Forum posts

Posted 16 years ago2007-07-27 15:03:50 UTC
in MUSICIANS - Your Gear Post #230435
Heheheheheheheh :D

I average $100 per-wedding, and just recently, I made a whopping $425 off of a musical entitled 'Guys 'n Dolls.' Of course, it's still a lot of work. We had 5 dress rehersals and 9 showings.

The performing industry can be amazingly lucrative if you know where to look. :heart:
Posted 16 years ago2007-07-26 16:42:31 UTC
in MUSICIANS - Your Gear Post #230373
Weddings and musicals. Great thing about the trumpet is that it matches any situation, whether it be jazz or classical, so there's no limit to what gig I can accept.

I've made $700 purely from weddings this summer. Easy money :nuts:
Posted 16 years ago2007-07-26 04:52:38 UTC
in MUSICIANS - Your Gear Post #230320
I don't have a digital camera, so I couldn't take a picture of it, but I did find the same thing from an online store.
User posted image
BAM

Made me lots of money :D
Posted 16 years ago2007-07-24 04:59:24 UTC
in Design an Emoticon! Post #230091
Ok, here's the slightly re-shaded Gordon of mine.
User posted image
Posted 16 years ago2007-07-22 20:54:37 UTC
in What the F**K are you talking about. Post #229981
"<RaveAddict> frankly those kind of jokes make my dick floppy"

:>
Posted 16 years ago2007-07-22 20:48:18 UTC
in how do i? Post #229979
Depends on which engine he's using (in which case, it should have gone into either the Srouce or HL forums). If it's HL, do the above, but if it's Source, drop the model files somewhere inside SourceSDK_content/hl2/modelsrc/ and Half-Life 2/HL2/models, then run Hammer and use either a prop_static, prop_physics, or prop_dynamic (depending on how the model is compiled), to get it to appear.
Posted 16 years ago2007-07-21 17:15:49 UTC
in Design an Emoticon! Post #229877
Yeah, Gordon does look a little odd; I was trying to keep his head from looking too round. I'll definitely outline him in black, though.
Posted 16 years ago2007-07-21 11:34:28 UTC
in Design an Emoticon! Post #229847
User posted image
:freeman:
User posted image
:gman:

I think GMan needs more identifying characteristics.
Posted 16 years ago2007-07-21 10:27:07 UTC
in Design an Emoticon! Post #229843
User posted image
or
User posted image
to preserve the white mouth theme
:omg: (That's supposed to be ": o m g:" but the emoticon thing screwed it up)
User posted image
:target: or :bullseye:, whichever you like
User posted image
:death: (a potential replacement for :zonked: )
User posted image
:heartbroken:
Posted 16 years ago2007-07-21 06:24:47 UTC
in Design an Emoticon! Post #229808
What defines a winner? Are we looking for an emoticon that fills an emotion/statement not already found in the existing ones, or one that just looks cool?
Posted 16 years ago2007-07-20 22:10:07 UTC
in Your favorite weapon! Post #229767
Really? I think it's harder to kill headcrabs in HL1 because they move faster when they jump in HL1 than in HL2. Plus, it takes 2 hits with the crowbar in HL1, so if he jumps at you and you have it out, you'll invariably be bitten, even if you hit it.

I just whip out the shotgun at shoot that fucker as he's jumping at you.
Posted 16 years ago2007-07-19 13:12:05 UTC
in Your favorite weapon! Post #229582
Oh, I forgot to mention: The Gauss Cannon and/or the tv-guided missiles from Descent 2
Posted 16 years ago2007-07-19 11:46:03 UTC
in Ok where do I post then? Post #229578
User posted image
'Help' doesn't qualify the forum for mapping questions? I mean really, the Mods forum says 'no mapping questions,' and they obviously wouldn't go in General Discussion or Site Comments. Where else could they go? :
Posted 16 years ago2007-07-18 06:40:41 UTC
in Your favorite weapon! Post #229413
The M16A4/M203 from Insurgency, because I'm making one!! :D
Posted 16 years ago2007-07-16 19:28:27 UTC
in Reflective issues? Post #229198
Invalid brushes, maybe?
Posted 16 years ago2007-07-13 04:27:43 UTC
in The Free Texture Thread! Post #228773
We should probably make a Texturing Tips thread, like our Mapping Tips thread. I think we would get some valuable information out to the public.
Posted 16 years ago2007-07-13 00:30:04 UTC
in TWHL3 Post #228758
Well great, then. Now the mods know that lots of people like the idea :)
Posted 16 years ago2007-07-12 21:50:48 UTC
in TWHL3 Post #228738
Perhaps as an addition to the Map Vault, we include a Model Vault, so the models we make, few as they may be, can be show-cased a little bit better?
Posted 16 years ago2007-07-12 21:40:14 UTC
in Weird Pitch Issue in Windows Post #228737
I can't remember if I have a sound card or if I have integrated sound. DXDiag tells me that I have 'SoundMAX HD Audio,' which I'm not sure some wing of the Creative company. I found no Creative folder in my Program Files folder either. Also, I'm running an ASUS motherboard.

