:18 UTC
in Trigers Post #194443
Posted 17 years ago2006-08-24 19:13:57 UTC
in Portal Post #194441
My god. Valve is incredible! Will they stop making great game innovations? The answer is NO :) :)
Posted 17 years ago2006-08-24 18:17:29 UTC
in Trigers Post #194430
no. They work in all mods the same way. Its the entities that change between mods. :)
Posted 17 years ago2006-08-24 16:30:47 UTC
in Xyos projects! Post #194416
Ill take all that into account. :)

But I should mention this is far from done. Even though the polys are there, doesnt mean they are there to stay. I try to model low detail and low poly, then subdivide and adjust the whole model. Most of what you mentioned will be addressed later when the "base" polys are there. But some of what you mentioned I did not notice and I appreciate your notice of detail. Its nice to have someone give me some honest feedback to improve instead of "nice model" (Though I do admit I dont mind those comments :) :) )
Espically someone who is obviously artisticly inclined such as you :)
Posted 17 years ago2006-08-24 10:35:12 UTC
in Xyos projects! Post #194388
Ill move some points around in the back to get a better transition :)

Im just practicing. Its not a tutorial, just practice. If I did export it I wouldnt use it because I cant think of a good use for a anatomicaly correct model to be used in source :)

Thanks for the feedback :)
Posted 17 years ago2006-08-23 19:59:49 UTC
in Tee Eff Two Vid-ee-oh Post #194316
Same here. The new lighting they use is stunning! I thought I wouldnt like the cartoon feel, but I must say, " Im lovin it!"
Posted 17 years ago2006-08-23 19:16:04 UTC
in Xyos projects! Post #194305
Any constructive feedback to offer? :(
Posted 17 years ago2006-08-23 16:57:07 UTC
in Bump Mapping Post #194287
I was writing a tutorial for this, but put it off for other projects.

Heres a quick description:

Assuming you know basic material creation:

Use NVIDIA normal map tool to alter image for the normal map.
For the shinyness:
Create an alpha channel on the normal map image. Duplicate the normal map, and change to greyscale. Adjust. (white is full reflection, black is none) ctrl a to select all, copy and paste the greyscale in the alpha channel of the normal map.

Save as texturename_normal (drag onto vtex)

Place texturename.vtf and texturename_normal.vtf in your material folder that you create.

Set up your .vmt like this:

"LightmappedGeneric"

{ "$basetexture" "yourfoldername/materialname"
"$surfaceprop" "rock"
"$bumpmap" "yourfoldername/materialname_normal"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" "1"

}

Thats it. Thats a VERY VERY sloppy description, but it should help.

I also suggest these links in the valve wiki:

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

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

http://developer.valvesoftware.com/wiki/Material
Posted 17 years ago2006-08-23 16:32:50 UTC
in Xyos projects! Post #194284
Heres some updates on some of my modeling work. Ive started the body, and some of the arm. Its very far from being done, but its a start :) I might even convert it into source. It would have to be in a room all alone with area portals closing everything else off since its so high poly :)
(BTW, I accidently put "Dents" in the back of the head because the point tool goes through geometry! Ill fix it later :) )

User posted image


User posted image


User posted image


Ive also been mapping, and screwing with .vmt file options to make materials do some cool stuff. Most are experiments, so I wont post them :)
Posted 17 years ago2006-08-22 16:08:28 UTC
in Gamingparents.org Post #194186
Sounds like a very interesting idea. The only suggestion I have is maybe narrow the forum sections down a bit. It will make the community on the site feel larger if less sections on the forum are available, and encourage more interaction :)
Posted 17 years ago2006-08-19 15:11:32 UTC
in Tinnos:Source Post #193923
http://img54.imageshack.us/img54/6289/bmap29kw.jpg

That is not source? If not then OMFG amazing! WEapon porting and bump mapping!11!!1111!11

