Forum posts

Posted 17 years ago2006-07-11 18:32:09 UTC
in xbox 360 model :) Post #189738
Well, here is the nose part of my face model so far. Im putting my Mr. Data off to the side for now to screw around with a practice face.

Teh Screenie:

http://img260.imageshack.us/img260/4596/nosie0vs.jpg

The final face will use NURBS and not polygons....
Posted 17 years ago2006-07-11 15:18:43 UTC
in all I want for christmas is a holophone. Post #189716
Reminds me of a Futurama episode...
Posted 17 years ago2006-07-11 15:11:50 UTC
in Is this a waste of money? Post #189714
A desk is a waste? If you had my desk you wouldnt think so. It wobbles when I type! XD
Posted 17 years ago2006-07-11 15:00:56 UTC
in Is this a waste of money? Post #189709
Man, I wish I could find a torrent for this :(. Ive decided to buy a new computer desk with the money instead. XD
Posted 17 years ago2006-07-11 10:35:10 UTC
in Is this a waste of money? Post #189695
I was going to get that mapping/modeling book for HL2, but I dont think its out yet...
Posted 17 years ago2006-07-10 22:38:27 UTC
in Is this a waste of money? Post #189591
I want to master XSI and become quite professional with it. Ive been learning alot from "digital tutors", and I was thinking about buying their tutorials. (Ive tried looking for it on file sharing/web, no luck)

They are all video tutorials, easy to follow, and cover almost everything in XSI from NURBS, character rigging, face modeling, weight maps, etc......

Linkage:
http://www.digitaltutors.com/store/product.php?productid=599&cat=32&page=1

So anyway, its 250.00 US! Is it worth it?
Posted 17 years ago2006-07-10 21:59:52 UTC
in The Interesting Thread Post #189585
A pox on this thread!
Posted 17 years ago2006-07-10 17:12:13 UTC
in xbox 360 model :) Post #189559
Personally I think 360 looks better than the PS3 and Wii :)
Posted 17 years ago2006-07-10 16:40:14 UTC
in xbox 360 model :) Post #189553
A little side project Ive been doing. Its all finished, perfectly skinned and modeled.

http://img358.imageshack.us/img358/8572/36010lv.jpg

http://img358.imageshack.us/img358/923/36027fc.jpg

http://img358.imageshack.us/img358/6239/36036lv.jpg

(BTW I know they are too big, I did that for fun, XD)
Posted 17 years ago2006-07-10 09:58:06 UTC
in Desktops of July '06 Post #189504
Posted 17 years ago2006-07-10 09:50:15 UTC
in Competition 21 Post #189500
Would taking 2 normal HL2 or CSS textures and creating a vmt file to blend them be considered custom content?
Posted 17 years ago2006-07-09 21:26:24 UTC
in Texturing help in 3ds max Post #189446
I use XSI, so I cant help, but I can give you a link for some very good 3ds max tutorials on skinning, modeling, etc..

http://www.iwannamap.com/tutmodels.php

(At bottom, the last 5 or 6 tutorials I believe)
Posted 17 years ago2006-07-08 18:51:09 UTC
in Kasperg Projects! Post #189359
Thats a really cool lighting effect :)
Posted 17 years ago2006-07-08 15:52:47 UTC
in TWHL3 Post #189338
In your profile there should be a slot where you can list your Steam account name (now that the friends list is functioning) Similar to the current TWHL's AIM, or MSN name.
Posted 17 years ago2006-07-08 15:46:12 UTC
in Parallax mapping Post #189337
I agree. A material must be designed with parallax in mind.

That brick wall's heightmap is set to high in my opinion. The others looked nice though.

Too bad its not supported automatically in the source code. I think Ill screw around with it, but I dont want to have to release a mini-mod just to show off my parallax.
Posted 17 years ago2006-07-07 19:05:19 UTC
in Parallax mapping Post #189210
Oh, Damn those look nice. (no PDZ, but its a mod)

I downloaded their parallax ingame demo. It looks very nice, only problem is that with no parallax the small room with 5 textures runs at an FPS of 280. With parallax on it goes down to 47! 200+ of a loss just for parallax!

Anyway, it still looks great. Using parallax would have to be done carefully and only in small boxed in areas.

