Forum posts

Posted 17 years ago2006-06-08 19:12:30 UTC
in Compiling a model problem Post #184337
Ive been following BJ's modeling tutorial here, and Ive ran into an error. The part where I drag my .QC file to studiomodel.exe is the problem. Instead of information on the model being displayed, the DOS window flashes up for a second, no information, and does not compile the model. Can anyone help me?
Posted 17 years ago2006-06-08 19:06:47 UTC
in My first normal mapped material Post #184336
wheel, it does look realistic. I didnt just, quote " just put some bump and reflection...try to make it more realistic". I worked on the bumpmap and reflected mask. Ingame this looks as good if not better than the wet rocks in Lost Coast.

I dont just throw textures together........
Posted 17 years ago2006-06-08 11:14:11 UTC
in My first normal mapped material Post #184294
Here is the next step in my material evolution. Rock blend texture normal mapped and reflected with a mask to appear wet and glossy similar to Lost Coast's method. Im quite proud of this particular material:

http://img434.imageshack.us/img434/5748/darocker2qz.jpg
Posted 17 years ago2006-06-08 10:53:17 UTC
in HL2: Episode 2 Post #184292
You dont need all new textures, or models for a good game. I thought Ep1 was very good, and I look foward to episode 2. Stop your wining and enjoy it for god's sake!
Posted 17 years ago2006-06-08 08:53:34 UTC
in The Google Video/YouTube Thread Post #184277
OMG cpu overclocked to over 5000 megahertz and does not overheat! http://www.yikers.com/video_computer_overclocked_to_5000_mhz.html

Oh ans Simpsons in Arabic: http://www.yikers.com/video_islam_version_of_the_simpsons.html
Posted 17 years ago2006-06-06 20:18:14 UTC
in Half-life 2: Episode 1. Steamy ham Post #184133
Well Im sorry, I didnt realize I was making a joke of myself, or if I was causing trouble.....

I dont want any trouble....
Posted 17 years ago2006-06-06 19:19:25 UTC
in Textures :S Post #184124
Steam only uses like 40 megs to run, its not that much.....
Posted 17 years ago2006-06-06 19:18:38 UTC
in Half-life 2: Episode 1. Steamy ham Post #184123
Unknown forum dude? Whats that supposed to mean?

Ok Goth emo guy.........

So you still have not read up on Hl2's story right????
Posted 17 years ago2006-06-06 18:28:03 UTC
in Textures :S Post #184117
One app: GCF scape, or download the HL tools from the internet, or use the dedicated server ones.
Posted 17 years ago2006-06-06 18:27:21 UTC
in Half-life 2: Episode 1. Steamy ham Post #184116
I think the Vortogaunts just stopped Gman from taking Freeman again, and took Freeman back.
Posted 17 years ago2006-06-06 17:31:52 UTC
in Camera Follows Gordon? Post #184105
Or set a trac_train or sumthing to move with player, and have the camera's parent the trac_train.
Posted 17 years ago2006-06-06 17:24:10 UTC
in The Google Video/YouTube Thread Post #184103
That Autism video for the condoms was kind of weird. Condom commerical? The message is having children is embarassing? Kind of stupid commercial..
Posted 17 years ago2006-06-06 16:05:36 UTC
in for those with a webcam Post #184079
Im guessing set your camera to take pics every 2 minutes, or any set interval..
Posted 17 years ago2006-06-06 14:21:02 UTC
in My first normal mapped material Post #184063
I should of said this is not meant to be used. I was just screwing around with custom blend materials and their attributes. THe grass is to be used, the rocks are a result from a google search. THe next post will include a fully complete ROCKIN blend texture dawgs!
Posted 17 years ago2006-06-06 11:13:45 UTC
in The Google Video/YouTube Thread Post #184036
OMG I just watched "the Juggernaut bitch". I laughed through the whole thing! ROFL!
Posted 17 years ago2006-06-06 09:58:53 UTC
in Half-life 2: Episode 1. Steamy ham Post #184024
Obviously Saribous you didnt pick up on the story in HL2.....There are many signs, letters, and people to progress the story. Go read a story synopsis on it, then come back and say its bad, ok???? :biggrin:
Posted 17 years ago2006-06-06 09:56:32 UTC
in My first normal mapped material Post #184022
The 3rd is not meant to be useful. Just a test blend texture, thats all......

