Forum posts

Posted 17 years ago2006-06-24 15:41:04 UTC
in Firewall = No Servers :'( Post #186730
T1 is used for buildings/companies, multiple users, etc. Its not for recreational use.
Posted 17 years ago2006-06-24 15:10:55 UTC
in Firewall = No Servers :'( Post #186725
Um, who says you cant host with cable? Thats bull crap. You could join your own server with some lag depending on how many people.

I say get the server up, then see how it works. :)
Posted 17 years ago2006-06-24 15:08:50 UTC
in Error creating new textures Post #186724
It does not have to be square. IT can be 1024 by 512, or 128 by 256, etc.

.vtf files are the result of a targa being compiled with vtex. I suggest downloading the photoshop plugin that lets you save and edit existing or new .vtf files. If you have it you have no need for vtex. You just create the texture and save it as .vtf in photoshop. It really is excellent for advanced texture techniques when you get more experienced.

Yes, current game drop down menu is the proper place. :)

All your questions are answered in the tutorial here for custom materials.

Good luck :)
Posted 17 years ago2006-06-23 22:48:52 UTC
in Great mod needs YOU Post #186642
I dont think a project like this should be judged by its models/maps. The mod is code based to be innovative to the HL engine. Too bad I dont take my C+ class til next semester :(
Posted 17 years ago2006-06-23 22:44:52 UTC
in Error creating new textures Post #186640
powers of 2. Ex: 128, 256, 512, 1024. IN any combination

AS for the directory, place them in the sourcesdk folder under materialsrc of the mod of your choice. Create the folder for them to be stored in the sourcesdk folder, and one in your Steam/steamapps/RotatorSplint/counterstrikesource/cstrike/materials/yourtexturefoldername/texture.vtf

Oh, and before compiling with vtex, open source sdk and change the mod to the one you want the texture to go to.
Posted 17 years ago2006-06-23 20:28:16 UTC
in First XSI model complete and ingame! Post #186623
I dont mean bumping, scratching, etc with XSI. I mean editing the image in photoshop. Ahh, anyway I found some tutorials on photoshop skills so :)

And BTW, "UV mapping" = The most boring thing ever!!!
Posted 17 years ago2006-06-23 17:55:11 UTC
in First XSI model complete and ingame! Post #186605
Thanks pepper :)

BTW, Ive seen some of your models. Your quite good. I was hoping if you could answer a question for me:

Do you have any good techniques for the actual creation of the skin in photoshop? What I mean is, adding variety to textures (bumps, scratches, etc)

Is this done with brushes? I only know so much when it comes to photoshop, so :(
Posted 17 years ago2006-06-23 17:08:01 UTC
in First XSI model complete and ingame! Post #186597
Here is my finished ingame top version of a parking meter. (THis will be included in my all custom CSS map coming soon)

http://img278.imageshack.us/img278/6950/meterexamplepic9fz.jpg

I put a few bullet holes in it before taking the screenie, lol :)

But anyway, its a good amount of polys, good resolution skin, and has a reflective mask on it to give it that extra umph! :)

THe pole and ground base will be a seperate model. This is because I want a drastic change in the reflective properties on the pole. Similar to the windows and cars in CSS.
Posted 17 years ago2006-06-23 11:51:27 UTC
in Firewall = No Servers :'( Post #186545
Type this into your URL bar: 192.168.1.1

username: admin
password: admin

there is a setting there, uncheck it, depending on your router type.
Posted 17 years ago2006-06-22 11:26:47 UTC
in Furniture? Post #186360
THen the model is supposed to be a prop_Static.
Posted 17 years ago2006-06-21 21:15:47 UTC
in Altering Compiled Models Post #186286
If you have any questions about UV mapping or XSI you can PM me :)
Posted 17 years ago2006-06-21 19:15:59 UTC
in Altering Compiled Models Post #186283
That is the plug in for normal mapping materials (follow up after bump mapping) You want the VTF plug in. Unfortunatly I believe GIMP does not have a VTF plugin. Thats ok though, its mainly for easy access, not essential. There is an alternative:

To edit a VTF, decompile it to convert it to a tga. To do this, download this VTF to TGA decompiler here:

http://halflife2.filefront.com/file/VTF2TGA_Converter_Utility;35355#Download

Edit how you want in The Gimp, then drag the .tga into vtex.exe in your Steam/steamapps/TawnosPrime/sourcesdk/bin/vtex.exe