Thanks for the link Habb :)
Posted 17 years ago2006-07-07 17:49:40 UTC
in Parallax mapping Post #189191
Its not the parallax that hurts PDZ, its reflective lighting on EVERY TEXTURE! Even dirt and sand!

Parallax is just amazing in my opinion!
Posted 17 years ago2006-07-07 16:31:57 UTC
in Parallax mapping Post #189176
I know how it moves with you, but its not noticable. It in fact is only noticable if you walk right against it and walk along the texture right against it.....

Every texture that is correctly lit is awsome :)

Yes though alot of textures are overly covered with shader effects and reflections. But most look great.
Posted 17 years ago2006-07-07 16:11:03 UTC
in Parallax mapping Post #189172
Thats a blur not related to an error. It simulates turning in RL. I like the effect. :) Realistic.

ZOMG, how could you say they are shithouse?!!! ARGH (Rolling on floor screaming and flailing around randomly)
Posted 17 years ago2006-07-07 16:06:20 UTC
in Parallax mapping Post #189170
Oh no you didnt strider! Heres a screenie from PDZ showing its awsomeness!

http://img388.imageshack.us/img388/8072/10007789mg.jpg

Thats the magic of parallax!

Yes, some are reflected for no reason (like sand) but most look awsome! How could you say the graphics suck? :(

The character models and animations suck, but textures and props are great :)
Posted 17 years ago2006-07-07 12:32:03 UTC
in Parallax mapping Post #189115
Well, I found one :)

Anyway, have you played PDZ on 360? They use it soooo perfectly. Brick walls look like each brick is seperate. I must use it in source!

Im planning to parallax map some of my favorite brick textures in Source, along with some of mine :)
Posted 17 years ago2006-07-07 12:22:52 UTC
in Parallax mapping Post #189113
For those that dont know, parallax mapping is disabled in Source. Some code tweaking is needed for it to work. What I want to know is if I use a parallax mapped texture in one map, would it look correct on other peoples computers? (Probably not, but im just asking if for some small chance someone actually knows a way)

Reason I ask is because this is a powerful custom shader. :)
Posted 17 years ago2006-07-06 18:21:27 UTC
in Map won't run. Post #188976
Errors go deeper than the simple "Alt + P". Some random examples: Improper move rope assignment, changing existing models, and reloading maps where the old model remains, stuff like that. Weird trigger assignments, etc....

Anyway, I suggest posting the vmf file for evaluation........
Posted 17 years ago2006-07-06 18:16:49 UTC
in Computer Troubles Running Hammer Post #188972
Just make a cylinder with brushes, copy paste on top of eachother, Vertex scale inward, copy, vertex scale, repeat. Its easy.

As for your proplem, post the vmf with the trouble. Im not sure what your actually trying to do.

As for performance: ctrl alt delete and check for any unnessessary programs or processes running. Disable your virus scanner for the time of using hammer.

BTW, whats your CPU frequency and type?
Posted 17 years ago2006-07-06 15:20:06 UTC
in Competition 21 Post #188926
Ya, your right Jimmi, it would be kind of uneven....

But dont get me wrong, I always try to see if I can make details with brushwork before going to models :)

Guess I cant have an Enterprise D model fly over the map for no reason at all :(
Posted 17 years ago2006-07-06 14:48:57 UTC
in Competition 21 Post #188923
Kasperg, sometimes props are the only answer, and the game cannot provide any of them. Such as old building architechture, gargoyles, parking meters, sewage drains, Big rig trucks, etc. These stand out, and are needed for the dynamics of a map.

Well, anyway I see there's no point arguing over this, its already done. Im going to contiue modeling my captains wheel!
Posted 17 years ago2006-07-06 13:27:44 UTC
in Competition 21 Post #188905
Yes, I suppose using displacements/func_detail, VM, etc you could accomplish what I said, but not very well. Displacements cannot be manipulated accurately, and brushwork can only go so far. It would still look blocky. Brushwork cannot have smooth corners, and bevelled edges. (Yes U can, just not in the way modeling accomplishes it)

Plus, a brushwork booth would take forever, and be a bitch to make. A modeled brush would take maybe 40 minutes (assuming the skin is ready) To model, texture, and import.

I guess its a good compo, but I was looking foward to some showcasing of my modeling/texture skillz... :( :(

And just because something has custom models/content does not mean its better. Its all about its usage, and appropriateness in the level.