Well, I dont think the textures are boring. They remind me of Unreal maps. Overall though the map looks very nice :)
Posted 17 years ago2006-08-18 20:49:19 UTC
in Cubemapping issue? Post #193847
Attatch the face of the brush to the cubemap. Also check for leaks.
Posted 17 years ago2006-08-18 20:13:43 UTC
in Cubemapping issue? Post #193843
Cubemaps involve placement, and console command "buildcubemaps" Theres really nothing hard about it. The reflection on materials is sampled from the cubemaps location. If it is by a building it reflects a building. those lines you have are normal for a compile.
Posted 17 years ago2006-08-18 17:05:01 UTC
in Tinnos:Source Post #193832
The materials are too blurry. I suggest sharpening it in photoshop and maybe adding some brushes of scratches, or marks on them. Its not just that, its also the normal map. You must of used a very low normal map scale. Sometimes it dilutes and distorts the material when done like that. I suggest turning up the scale.

Also, your refracting ball looks ok, but Usually refractions are moving, or scrolling (like water)

Add this code to the end of your .vmt after the REFRACT line if you want a scrolling material:

"Proxies"
{
"TextureScroll"
{
   "texturescrollvar" "$bumptransform"
   "texturescrollrate" 9
   "texturescrollangle" 45
}
}

Obviously your settings will differ. I think the code is self descriptive.

"$envmaptint" [1 1 1] really is not very noticable when used. I suggest "$envmapcontrast" "1" (between 0 and 1). It sharpens and tones up the reflection and is very much more noticable than the tint.

There is also a serious lack of props in the map. Source mapping is very dependent on prop placement, (I know you know this, and I know its hard to find props to place in a map like this) but there are some. Old pots for example, or prop work to take the place of architecture from brushwork to accomplish more detail, but still remain within the budget.

Good brushwork though, and I love the theme. :)

BTW dont take any of this the wrong way. The map looks excellent, and it makes me smile to see custom materials in a map. I just bring up this as constructive criticism. :)
Posted 17 years ago2006-08-18 15:19:33 UTC
in dm_metro Post #193820
Very nice map. Lighting in source effects 5/10ths of the overall look in my book, and I say you nailed the lighting. Texture choice is wise as well (even though source materials are SOO overused.) I would get rid of the statue, as it does not really make sense in the scene. (But thats just me, if you like it keep it, it wont effect the quality of the map)

Maybe add some power boxes and move ropes around along with generators, and maintenance rooms. Maybe even some steam coming from the pipes, or a flickering light in the corner with sparks coming out.

On a side note not related to the map:

If your computer can handle it I suggest turning anti-aliasing up to at least 2x. Its so blurred, it looks like someone used the sharpen tool in photoshop like 50 times!

And if you can use anti-aliasing, make to turn up anisotropic filtering as well. :)
Posted 17 years ago2006-08-17 17:16:12 UTC
in New WWE map!!! Needs texturers Post #193771
tools, texture application, (or texture tool on left) and to the right of the window theres an icon "fit"

Sounds like an interesting texture challenge. I would help, but Im busy with my own work :(
Posted 17 years ago2006-08-17 17:13:37 UTC
in Big List of Mapping Crimes Post #193770
Scaling a material is not a taboo thing to do in source. Maybe in HL1, but source maps (Valve and otherwise) have all sorts of materials scaled up/down throughout maps. Theres one mountain material source uses where you have to scale it to fit otherwise it looks horrible (because it has a grassy top, and is not meant to tile in a pattern)

The increased resolution and quality of images in source allow for scaling to occur. Materials with reflections and normal maps applied are even better because the extra effects take the eye off of the monotonous effects of stretching a material.

Its time to cast away this silly belief. Its just Hl1 mapping gripes transitioning to source :(
Posted 17 years ago2006-08-17 16:32:13 UTC
in Vertex-Manipulation Question Post #193761
Vertices cannot be copied, or moved like points in modeling. Vertex manipulation and point extrusion in modeling is as kindergarden is to college. Its very primitive because your working with world geometry brushes.

So the short answer is no :(
Posted 17 years ago2006-08-17 12:42:32 UTC
in Big List of Mapping Crimes Post #193749
Im so sick of SP maps that are just spawn and fight the combine....