IT will compile it and save it to the proper directory. If not, put it in manually (Make sure to view the output directory to locate it)

Hope that helps :)
Posted 17 years ago2006-06-21 16:22:30 UTC
in Altering Compiled Models Post #186275
Google VTF plug in for The GIMP. It does exist.

vmt files set the parameters for the material. If you simply want to reskin a model, leave the .qc the same unless you add a reflective mask, or bump mapping or something like that. Oh, wait, you will have to change the materials directory in the vmt file once you save. (MAybe not, if you actually just fully replace the skin)
Posted 17 years ago2006-06-20 20:36:39 UTC
in Altering Compiled Models Post #186155
Are you decompiling the wrong mdl files? Use the gunname_ref.smd file for importing. As for the reskinning: Reskin it, compile the skin, place it in its proper directory, and specify the directory in the .qc file. Its very simple.
Posted 17 years ago2006-06-20 19:54:24 UTC
in TWHL3 Post #186152
Something this site (or TWHL3) needs would be a thanking system. (kind of like iwannamap.com's) People can click thanks under someones name after they helped them with a problem. People's number of thanks will encourage helping even more, and is just something cool to add :)
Posted 17 years ago2006-06-20 12:11:10 UTC
in Model decompiler problem Post #186061
Nice, thanks GertJe!
Posted 17 years ago2006-06-20 11:54:27 UTC
in Model decompiler problem Post #186055
Im using cannon fodders model decompiler, but when I open it I get the error:

ExtraApp ID set to 211, but no SteamAPP ID

Then it closes.....

CAn anyone help?

Also if you know some other good source model decompilers, can you post them?
Posted 17 years ago2006-06-19 18:21:39 UTC
in Penumbra Post #185968
I like the bumpmapping, but the texture design does not wrap, meaning the transition and pattern are visible on the texture.
Posted 17 years ago2006-06-19 15:11:21 UTC
in Penumbra Post #185936
Is that a mod of the source engine?
Posted 17 years ago2006-06-18 15:25:54 UTC
in New Space Shuttle launch schedule Post #185710
Anyone read the article about Steve Hawkings speech on how we must colonize other planets? He believes its possible to colonize the moon in 20 years, and Mars in 40 years.

Also, a prototype cloaking device will be shown in 18 months!

ALSO ALSO, scientists have said warp drive is possible, and could be done within the next 20-40 years!

Linkage:

http://www.startrek.com/startrek/view/news/article/17856.html
Posted 17 years ago2006-06-18 15:22:23 UTC
in Lamp model Post #185709
Try this (CSS) or it might be in HL2 also:

models/props_lab/desklamp01.mdl

If I wasnt so busy I would make you a kickass one. :(
Posted 17 years ago2006-06-16 18:48:02 UTC
in 1st time using something's wrong.. Post #185406
I would think the tin would be a greater risk for ESD, which ruins computers, and could be deadly.......
Posted 17 years ago2006-06-16 18:11:13 UTC
in ?ber computer fan =) Post #185395
I dont think its a good idea to attatch it with tin foil.........
Posted 17 years ago2006-06-16 15:02:19 UTC
in Masking a reflection on a model Post #185374
$normalmapalphaenvmapmask" "1". Thats the same as material masking with a normal map. For some reason I thought it would be different for models. Thanks Rabid :)
Posted 17 years ago2006-06-15 19:29:40 UTC
in Masking a reflection on a model Post #185278
How would I go about masking a reflection on a model? Should I include a greyscale on the Alpha channel of the models Skin? Or should I make a "_mask" of the same skin similar to creating the effect on materials?
Posted 17 years ago2006-06-15 19:13:32 UTC
in Skinning a model problems: Post #185277
The blackness on the other side of the model was simply a lighting problem. The yellow lines was a result of stamping the UV map on the texture. That is not needed unless texturing in Photoshop directly will be used.
Posted 17 years ago2006-06-15 17:02:10 UTC
in HL2: Episode 2 Post #185269
Ya, Valve came up with some ingenius ideas in this one. Like using your light for Alyx to shoot the enemies. You can also flip the antlions so Alyx does more damage. Things like that were all throughout the game.
Posted 17 years ago2006-06-14 21:39:06 UTC
in First XSI model complete and ingame! Post #185178
here is a futuristic arch door entrance I made and put ingame:

http://img221.imageshack.us/img221/5351/archpic2af.jpg

Modeling opens up a whole new way of mapping :)
Posted 17 years ago2006-06-14 20:09:10 UTC
in Skinning a model problems: Post #185175
Sorry Rabid I figured this problem out ages ago. But anyway thanks for the help. :)
Posted 17 years ago2006-06-14 10:03:09 UTC
in Steam Friends list, Post your name: Post #185092
Post your Steam names here:

xyos212

(Sometimes my brother (Exos) is on under Mr.Data on my xyos212 account. So anytime it currently says Mr.Data its Exos and not me.)
Posted 17 years ago2006-06-14 09:48:16 UTC
in Desktops of June Post #185087
Posted 17 years ago2006-06-14 09:44:37 UTC
in First XSI model complete and ingame! Post #185086
Exos is my little brother Habboi...........
Posted 17 years ago2006-06-13 17:55:21 UTC
in First XSI model complete and ingame! Post #185019
Thats actually a pretty good idea killer1102. A school bus, or commercial? Both would be a cool prop in the source engine since no mod has either one.

Im going to see if I can find any good reference pics. :)
Posted 17 years ago2006-06-13 16:31:01 UTC
in First XSI model complete and ingame! Post #185013
The reason why the bar and weights are less detailed is because I wanted less on the UV map. As I said this was a test model to get into Source. A test for UV mapping and wrapping a skin.

Now the question is what do I model next? I dont want to do a gun, everyone does that. I was thinking of a useful prop_static. Maybe an interesting piece of furniture, or a vehicle?
Posted 17 years ago2006-06-13 14:52:30 UTC
in First XSI model complete and ingame! Post #185004
Ok here is my very first model textured and ingame. Its a barbell for weightlifting. Its crude, but ok. I wanted a simple model to test in source first, so here it is. The next one will pwn beyond belief! :)

(BTW its in my test map too :) )

http://img161.imageshack.us/img161/7337/yaaaa6xn.jpg
Posted 17 years ago2006-06-13 10:53:09 UTC
in Skinning a model problems: Post #184959
Ive skinned some of my model, but there is a problem. Ill post a screenie to show:

(BTW this is not a good model, just me trying to get skinning :) )
http://img155.imageshack.us/img155/4773/uvprob4hm.jpg

First off I can still see the yellow outline from the UV map! How do I remove them?

Second, the other side of those weights is not textured even though I placed their polygons in the UV on top of the image. What is the problem?

Also, is it ok to place 2 different sides of the model on top of one image on the UV map?

Here is a screenie of my UV map so far:

http://img115.imageshack.us/img115/2482/stamperror9wy.jpg

Any help is much appreciated :)
Posted 17 years ago2006-06-12 21:47:12 UTC
in Good Card for HL2? Post #184881
Newegg.com is a great resource, as with tigerdirect.com

Personally I would suggest getting a new motherboard with PCX16 slot. A good card for PCX16 thats a nice price the GeForce 6800 256mb ddr.

Or go crazy and get the GeForce 7950 GDDR3 Gig RAM!! ZOMG!
Posted 17 years ago2006-06-12 21:22:43 UTC
in Good Card for HL2? Post #184877
AGP? sigh....... :(

Out of those I would suggest the Geforce.

BTW whats the cpu speed on your computer?
Posted 17 years ago2006-06-10 21:23:02 UTC
in Compiling a model problem Post #184634
Nice, thanks BJ :)
Posted 17 years ago2006-06-10 20:01:29 UTC
in Compiling a model problem Post #184627
Ha I got it to work! Silly me I accidently left 2 cylinders and a cube (small parts of the model) un-merged and not with the UV map! God the smallest mistake cost me so much frustration!!!

Now I can finally go on to making a wicked awsome static prop!

BTW does anyone have any good links for advanced UV mapping techniques?
Posted 17 years ago2006-06-10 19:03:21 UTC
in Compiling a model problem Post #184612
I tried the sourcesdk enviornment project in command.com and it does not work. I tried everything. I already have sourcesdk as an enviornment project. What am I doing wrong? I really need to see the errors in the log!
Posted 17 years ago2006-06-10 16:38:58 UTC
in Nvidia, you have gone to far Post #184596
Of course you would need this. To play games like Crysis. It surpasses the power of 360 I would say. 360 has duel cores and 512 GDDR3 RAM right?
Posted 17 years ago2006-06-10 15:33:12 UTC
in Compiling a model problem Post #184584
IM a little closer. I accidently had LightmappedGeneric instead of the "Vertex bla bla" in the VMT. At least my weight set is textured. BUT, I still have a pink and black checkered box over my model with a random cylinder on top of it for some reason.