BTW, forgive any mispellings or errors, Ive been very sick lately and still am.
Posted 17 years ago2006-07-06 00:38:18 UTC
in Competition 21 Post #188793
You cant build a decent looking booth with brushwork and displacements. Bevelled edges, Smooth corners, oval shaped dome, all cannot be done with brushwork. Im just stating facts. Source is completely different from HL. Props are a BIG factor. (A good example: Notice all the arch props used in source. THis is done for more sides, and performance. )

So, anyway, I WANT CUSTOM CONTENT!!!! XD
Posted 17 years ago2006-07-05 22:33:30 UTC
in Competition 21 Post #188763
You see, the waiting booth for the train cannot look good with brushwork. it would look too blocky for source. Only the power of models can do this. The waiting chairs? Ohh, I know use the subway chairs, or the normal chair props provided by valve...... One of source's primary techniques involve the perfect integration between props and brushwork.

Aggh, NO custom content!? I say a pox on thee!!!
Posted 17 years ago2006-07-05 21:56:07 UTC
in map too big for site Post #188759
why not host it and post the link? You dont need a website to upload maps....

Try freewebs.com dawg
Posted 17 years ago2006-07-05 19:25:37 UTC
in Competition 21 Post #188736
I wish it was more open to originality, not just "recreating" a picture.

And no custom content? The CSS/HL2 textures are sooo overused. I was really looking foward to showing off some custom props and materials normal mapped like crazy!!!

MAybe Ill do this, but not submit it for entry, cuz I would like to add custom content.........
Posted 17 years ago2006-07-04 16:14:22 UTC
in 3d skybox problem Post #188474
I dont really think its needed to put it in 0 0 0 in the world. Just place it, select the geometry to be skyboxed (including the skycamera) copy, paste special, then ok, then scale to .0625. Delete the sky camera from the regular world, but leave the one in the skybox. Its that simple :)
Posted 17 years ago2006-07-01 19:21:29 UTC
in Custom materials Post #187855
TWHL tutorials, Valve WIKI.
Posted 17 years ago2006-06-30 19:42:02 UTC
in Alyx question (spoiler...kinda) Post #187682
Theres a pic somewhere in HL2 with Eli holding his wife with baby Alyx by them. Her mother is Asian.

Nuff said...
Posted 17 years ago2006-06-30 16:52:53 UTC
in favorite computer/gaming food? Post #187642
Interesting post :) I would have to say cheezits (white cheddar) With Aquafina water :)
Posted 17 years ago2006-06-30 16:51:12 UTC
in Alyx question (spoiler...kinda) Post #187640
dustbunny, Wiki's are made by regular people with no qualifications in anything related to the HL2 universe. What you read was someones opinion on the wiki. Dont believe everything on the internet...........
Posted 17 years ago2006-06-28 21:55:52 UTC
in Kasperg Projects! Post #187397
Wait a fuckin minute, this is HL1? NO WAY!!!!

ZOMG times about 500!

Crazy good !
Posted 17 years ago2006-06-28 21:37:17 UTC
in Kasperg Projects! Post #187390
ZOMG Star trek Mod!

I would of preferred TNG though...

Kasperg: Did you really use bumpmapping, or did you forget the new better version is normal mapping? Because that doesnt look too bumpmapped. Source is capable of more. I suggest NVIDIA normal map filter (assuming you bumped mapped only using greyscale instead of RGB)

Also turn the scale and use 3X3 format for the normal map. It would look teh pwn if you did that :)

Map looks awsome BTW :)

Is the sand going to raise up like a trap? That would be awsome :) XD
Posted 17 years ago2006-06-28 19:23:41 UTC
in Sweet mother of God... Post #187378
Source mapping and HL mapping are the same when it comes to VM. You must be VM'ing your brushes incorrectly.....
Posted 17 years ago2006-06-28 18:08:00 UTC
in Sweet mother of God... Post #187373
I assume its possible with VM, just very tedious and unnecessary.

Modeling it however would take about 2 minutes. That seems to be the most logical answer.
Posted 17 years ago2006-06-28 17:40:54 UTC
in Sweet mother of God... Post #187364
It took this post 4 pages to realize its a model???
Posted 17 years ago2006-06-26 20:35:09 UTC
in Phantom Brush Post #187050
Damn I was gunna say that!
Posted 17 years ago2006-06-25 20:27:34 UTC
in How did you find TWHL? Post #186881
When I wanted to learn mapping I typed "Hammer mapping" into google. I browsed a few and came to TWHL. I liked the site navigation and look. I also liked how it had the "In the beginning parts 1-6." Very helpful.

