Forum posts

Posted 16 years ago2008-04-21 21:07:19 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #249041
Weee! Nice work :D.
This post was made on a thread that has been deleted.
Posted 16 years ago2008-01-22 03:14:00 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244016
Nice effect video :)
Posted 16 years ago2008-01-15 10:32:06 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #243476
Wonderful music! Thanks ^_^ :D
Posted 16 years ago2008-01-09 17:31:54 UTC
in custom model texture Post #243051
ChronosRox - each new material on model will lower perfomance, so decrease number of separate textures on model - its will faster rendering in game. This rule came from directX limitations as i know - eacj new material id need some additional calculations or somethin.

So, if you need a lot different textures in different materials - you can do free, just it little lower perfomance. Anyway - one 2048x2048 texture renders faster, then 4x 512x512
Posted 16 years ago2008-01-08 01:26:33 UTC
in texture competitions Post #242920
Sounds interesting :)
Posted 16 years ago2007-12-05 17:59:46 UTC
in Webhosting to modders and mappers... Post #239979
http://www.bluehost.com/ - 100$/year i like it ( my projectD2.com & dragonsart.ru hosted there)
Posted 16 years ago2007-12-05 17:53:17 UTC
in Paranoia (serious HL1 mod) Post #239978
?? +1
Posted 16 years ago2007-12-05 17:52:27 UTC
in Uragan Lex projects! Post #239977
RotatorSplint - thanks :). This is ep2 screens, but there no difference with older versions(no new shaders used), generic hl2 can looks same (but with HDR is better).

On screen you can see ghost.freeman-s map, not mine :D. How to make it - see this topic: http://www.hl2world.com/bbs/realtime-reflection-beta-vt45529.html
Posted 16 years ago2007-12-04 18:39:09 UTC
in Source Experiments Post #239895
Cubemaps reflections rocks :crowbar:
Posted 16 years ago2007-12-04 18:10:54 UTC
in Source Experiments Post #239891
http://ProjectD2.com/2007/EP2_eXtended_screenshots.rar ~140mb -~550 screnshots of my experiments with weapon next-gen texturing in Source.
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You can download not finished models version here
Posted 16 years ago2007-12-04 18:08:06 UTC
in Uragan Lex projects! Post #239890
I cant finish texturing of some models, so - you can use it anywere if you can polish it:
http://ProjectD2.com/2007/models.rar ~400 kb - mdl
http://ProjectD2.com/2007/materials.rar ~22 mb - textures to mdl
http://ProjectD2.com/2007/smd.rar ~220kb http://ProjectD2.com/2007/Scenes.rar - 1.5MB - XSI
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Posted 16 years ago2007-12-03 17:46:57 UTC
in Paranoia (serious HL1 mod) Post #239801
Posted 17 years ago2007-11-10 20:41:45 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #238098
fearian - use Unfold3D :)
Posted 17 years ago2007-11-10 18:31:18 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #238089
Good skin design ^_^
Posted 17 years ago2007-11-07 17:20:07 UTC
in Orange Box Mapping has arrived Post #237891
Finnaly in 3D view some new interesting options :D
Posted 17 years ago2007-11-06 16:45:30 UTC
in Afraid of monsters Director's cut Post #237800
Screen pls :)
Posted 17 years ago2007-11-06 01:57:52 UTC
in "Live" texture creation on source Post #237776
http://www.unknownworlds.com/ns2/news/2007/11/texture_preview_tool - developers of "Natural selection 2" making interesting tool for source texture artists. It makes possible too see texture changes in game rapidly - see video. Hope materials params changes also will be supported "live" :)

Video:
http://www.unknownworlds.com/files/ns2/bsp_viewer.mov
Posted 17 years ago2007-11-05 15:14:25 UTC
in Afraid of monsters Director's cut Post #237743
[GtB]Blitzkrieg - you cant get p226 again in the middle of the game 1 or 2 times. So, feel free to use that you like most :)
Posted 17 years ago2007-11-05 15:00:31 UTC
in Afraid of monsters Director's cut Post #237740
O, thats good info! You right ^_^
Posted 17 years ago2007-11-05 14:17:45 UTC
in Afraid of monsters Director's cut Post #237738
World Crafter - in game there a 3-4 places were you can take shotgun again. On hard level its realy helps - shoot all ammo in uzi/mp5 and back to take shotgun or revert. And imho shotgun is not enough powerful for serious monsters - too slow reloading & low distance. But i like it shooting sound :biggrin:

Glock is fun(&useless) with alternate fire :D; anyway - it have 20 ammo clip & i cant see that p226 is powerful - same 3-5 shots to zombie head. Sorry for little spoilers
Posted 17 years ago2007-11-05 11:45:30 UTC
in Afraid of monsters Director's cut Post #237727
Done it on hard skill level :D - after final fight i have 1 hp & 15 cartriges in uzi :nuts:

espen180 - on this bloodly map there a hint - there red arrow you need fall from roof: http://projectd2.com/hl2screens/displayimage.php?pos=-264

Rimrook - most time in game are realy dark, like this. Looks like its feature of this mod :).
Posted 17 years ago2007-11-04 12:14:46 UTC
in Afraid of monsters Director's cut Post #237620
Gameplay - author fix dificculty ("hard is hard, easy is aesy"), texturing & lightnin imho was normal in original game and better now. Anyway - its hardcore-survival-horror mod - not all people like this theme. Situations like "have no ammo/firepower to kill enemies - need to run" is normal here.
Posted 17 years ago2007-11-04 07:09:33 UTC
in Afraid of monsters Director's cut Post #237608
Its HL1 horror mod... and one of the bestest imho. Director's Cut version realy enchanced in maps/models/story/etc - so, if you enjoyed old "Afraid of monsters"(like me gigi) - its take you soul again ^_^.

Site: http://afraidofmonstersdc.moddb.com/

P.S. Try to play on "Hard" skill :sarcastic: - looks like it possible, couse i already in the middle of the game and alive (but my health most time in "1-25 hp" :nuts: ).
Posted 17 years ago2007-11-03 07:14:32 UTC
in Buying comp. for hl2 Post #237563
BTW, DX7 video cards not supported in EP2 and (after future update CSS/DODs & EP1 and may be HL2 to latest Source engine version) will not work too.
Posted 17 years ago2007-11-01 01:04:49 UTC
in hl2 mapping vs hl1 mapping/buying a pc Post #237437
zeeba-G - for 300$ & no skill with hardware best solution is buy second-hand PC.
Posted 17 years ago2007-10-29 23:21:55 UTC
in hl2 mapping vs hl1 mapping/buying a pc Post #237306
Posted 17 years ago2007-10-28 03:22:30 UTC
in Model in pink checker design Post #237163
Well, in that case you can experiment with vmt of your model - normal maps can be applied to any compiled model, no recompile needed (use command "mat_reloadallmaterials" after vmt changing to see changes without restarting game).
Posted 17 years ago2007-10-28 03:16:15 UTC
in Model in pink checker design Post #237161
Normal maps dont show in hammer/HLMV.Check them in game...
Posted 17 years ago2007-10-28 03:15:09 UTC
in Model Compiling Post #237160
Strange.. anyway, good that it works :)
Posted 17 years ago2007-10-28 01:39:03 UTC
in Model in pink checker design Post #237156
Check topic "Model Compiling" above yours :)
Posted 17 years ago2007-10-27 20:41:27 UTC
in Model Compiling Post #237140
In c_seat.vmt:
"VertexLitGeneric"
{
"$baseTexture" "models/test/c_seat"
"$model" "1" //all textures applied to models need this key
}

If it not helps - try this qc:

$modelname "testc_seat.mdl"
$cdmaterials "modelstest"
$staticprop
$body "body" "c_seat_ref.smd"
$sequence idle "c_seat_ref.smd" fps 30
$surfaceprop "wood"
$collisionmodel "c_seat_phys.smd"
{
$concave
$mass 50
}

I erase some unuseful strings - may be string $cd "..." used by bat-file compilation; i use GUIstudioMDL for compile - it works fine without this $cd param.
Posted 17 years ago2007-10-27 18:34:22 UTC
in Model Compiling Post #237134
May be this info will be useful:
then you texturing in max you can apply any texture to your model - it can be *.psd or *.bmp or any format what max supports; location of texture also be any. Then you exporting your textured model to smd - only name of applied texture file is used (for sample - you use texture C:Program FilesPirated max 9.0myTexturesweeeee.psd - after exporting to smd format only "weeeee" will be saved - no file extendion, no path to file). So, in qc file you define $cdmaterials "waytomaterial" were must be material named "weeeee.vmt"
Posted 17 years ago2007-10-27 06:35:07 UTC
in Model Compiling Post #237088
$cdmaterials "modelstest" - yep, thats right and must work
Posted 17 years ago2007-10-20 16:32:00 UTC
in Uragan Lex projects! Post #236726
Some shells with cubemap reflections:

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Posted 17 years ago2007-10-19 21:56:39 UTC
in Dynamic lighting and "r_speeds" on HL2 Post #236707
In russia there a lot of gamedev companies cant make own editor and use 3D max or somethin. Its eeevil - a lot of troubles with textures, scripts, oprimization, etc - not frendly interface for creative people.
Posted 17 years ago2007-10-18 07:08:46 UTC
in Dynamic lighting and "r_speeds" on HL2 Post #236574
Posted 17 years ago2007-10-18 07:03:42 UTC
in Good engines Post #236573
>>Does anyone know a good, light fps engine with dynamic lights, static models, and nice base to start making a single player mod?
+
>>Now i only have my laptop, which isn't that good. 'Heaviest' game i got working on this, was HL2 with medium details.


Well, game developing is hi-tech related industry and rapidly grayup. So, its strange to hear your request. You can work with any top engine but it will be slow and laggy; you can work with goldsrc or unreal 2.5 - faster, but looks old and no perspectives - then you finish your work it will be 2008-2009 and it will be hard to find a lot of users that using this old games.

So, search for stand-alone game engines that dont requare old game to run - http://en.wikipedia.org/wiki/List_of_game_engines or upgrade your PC (it cost just 1500$ for realy good 4-core 8gb ram configuration).
Posted 17 years ago2007-10-15 22:41:21 UTC
in HL2 Performance sucks Post #236449
for GF6200 - 25 fps is good in EP2. On my 7800GS sometimes i have same fps :combine:
Posted 17 years ago2007-10-12 16:29:05 UTC
in func_detailed map? Post #236219
VVIS dont use func details then making visibility matrix - so, firts bad thing that you will have whole map rendered any time (walls & floors dont block any visibility in that case).

Second trouble - lightning (func details dont cut boundary brushes on polygons - so some time you will get bugs like "wall in dark room have bright line in corner".
Posted 17 years ago2007-10-12 03:09:12 UTC
in Needs moar bouncing light Post #236188
Btw, default value is 100 (realy; but you need a bright(close to white) texture & bright light to have more than 5-8 bounces- see compile log).

On screenshot - looks like in this texture vmt param "$envmapcontrast" is mad. Or texture just reflecs cubemap, what located inside bright room.
Posted 17 years ago2007-09-29 13:46:03 UTC
in Source Modelling. Post #235258
Mr.Good Map - imho best,fast & easy way to lern 2D/3D -video tutorials. For XSI/Zbrush i can recommend buy videos from Digital tutors or pirate it from p2p (e-mule).

Also see official free video lessons for XSI Mod Tool - http://softimage.com/products/modtool/
Posted 17 years ago2007-08-31 00:25:05 UTC
in Adding and customizing textures? Post #233187
Posted 17 years ago2007-08-30 13:19:23 UTC
in Didn't find Post #233144
As additional information - setup fog parameters in game.

Some useful links about fog:
http://forum.interlopers.net/viewtopic.php?t=1788 - adding fog step by step
http://forum.interlopers.net/viewtopic.php?t=7558 - making dust clouds
Posted 17 years ago2007-08-29 00:35:23 UTC
in Frosted Textures Post #233066
chrispy - may be it little closer to your target http://www.hl2world.com/wiki/index.php/Refract_Shader
Btw, in refract shader "$bluramount" "xxx" parameter exist - i dont now what it doing but mabe it realy makes blur.
Posted 17 years ago2007-08-27 11:03:37 UTC
in Save function is fucked up Post #233001
I have save error then make more then ~55 saves. Delete some savegames from SAVE folder, may be it helps.
Posted 17 years ago2007-08-27 08:28:59 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232996
Sounds good :P
Posted 17 years ago2007-08-25 16:42:14 UTC
in need help with nav Post #232875
Posted 17 years ago2007-08-25 16:40:43 UTC
in Lighting Outdoor Maps Post #232874
http://interlopers.net/index.php?page=tutorials.php - and this resource realy helps, good tutorials. I spent a lot of time reading interlopers tutorials :P
Posted 17 years ago2007-08-25 15:43:46 UTC
in Lighting Outdoor Maps Post #232870
Entity light_environment (parameter "pitch" requare sunlight angle with minus, like "-45" or something). Also good way - see live samples in SDK (C:Program FileZSTEAMsteamappsesmajorsourcesdk_contenthl2mapsrc)