Is this because I made no collision model? I let the compiler make one. Collision must be saved as .phys with Valvesource exporter correct?

Ill try a simple model, UV map it, then compile and see if that ends up with the dreaded pink and black checkered Box with a random cylinder.....
Posted 17 years ago2006-06-10 15:16:35 UTC
in Nvidia, you have gone to far Post #184583
Thats really not a bad price for the power that card has.

Is it DX10 compatible? I didnt see that...
Posted 17 years ago2006-06-09 20:57:05 UTC
in Compiling a model problem Post #184467
Thanks Rabid. and BTW, I didnt figure out the problem :( I did however get closer to compiling the model. It compiled, but the model has a big cube in the middle for some reason, along with a random cylinder floating in the air. Also I didnt get the texture directory correct.

Here is my new .qc file:

$modelname "Bench/Bench.mdl"
$scale 7.0
$staticprop
$body "Body" Bench.smd
$surfaceprop "metal"
$cdmaterials "modelsweightwrap"
$collisionmodel "Bench" {
$concave
}
$sequence idle "Bench.smd" fps 15 ACT_IDLE 1

Here is the line I believe is the problem: $cdmaterials "modelsweightwrap"

"weightwrap is the name of my UV map VTF file.

should this be: models/weightwrap? My directory goes modelsBenchweightwrap.

EDIT: Rabid, the command cd "%sourcesdk%bin does not work...

Oh, and here is a screenie of what is supposed to be a weight set, but has a cube in it for some reason.....

http://img85.imageshack.us/img85/7205/weights8zh.jpg
Posted 17 years ago2006-06-09 14:38:36 UTC
in Compiling a model problem Post #184435
Ahh, I figured it out. I did the saving incorrectly, and did not properly UV map and save. I figured this out through iwannamap's video tutorials. Good stuff, good stuff :)
Posted 17 years ago2006-06-09 10:30:14 UTC
in My first normal mapped material Post #184403
Ya I know, I would of fixed it, but this map is mainly used as my testing map. I use it for physics experiments, lighting, custom materials, AI assaults, etc.

:)
Posted 17 years ago2006-06-09 10:08:07 UTC
in Compiling a model problem Post #184398
I set the VPROJECT table up, and took a look at the files I had. I had a "Bench.smd", but it would not compile correctly. So I changed it to Bench_ref.smd. It compiled, but I ended up with some weird shapes that was not the Bench I made.

I think my problem now is exporting SMD files from XSI. XSI saves the file as a .scene, or .exp file. I try to export that as SMD, and I get some weird model I didnt make.

Here is a screenie: http://img400.imageshack.us/img400/3237/arrows1ad.jpg

The blue arrow indicates the compiled SMD opened back up. That is not my bench model.

The red arrow is the Export SMD option. Here when I choose the directory for my bench.exp to be exported to SMD it freezes. When I type Bench.exp in it, it compiles and I get that weird object.

Am I not correctly saving this, because when saving .scene and .exp are the only options.

Is something wrong with my Valve add-on for XSI?

I know the saving process is the problem. Can anyone help?

Oh and thanks for the help with the directories :)
Posted 17 years ago2006-06-09 09:36:24 UTC
in My first normal mapped material Post #184392
wheel, Here is the same texture hit with the proper light to appear "wet" (Its all about the lighting for getting reflections right BTW)

http://img155.imageshack.us/img155/7527/shinymax7pc.jpg
Posted 17 years ago2006-06-08 19:29:34 UTC
in Compiling a model problem Post #184341
This is a prop static BTW.

Here is the qc file:

$modelname Bench/Bench.mdl
$cdmaterials models/Bench
$staticprop
$scale 1.0
$body studio "Bench_ref.smd"
$sequence idle "Bench_idle.smd" fps 1
$collisionmodel "Bench_phys.smd" {
$Mass 20
}

I dont know if this is useful, but when I exported to SMD, all I did was type the name of the file in the box. (Bench.smd) it saved the SMD in the XSI folder. SHould I actually put the directory in that box? (I did that, but XSI froze)