The only sites I referenced for mapping were TWHL and the Valve wiki :)
Posted 17 years ago2006-06-25 20:14:52 UTC
in Error creating new textures Post #186879
Why not just add it to the favorites? :)

Some texture tips:

Use a digital camera to take pics of things in RL and transfer them to the computer. Use a photo editing/image editing program to edit out the shadows, add detail, etc.

Good luck :)
Posted 17 years ago2006-06-25 19:42:36 UTC
in Error creating new textures Post #186867
First off, you dont need to create a .vmt file in your sourcesdk folder. After it compiles the targa and places it in the game directory then you just place the one in the game directory material folder.

Each texture requires its own .vmt.

You can place other new textures you make in your folder you created. it will compile them and place them in the folder you created. A new folder is not required for each texture. You just have to alter the vmt for the new texture.

You can compile all textures to the HL2 directory, then drag and drop the files into another mod of your choice. Or just replace HL2 with your mod choice based on the tutorial I gave.

THe other surfaceprop types are listed here:

http://developer.valvesoftware.com/wiki/Material_surface_properties
Posted 17 years ago2006-06-25 18:12:55 UTC
in Error creating new textures Post #186863
Take a look here at my example .vmt again:

"LightmappedGeneric"

{ "$basetexture" "mikematerials/cliffy"
"$surfaceprop" "rock"

}

I believe you forgot the "LightmappedGeneric"
Posted 17 years ago2006-06-25 15:18:52 UTC
in Error creating new textures Post #186844
POst a screenie. THat sounds like either improper vmt file, or your actual targa you created was bad. DId you use multiple layers when making it? DId you merge them before compiling it with vtex?

Its probably a .vmt error. Post your vmt information.
Posted 17 years ago2006-06-25 15:08:05 UTC
in Error creating new textures Post #186842
Your welcome :)

BTW, when you get more familiar with custom materials check here later on. Im almost finished with my tutorial here on all the advanced attributes of materials. (normal mapping, reflectiveness, reflective masks, reflective masks applied to normal maps) They really add great effects to materials once you get the hang of it.
Posted 17 years ago2006-06-24 21:30:38 UTC
in Error creating new textures Post #186762
WHen you create the .vmt file save the text file as type: all files, and "texturename.vmt" (EXACTLY with the quotes!)

IT should now have the same name as your vmt file.

Ill go over the steps easily. Check if you did all of them

1. Create texture in powers of 2 as a targa file. (BTW when I say HL2 here, just replace that with mod of your choice. MAKE SURE TO SET SDK to mod before compiling with vtex)

2. Save targa in : Steam/steamapps/RotaterSplint/sourcesdkcontent/materialsrc/yourtexturefoldername/

Lets relpace "yourtexturefoldername with ytfm, ok :)

3. Create the same folder with ytfm in your : Steam/steamapps/RotaterSplint/halflife2/hl2/materials/------PLACE ytfm HERE!

4. Back to your sourcesdk ytfm folder. Drag the tga file in ytfm into vtex. IT will drop the vtf here: Steam/steamapps/RotaterSplint/halflife2/hl2/materials/ytfm

5. Now go there. Create a text file. Save it as I told you above. Place the script I posted earlier. Here is what the script should be:

"LightmappedGeneric"

{ "$basetexture" "ytfm/texturename"
"$surfaceprop" "WHATEVER YOU WANT!"

}

6. Ok now. Everything is in order. Open sdk with the mod and its there. THis is all you do. Just make sure to review and carefully follow the directions I gave.
Posted 17 years ago2006-06-24 17:08:19 UTC
in Error creating new textures Post #186747
Is your vmt file properly done? 9 times out of 10 in errors its either wrong image dimensions, wrong file type, or improper .vmt.

Here is the proper vmt for a basic texture:

"LightmappedGeneric"

{ "$basetexture" "mikematerials/cliffy"
"$surfaceprop" "rock"

}

Mikematerials is the folder name. cliffy is the vtf name.
surfaceprop is the attributes a material has.

This a proper .vmt file for a Generic basic texture.