Under the Advanced options in the Volume tab for Sounds and Audio Devices Properties, the mode is set to "Desktop Stereo Speakers." I have 2 desktop speakers and 1 subwoofer, if the presence of the subwoofer makes any difference.

EDIT: I just remembered that not too long ago, a friend of mine brought his computer to my house, but never brought any speakers along. I made the mistake of taking the audio jack out of my speakers, rather than my computer, and plugging it into his PC, so my PC was sending sound to him, and his PC was sending sound to mine. I don't know if this may have damaged anything, but I don't see how something like this could cause only some sounds to mess up.
Posted 16 years ago2007-07-12 02:52:24 UTC
in Weird Pitch Issue in Windows Post #228646
A couple of days ago, I began having this odd pitch issue in Windows. All the Windows sound effects (things like the warning sound when you haven't saved a document) seem to be lowered in pitch. Some sounds in Half-Life 1 are lower in pitch, too, like the health and suit chargers and the alarms. Sound comming from WMP is fine, as is the sound from all my other applications, as far as I have tested.

I can't remember what I may have done for this to happen. Any ideas?
Posted 16 years ago2007-07-11 20:11:51 UTC
in You Laugh, You Lose Post #228517
I lol'd at the peppers and the "This is a thumb sandwhich, I can only make one more."
User posted image
Posted 16 years ago2007-07-11 19:58:41 UTC
in A petition. Post #228514
I don't really care, but points 1 and 3 couldn't hurt.

Aye.
Posted 16 years ago2007-07-08 19:19:51 UTC
in Crash to desktop? Post #227980
Just a little something to keep in mind:

Not too long ago, I made the mistake of parenting one object to an other, then parenting that other object to the original one, and it always crashed me to the desktop. Just be on the look out for that sort of parenting paradox. :D
Posted 16 years ago2007-07-07 14:07:47 UTC
in how to import textures to sdk? Post #227799
You must enable altering of file extensions. To do this, open any file folder and in the top bar menu, go to Tools > Folder Options. In the window that appears, swap over to the "View" tab, and uncheck the "Hide extensions for known file types." Then apply that and close out. When you rename a file, now, you should be able to rewrite the extension from .TXT to .VMT.
Posted 16 years ago2007-07-05 16:18:51 UTC
in Oversized Prop Post #227499
Before you exported the models, did you go to Transform > Freeze all transforms? If you didn't, XSI will export the model as if you had just gone over to the transform pannel and punched in 1 for all scaling, 0 for rotation, and 0 for translation. Freeze all transforms will lock the object's proportions and reset them so that their 'original' size rotation and translation becomes what they are now. You can then export the model and after compilation, they should be proportionally the same from XSI to Hammer. Remember that one XSI grid unit is equivalent to one Hammer unit.
Posted 16 years ago2007-07-05 05:54:55 UTC
in Best way to make a DM map Post #227418
To build on what Kasperg said, you need to determine a basic theme and layout. Towards that goal, I often build up sections of map just to make a base of theme to work off of, and get my creative juices flowing. They're usually in no way connected with eachother or the map, but style guides to think about when I get stuck.