You could spice up the combat a bit by maybe only letting the player use a unique weapon and prevent combine from dropping weapons, cool traps to kill combine, stuff like that.

Proper texture choice and creation adds a unique feel to a map, and makes you feel like your in a different map, then a generic HL2 map.
Posted 17 years ago2006-08-17 12:38:32 UTC
in new JACKASS mod need more people Post #193747
The grammar and presentation is a big seller in recruiting. Maybe you would attract more if your overall presentation was a bit more professional.

It would also be nice so see some of the work you have done with whatever you are able to do. You say you model, so can we see some of your models? Can you animate them and properly ragdoll them?

The creation of a mod is an incredible amount of work and close teamwork between the team.

Its hard for people to get behind you if you cannot give a decent coherent presentation about the project.
Posted 17 years ago2006-08-16 19:05:27 UTC
in new JACKASS mod need more people Post #193673
I honestly think its not a good idea. Your mod idea seems spur of the moment, and you really need to think of the tremendous time and effort a mod takes. What will make this mod unique? What kind of work is needed for its completion?

Are you just a random person, or do you have advanced experience with mapping/modeling/skining/texturing/animating/sound creation and placement/coding? At least a good understanding of the work that goes into these areas.

Here is a good forum post about a mod. Its descriptive, and shows it actually has a chance at creation:

http://twhl.co.za/forums.php?pgt=5&action=viewthread&id=10542&pg=1
Posted 17 years ago2006-08-16 15:26:15 UTC
in The TWHL map game! Post #193661
Ive actually been thinking about making a HL1 map. Its been so long.....
Posted 17 years ago2006-08-16 10:31:06 UTC
in Custom Blend material/bump map error Post #193613
NO, the effect takes over after buildcubemaps is typed. Only small things like this merit restarting the map.

The only thing restarting the map does for cubemaps is if HDR is on, and cubemaps need to be build in LDR and HDR.

I dont think it looks weird. Understanding that EVERYTHING in life has some kind of specular reflection helps appreciate it more. Even organic objects reflect light. :)

I really like the effect, since its supposed to be on a beach where the tide just left :)

Anyway, this was a test map. If it was a real map I would of attatched the faces of the mountain to a cubemap where I wanted the reflection to be referenced from. Right now, its reflecting the grass, which creates a green effect.
Posted 17 years ago2006-08-15 22:13:42 UTC
in Custom Blend material/bump map error Post #193570
Posted 17 years ago2006-08-15 22:00:48 UTC
in Custom Blend material/bump map error Post #193568
Ah ha! I got it! It appears to have a normal map on both even when cubemaps were built, but once you quit and reload with the saved cubemap information it works! Here is a pic of the material in action!

http://img211.imageshack.us/img211/9421/yaoj7.jpg

IM just so happy!
Posted 17 years ago2006-08-15 20:28:18 UTC
in Xyos projects! Post #193564
Yes, but UV mapping is so God awful boring! Its not hard, just very very time consuming. It would be some good UV practice though :)
Posted 17 years ago2006-08-15 20:15:03 UTC
in Xyos projects! Post #193561
Well, Im almost finished with my model. Ive got the core polygon work done, and just need to collapse and extrude some points to get proper dimensions correct. Here is the almost finished head model:

User posted image


User posted image


User posted image


User posted image


I really need to focus my work. Im usually all around screwing with materials, mapping/ modeling/ etc.

As always, your comments/critiques are welcome :)
Posted 17 years ago2006-08-15 17:11:53 UTC
in Custom Blend material/bump map error Post #193547
Im having a problem with my blend material. Im completely stumped here. Here is the problem:

I have 2 materials. Both custom. One is called cliff, the other grassy. Cliff is normal mapped with a specular reflection. grassy just a generic material. I have both these materials set to be blended. Here is the blend .vmt information:

"WorldVertexTransition"
{
"$basetexture" "mikematerials/cliff"
"$basetexture2" "mikematerials/grassy"
"$bumpmap" "mikematerials/cliff_normal"
"$envmap" "env_cubemap"
"$envmapcontrast" "1"
"$normalmapalphaenvmapmask" "1"

}

My problem is that the specular reflection and normal map is transitioning to the grass material when blended. I want the rocks to be normal mapped and reflected, and the grass to be normal in the blend.