(The grass I used in the blend texture is actually a picture of my grass in my yard converted to be in source :) )
Posted 17 years ago2006-06-05 22:14:34 UTC
in My first normal mapped material Post #183994
Here is a custom blend texture I was screwing around with. :)

http://img105.imageshack.us/img105/4259/blendy0ve.jpg
Posted 17 years ago2006-06-05 21:50:58 UTC
in Wrapping a texture to repeat smoothly Post #183992
Using Photoshop, does anyone know how to wrap texture patterns to repeat with a seamless pattern?

I thought I knew, but realized after going to more complex textures that my method was wrong. (I used the pattern filter)
Posted 17 years ago2006-06-05 21:48:38 UTC
in HL2: Episode 2 Post #183991
Obviously Arcan has not beat Episode 1 yet...
Posted 17 years ago2006-06-05 21:20:38 UTC
in Half-life 2: Episode 1. Steamy ham Post #183988
Theres not really anything innovative coming to next gen so far. High Def textures, normal mapping more clear, parallax mapping, HDR, reflections. Almost every aspect of RL is emulated now. Now its just the hardware being able to catch up with the newer techniques of development.

Of course I dont mean it doesnt look good. I am just pointing out whats changed, and what has not.
Posted 17 years ago2006-06-05 21:18:29 UTC
in source glitch in division of brushes Post #183987
No, its ok Ill leave it. its really not that big of an inconvience. Thanks for all the help though :)
Posted 17 years ago2006-06-05 20:14:21 UTC
in source glitch in division of brushes Post #183973
Id rather not rollback anything. The new driver for Nvidia is very good. Episode 1 does not get these problems, and every game becides CSS, DOD source, and HL2DM. I can live with it.

Another thing though: It also glitches the face selection tool in Hammer. Selected brushes that appear red when chosen flash when moving in the 3d window, and sometimes vanish. This makes it difficult to keep track of selected faces.
Posted 17 years ago2006-06-05 20:11:27 UTC
in Half-life 2: Episode 1. Steamy ham Post #183972
Ya, HLDM source is so glitchy. THe guns in crossfire,.........sigh OMG.....

Kasperg: Final Fantasy VIII? Seven and ten were the best. 8 was ok. Of course this is just how I feel...

Jobabob: The two sides: length and gameplay. Its up to the player to decide which is more important. Its all up to the player. Your choice which one you prefer, but dont go around telling everyone it sucks just because its short, and espically since you didnt play it.

I dont care you hate it, I just dont like how your advertising it in a negative way. Play it to see......
Posted 17 years ago2006-06-05 19:29:20 UTC
in Half-life 2: Episode 1. Steamy ham Post #183965
Well, FEAR wasnt that boring. THe cool animations and slo-mo effects were nice. It was all effects in that game. Not a bad game...

As for Episode 1: Yes it could be longer, but this is the only game where I make an exception. If I went back in time and could choose whether or not to buy it again, I would buy it again. Its one of the best FPS experiences Ive ever had.

One thing I loved was things they did that used to be taboo in all other video games. Like the part where you and Alyx get in the car and DOG throws both of you into the combine tower. A very cool experience indeed. Must of took forever to coordinate and create the animations, and have it move with the player with it.....
Posted 17 years ago2006-06-05 18:54:25 UTC
in source glitch in division of brushes Post #183961
Meh, its ok I can still play. You forget about it after awhile.
Posted 17 years ago2006-06-05 15:14:40 UTC
in source glitch in division of brushes Post #183937
Yes I do have a 6800. The new driver update caused it, but I dont want to rollback because all my games run sooo smooth after the new Nvidia driver update. I guess Ill have to wait for another update.....
Posted 17 years ago2006-06-04 21:28:40 UTC
in source glitch in division of brushes Post #183814
OK, ever since I downloaded the source update about 2 or so weeks ago ive had some weird errors occur. In game I can see the division lines of brushes, the graph over displacements which can only be viewed in Hammer, (but its ingame)....

Does anyone know whats wrong? Is this some glitch after the update, or is it a console command or something I accidently put in?