An other problem I've encountered is not giving myself enough space to start. I always find that if I make my beginning area too small, or too large in some cases, it becomes difficult to make progress because it's always getting in the way, psychologically. You may want to determine the size of your rooftop first, and further down the road, expand if you need the space, or simply not make a skybox at all until you need to compile.
Posted 16 years ago2007-07-05 05:46:44 UTC
in Crash to desktop? Post #227417
Does this happen only with custom maps, or will it happen with Valve's maps? Also, are you letting Hammer open Half-Life 2, or are you opening it yourself? I've gotten errors before that completely disappear when I manually open the game.
Posted 16 years ago2007-07-01 16:12:03 UTC
in ABC Half-life Post #227043
U: Uranium... which has a half-life.
Posted 16 years ago2007-07-01 14:17:08 UTC
in ABC Half-life Post #227030
Q: Questionable Ethics
Posted 16 years ago2007-06-27 10:14:54 UTC
in Episodic? Post #226567
Episodes are essentially the original game + new maps and graphical improvements. They should be the same/similar length to the original. Otherwise, gimmee a new game! :)
Posted 16 years ago2007-06-26 23:42:46 UTC
in Mini Modeling Compo #01 Post #226539
Would it be too much trouble if we made one of these compos for both engines and judged them sepparately? :heart:
Posted 16 years ago2007-06-25 16:03:32 UTC
in Water-cooling Post #226400
I think Grim had a water-cooled system... but it exploded on him, so now he doesn't :D . You should talk to him.
Posted 16 years ago2007-06-24 16:32:08 UTC
in Windows Vista Reviews Post #226362
You could always load XP and Vista onto your system, but I must admit that it's sort of rediculous that you would need two different versions of the same OS just to do everything you want. :
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 16 years ago2007-06-18 14:21:34 UTC
in Map Size O_O Post #225570
Nope, it only includes game content, like textures and sound... so I guess it actually makes it bigger. :D

Kasperg's suggestions sound like the only way to fix this, could you host if somewhere so we can take a look at it?
Posted 16 years ago2007-06-17 00:52:54 UTC
in made me lol Post #225463
That picture makes it look like she has one boob.
This post was made on a thread that has been deleted.
Posted 16 years ago2007-06-16 11:10:01 UTC
in Strange shadow Post #225381
You may just want to visgroup the skybox for now just to see if it really has anything to do with the problem. I am willing to bet, though, that the skybox is the root of the problem, though.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 16 years ago2007-06-06 22:03:10 UTC
in Desktops of June Post #224645
Large
Small

Just a simple background for now - it's the only one I have right now that fits my new monitor's resolution.
Posted 16 years ago2007-06-06 21:53:15 UTC
in Paradoxes Post #224644
The unmovable and unstoppable objects would reach equilibrium - both movable, both stoppable. That is, of course, assuming that both are indestructable.
Posted 16 years ago2007-06-04 22:35:29 UTC
in Compiling mods Post #224442
Well the end result is pretty much the same for all the programs out there. Visual C++ Express should be more than enough for you to get what you need done.
Posted 16 years ago2007-05-31 16:13:22 UTC
in Checkers? Post #223964
You can compile textures with no compression using a text file with VTex. I love yee olde fashioned way!

The artifacting could be that the original texture had those imperfections, or that the normal map is compressing at distances. Do the textures have a normal map? Regular textures should have compression, but the normal maps shouldn't.
Posted 16 years ago2007-05-31 15:31:20 UTC
in Checkers? Post #223955
Did they work before hand? What's probably happening is that the .VMTs for the textures are pointing to the incorrect directory for the texture. Although if they worked before, then I have no idea at all :nuke:
Posted 16 years ago2007-05-28 12:34:43 UTC
in HDR Performance Issue Post #223669
I have an AMD X2 5200; about 2.6 GHz at full blast.
Posted 16 years ago2007-05-28 00:34:26 UTC
in HDR Performance Issue Post #223647
@srry: Well yeah, that's what I was thinking (And I mean the 'only' for the RAM. I'm really satisfied with the card).

@saw: It's problematic in all Source games, and really shows in areas with lots of bloom. Even having HDR off but bloom on results in the same choppiness. It is also problematic in all display resolutions (Yes, even 640 x 480, though less so).

My +showbudget is screwed on this computer, so I can't tell where the resources are being drawn from. All I know is that it has to do with HDR.
Posted 16 years ago2007-05-28 00:07:20 UTC
in HDR Performance Issue Post #223644
I recently got a new monitor (22" LDC), and fired up Episode One for the first time with it. To my great dismay, video playback while I was moving was horribly choppy. The choppiness was steady (not pausing but constant), and became highly apparent when my flashlight was on. I figured it had to do with lighting, and after messing in the video options for a little bit, I found that the source of the problem was HDR. The problem disappeared after I turned it off. What's odd is that the framerate dropped from a perfectly steady 60 FPS to a perfectly steady 30 FPS.

So my question is, what is bearing the weight of HDR? My graphics card or my RAM? I only have 1 GB of RAM, and an nVidia 7800 GT (256 MB). I wouldn't be surprised if it was either, but what concerns me is that I get perfect, unfaltering performance in Doom 3, and yet my computer can't seem to handle this.

Any ideas?