My blend material was working fine. The normal map and reflection stayed with the rocks. For some reason, it just decided not to work properly for no reason. It was working after the SDK update, so its not that.
Removing the lines after the "basetexture2" makes no difference. If I remove them the cliff material will not be normal mapped.

Is there a line in the .vmt file to isolate the cliff material for the surface properties? I know this works because:

1: It was working before this.

2:Lost coast does this with the wet rocks in the beginning.

This is kind of an advanced texture question so its alright if it cant be answered, but I really need some help on this.

Also, you cant GCF scape materials from lost coast. Their folder is not there like Episode 1. They have not released the material for use yet by the outside. So, I cant see their blend vmt file to reference it to my own :(
Posted 17 years ago2006-08-14 17:12:32 UTC
in Problem with UPDATING?! Post #193430
Well, looks like your only choice is to make a source mod to emulate BF2. Maps, models, sounds, hardcore coding, the works! Its the only option left :(
Posted 17 years ago2006-08-14 16:30:12 UTC
in Problem with UPDATING?! Post #193424
When you update, is this a button, or feature in-game you click on to start an "auto-update", or do you download the new version from a website? If it is my first statement, then try googling "BF2 patch/update (insert patch version here, ex. 2.01) Download it and install like that.

On a side note, Ive have always heard BF2 was full of bugs, so dont feel like your the only one :)
Posted 17 years ago2006-08-13 17:18:25 UTC
in Some excellent source related tutorials Post #193318
Looking to get a good idea of how some effects and attributes of source were accompished? Want to make your work look fantastic? Take a gander at these articles (PDF) on texture painting, surface properties (specular, reflective, bump map, etc), and some very good photoshop tips/tricks for custom materials for in game, or models. All the info covered is interchangable information for modeling/mapping.

I suggest reading this first tutorial before the second if your completely new to texture creation:

http://www.onona3d.com/pdf/texturing.pdf

http://www.onona3d.com/pdf/PhotoshopTips.pdf

The second one covers correct use of the stamp tool, and accurately making seamless repeating materials :)

And if you need a good guide for modeling a face (Good face modeling tutorials are rare) Here is a great one using the polygon extrusion technique:

http://www.3dcm.com/facemodeling/tutorialfacemodelingIndex.html

Hope you find them helpful :)

And dont be lazy, read all pages GOD Damnit!
Posted 17 years ago2006-08-13 10:29:52 UTC
in Can't Play HL1 Post #193268
One of the .dll files from his map might be in there, or a new game config file which overwrites the others. This happened to me. Either reinstall it, or look at the files in the zip of Kaspergs maps. Delete the corrosponding files in your Steam/steamapps/satchmo/half-life folder. Then it will work fine :)
Posted 17 years ago2006-08-11 18:18:10 UTC
in Valve SDK Update Post #193147
THe 3D window really isnt a problem. Just set a camera anywhere and save. THe displacement clipping was a problem that needed to be fixed big time....
Posted 17 years ago2006-08-11 17:25:18 UTC
in Valve SDK Update Post #193145
They just updated it like 15 minutes ago. I just re-opened steam and it updated! I wonder whats been fixed.....
Posted 17 years ago2006-08-11 09:49:18 UTC
in Valve SDK Update Post #193119
Much of the issues all of you are having are addressed here:

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

Unfortunately some of the issues dont have a solution until the next update.

Wha wha wha..........

Anyway, hope that helps :)
Posted 17 years ago2006-08-10 17:19:01 UTC
in Bloom starts on? Post #193062
Have 2 point_client commands connected to a trigger or anything to fire the parameter of the console command. Have one fire before the other one, or whatever you need.