Here is a screenie:

http://img221.imageshack.us/img221/6172/errorz6qm.jpg

BTW Its not a anti-aliasing or antisotropic error. It does not to this for Episode 1, so Im a little lost.....
Posted 17 years ago2006-06-04 20:19:09 UTC
in My first normal mapped material Post #183807
Here is another version of this texture after I learned to properly normal map and add a reflective mask to a normal mapped texture. I also turned down the contrast, and tweaked the normal map.

http://img142.imageshack.us/img142/4233/bumpmappezzz5ho.jpg
Posted 17 years ago2006-06-04 19:36:38 UTC
in Half-life 2: Episode 1. Steamy ham Post #183802
Its very good for a four hour game. New HDR lighting effects, very fun puzzles, new gameplay types, enemies, etc....

Worth it for 20 bucks.
Posted 17 years ago2006-06-04 19:35:03 UTC
in Source Experiments Post #183801
bumpmapping: Uses one channel of an image for lighting effects.

normal mapping: Uses RGB (red, green, blue)and alpha channels for better effects.

BTW Habboi, when you try to mask a reflection on a normal map, the Valve wiki is kind of obscure on that topic. (along with other sites) I suggest reading my easier explanation on it :)

http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=11667&pg=1
Posted 17 years ago2006-06-04 15:19:59 UTC
in Half-life 2: Episode 1. Steamy ham Post #183746
Im happy that its 4 solid hours of good innovative VERY FUN gameplay, and not 12 hours of droning monotanous repetition....
Posted 17 years ago2006-06-04 15:17:47 UTC
in Custom materials tips Post #183745
yes normal maps (not bumpmaps, they are old) are simple, but masking a reflection on a normal map is annoying. (its easy when you get it, but the directions for doing it are very hard to understand. Thats why I made this thread)

VTFlib DLL file goes in the Photoshop/folder. (Example: C:programfilesadobephotoshop

VTF.8bi goes in photoshop/plugins.

When opening a file, change the type to VTF, and when saving, make sure as one of the parameters is normal mapped and alpha 1.
Posted 17 years ago2006-06-03 20:53:04 UTC
in Source Experiments Post #183630
Habboi: You mean normal mapping right? Are you using Photoshop and the Nvidia plug in for normal mapping? Also, did you add the reflective properties to the material? I spent a large amount of time recently experimenting with normal mapping and reflecting/masking. That sounds like a too high normal map to me. Try using 5 by 5 or higher height generation.
Posted 17 years ago2006-06-03 19:00:30 UTC
in Custom materials tips Post #183612
Ive been going through painful moments in order to understand and do a decent bumpmapped texture with a reflected mask. I thought I had the answer before, but then tested it, and it didnt work. Now I have the answer, and it has been proven!!!

This guide assumes you read the Valve wiki on normal mapping, and reflective materials:

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

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

Quick guide to masking a reflection on a normal map:

1)The targa file that is the _normal file must be normal mapped first.

2)After the normal map, copy/paste the image of the normal map to another canvas of the same dimensions. (duplicate option) The copied version must now be in greyscale. White is full reflection, black is no reflection.

3)Now after you screw with the white/black, go back to the original normal map. Create a new channel (alpha)

4)Now go to the greyscale. Leave it in grey mode and ctrl A (select all) paste it to the alpha channel of the normal map.

5)Save in 32 bit format, compile it to a VTF.

6)Now, the regular VTF (not the _normal version) must have a vmt. In the vmt make sure to put "$normalmapalphaenvmapmask" 1 along with all the other parameters needed.

BIG helper!!!: Download the VMT plugin for photoshop to reopen compiled VMT's and screw with it until you get the handle of it. (instead of having to create more and more textures to test)

Download here: http://nemesis.thewavelength.net/index.php?p=39

VTF edit (GUI) is very good too: DL here:

http://nemesis.thewavelength.net/index.php?p=40
Posted 17 years ago2006-06-02 17:29:28 UTC
in Half-life 2: Episode 1. Steamy ham Post #183332
Argh, Ive been exposed!
Posted 17 years ago2006-06-02 16:43:35 UTC
in Half-life 2: Episode 1. Steamy ham Post #183329
WHoa whats this? The new enemy of Episode 2 in Episode one? ZOMG! XD!!!

http://img442.imageshack.us/img442/9810/newenemy5yz.jpg
Posted 17 years ago2006-06-02 14:55:27 UTC
in Half-life 2: Episode 1. Steamy ham Post #183311
play it first before judging it....
Posted 17 years ago2006-06-02 13:46:04 UTC
in Half-life 2: Episode 1. Steamy ham Post #183299
Sometimes length does not matter. In this case it does not.