I dont think multiple commands can be in a point client command. I think my map glitched when i tried it........ :(
Posted 17 years ago2006-08-10 15:29:02 UTC
in Valve SDK Update Post #193057
OMG thanks Habboi! I ran into this problem recently with physics objects clipping through displacements. I thought it was a material error on my part, but I guess not. That command will fix the clipping you say?

Thanks :)

Anyway, I dont want to blame valve too much. Every company has their faults, and problems. Considering what Valve has done good, I still hold them as one of the best developers in the game industry :)
Posted 17 years ago2006-08-09 21:18:58 UTC
in Valve SDK Update Post #192965
I also ran into another problem that never happened before the update. In material .vmt files, "$basealphaenvmapmask" "texturefoldername/texturename. This line tells source to go the the alpha channel of the material for a reflective mask (If the texttures only has a reflection and no bumpmap) Now, the material glitches in hammer when I use this for masking. Now, Im really pissed because now I have to bumpmap every texture and place the reflective mask in the alpha channel of the bumpmap.

Argh!
Posted 17 years ago2006-08-09 18:43:02 UTC
in Ban Everyone Post #192956
Posted 17 years ago2006-08-09 18:34:47 UTC
in Ban Everyone Post #192953
IM also getting tired of trying to figure out if jobabob is actually pissed, or just being sarcastic! Darn that British humor! :P
Posted 17 years ago2006-08-09 18:12:30 UTC
in Ban Everyone Post #192950
WTF is all this drama here at TWHL? Who cares if you leave Jobabob. This a mapping/modding site anyway. Whens the last time a post from you was about any of this anyway?

And Jimmi, what is your problem? Do you have no life, and just have to bother people here at TWHL?

Forum moderators need to get on the ball with these "Internet shortcuts" and "Ban everyone" type of threads.

Im really getting sick of all this here. I stayed at TWHL for the small, but very helpful community, but people like you and Jimmi are really bringing this site down.

And Im also sick of these threads like "Im leaving TWHL". Ive seen 3 people say this, and OMG they came back! Trying to get attention maybe? IDK.......

This is the end of my Rant. They are rare indeed, but when said they get the message across.
Posted 17 years ago2006-08-08 18:46:30 UTC
in Xyos projects! Post #192873
I was just at xsibase.com, (most of the tutorials I learned modeling from) and now I feel like such a modeling noob :( The models there are so amazing! Eye dropping! I really hope one day I can come close to the work there!
Posted 17 years ago2006-08-08 18:23:48 UTC
in Religion. Post #192869
Not mentioning any names, but recently someone said they were "leaving TWHL" because of these threads... OMG, just OMG.

I really dont care in the least what people talk about. These threads are good for getting to know fellow TWHLers beliefs and feelings without having to ask them directly.

Debates are always good, until you start mocking the other person after getting owned by their post :)
Posted 17 years ago2006-08-08 10:33:10 UTC
in Xyos projects! Post #192848
I made him smiling for fun :) I can change it back in 2 secs with point proportional translating :)

Anyway Thanks for the advice. hopefully next time I post it will be finished, and maybe skinned as well :)
Posted 17 years ago2006-08-07 20:12:33 UTC
in Xyos projects! Post #192794
Update time! Well Ive not had much time to get to mapping/modeling in a couple days (Had to straighten out some problems with my classes in college for the fall) But Ive got to fix and add some more to my face model :)

I took the advice into account (particularly from Elon, thanks) about rounding and changing the face. I used proportional modeling in point edit mode and translate mode to move points together to quickly mold the face where I want it. All I have now is to close the side of the face, and finish the ear canal.

User posted image


User posted image


User posted image


I tried thumbnails this time. hope its ok :)
Posted 17 years ago2006-08-06 19:47:58 UTC
in Valve SDK Update Post #192716
Also, Hammer used to display masked reflections in the editor. Now masked reflections appear as just regular reflections, but 10 times brighter. Its hard to work with the bright reflections shining all over my mountian when it should be masked........

I have not experienced that Habboi. Maybe your default texture size in the tools menu is set higher or lower than 0.25?