One thing I also disliked was the only thing you hear Gman say in Ep1 is what he said in the demo trailers: "Well see about that"
Nothing other than that. Its always important and exciting when he appears and speaks, but hearing the same thing that was in the demo only was kind of a let down.

All in all though its very impressive.

I was hoping for maybe a new weapon or so. And maybe some new textures. There was about 5 new textures, (mostly in the hospital and parking lot areas) But it is not about the textures. The only things wrong were the small things

I give it a 9.3 out of 10.

On a side note with FEAR: Fear is good Jobabob, if you can run it. I had a friend who thought it sucked, then played it on my computer. Turns out his computer was crap and he was only getting 1/5 of the experience. SP is good only once. Multiplayer is ok. Since the price dropped now I would say get it.
Posted 17 years ago2006-06-02 13:38:03 UTC
in New update displacement glitch Post #183297
Its not in Hammer, its in all Source mods (CSS, DOD source, ) But for some reason not in Episode 1.

It showed up after an update around 2 weeks ago .......
Posted 17 years ago2006-06-02 12:37:48 UTC
in Half-life 2: Episode 1. Steamy ham Post #183281
jobabob, have you played it yet? Its very fun, and quite impressive in every meaning of the word impressive. Yes it is short, but dont forget its only 20 bucks. Its the same length as FEAR, and FEAR was 50 bucks! Its quite worth it.
Posted 17 years ago2006-06-02 12:10:26 UTC
in custom bumpmap photoshop question Post #183272
Ok I figured it out.

In photoshop, open up the _normal tga file of your texture. Then open up the greyscale version used to outline where the reflection is. Now ctrl A (select all) the gray scale, go to "select" then save selected as, then save it in the _normal's alpha channel. Then compile with vtex, and fill in the VMT files attributes. BAM thats a spicy meat ball!!!!!
Posted 17 years ago2006-06-02 12:08:24 UTC
in New update displacement glitch Post #183271
No I mean actually in game I can see the grid in the displacements.
Posted 17 years ago2006-06-02 11:44:23 UTC
in Half-life 2: Episode 1. Steamy ham Post #183270
Just beat it. It was short, but longer than some other normal FPS games out there (FEAR, Ressurection of Evil, etc) I liked the ending, very fulfilling. I wonder what happens next????

Im going through now with commentary on :)
Posted 17 years ago2006-06-01 19:46:23 UTC
in Half-life 2: Episode 1. Steamy ham Post #183195
Im at the part where you have to escort the citizens to the train. On the way I thought this scene was very nice:

http://img389.imageshack.us/img389/7836/awsomeness6ia.jpg
Posted 17 years ago2006-06-01 18:43:20 UTC
in Half-life 2: Episode 1. Steamy ham Post #183187
God damn it I thought it would be longer.

I just reached the part where the Citadel core is on track to explode again and send the signal.

Im not reading your post until Im done.

Here are some thoughts thus far:

Some small parts were WAAAAAYY to dark. More than Doom 3. Plus the light lasts about 10 secs. Alyx even says a crack about the light.

Thats the only thing I disliked so far.

Its got alot of good small puzzles, wonderful looking HDR, cool particle effects in the air, It seems almost flawless so far.

I wonder if Breen is still alive...
Posted 17 years ago2006-06-01 16:51:39 UTC
in New update displacement glitch Post #183178
After the source update about a week ago, Every source mod I play the displacement masks are visible. (The grid in hammer editor made up of triangles when adjusting displacement heights) Does anyone else see this?
Posted 17 years ago2006-06-01 16:49:46 UTC
in Half-life 2: Episode 1. Steamy ham Post #183177
HLDMS....... Real time lighting on the guns, displacements, glass, water, mild reflection, 3d skybox. THats it. Its not worth space on my computer.
Posted 17 years ago2006-06-01 16:19:40 UTC
in Half-life 2: Episode 1. Steamy ham Post #183172
OMG this game is absolutely incredible! The HDR is amazing! There are some new lighting effects that make it look stunning! The mapping is so good I almost threw up in awe!
Posted 17 years ago2006-06-01 16:17:36 UTC
in overrun by errors!!!! Post #183171
When your map actually did compile you should of posted the log.

Are your tools properly configured?

What is your PC's statistics? (CPU, RAM, HD, vid card, etc)

If it compiles again copy that log and post here