Forum posts

Posted 16 years ago2007-08-25 08:55:47 UTC
in Upon starting Source SDK... Post #232849
Posted 16 years ago2007-08-25 02:05:38 UTC
in Upon starting Source SDK... Post #232832
You need run game once before making mod/map for it. So, run HL2/CSS/etc - cache will be decrypted and mod will run fine.
Posted 16 years ago2007-08-22 01:35:33 UTC
in Realtime radiocity in games Post #232583
Yep, BSP was good for 199x levels design (square blocks) but for now its kills process of creating detailed and complex geometry.
Posted 16 years ago2007-08-22 01:16:07 UTC
in Realtime radiocity in games Post #232581
I send a letter, hope they answer :)
Posted 16 years ago2007-08-22 00:49:07 UTC
in Realtime radiocity in games Post #232577
Looks like its time to wrile a letter to Valve :nuts:
And this feature means more, than just fast VRAD - it means that brushes can loose (finnaly!) some of shape limitations.
Posted 16 years ago2007-08-18 09:09:47 UTC
in Realtime radiocity in games Post #232387
So, you can see this demo in action at http://www.geomerics.com/enlighten-media-develop06.htm - some videos.

http://www.geomerics.com/enlighten-sdk.htm - base description.

Epic games is a partner ("Enlighten will also be available for licensing for use in Unreal Engine 3") - so, maybe Source will fall after that :D. Maybe yhis technology will be used in source - anyway, looks perspective :D
Posted 16 years ago2007-08-16 06:49:54 UTC
in Uragan Lex projects! Post #232242
^__^
Btw, in the galley most rulez Ghost Freemans's screenshots - http://projectd2.com/hl2screens/thumbnails.php?album=lastupby&uid=8 - unfortunatly he dont release his project, but hope someday he made it...
Posted 16 years ago2007-08-13 19:00:06 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232018
WoW! Looks realy cool! :P
Posted 16 years ago2007-08-13 16:29:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232014
You people serios :nuts: tik tak
This post was made on a thread that has been deleted.
Posted 16 years ago2007-08-11 01:30:56 UTC
in Uragan Lex projects! Post #231826
After summer depression i start moving brushes :combine:
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Posted 16 years ago2007-08-09 12:09:33 UTC
in Problems with sprites and glass... Post #231692
About sprites - may be env_lightglow better for this (imho sprites must die). Anyway - sprite entity have params, that define then sprite will be hidden by geometry.

About glass and opacity bugs - use "$alphatest" "1" parameter on metal celling vmt; "$translucent" "1" - it works with bugs, then one translucent material seen thry anower translucent material. Also you can use "$alpha" "70" parameter for glass - it dont uses alphachannels, just make texture opacity on 70% - may be it will work fine.
Posted 16 years ago2007-08-08 10:15:47 UTC
in Optimizing RAD Post #231595
And this compiling 2 hours oO? Something wrong here :D. On my old PC (AMD barton +3200 and 2gb ram) room like this take 10 min max :D, if lightmap scale not 1 or somethin.

Looks like Ehernal silense map :D
Posted 16 years ago2007-08-08 09:34:42 UTC
in Optimizing RAD Post #231592
Use external map compile tools and run VVIS,VRAD,VBSP with -low parameter - then you can work with hammer parallel to compile process :)

http://developer.valvesoftware.com/wiki/TCG_-_Batch_Compile_GUI - for sample.
Posted 16 years ago2007-08-08 09:27:37 UTC
in Optimizing RAD Post #231588
Posted 16 years ago2007-08-08 09:08:37 UTC
in Optimizing RAD Post #231586
Nodraw-texture ignored by vrad, as a texures with unlitgeneric shaer in vmt - so it improve compile speed a bit.

Btw - make lightmaps value big, as Kasperg says. 2 hours for small map too many oO
Posted 16 years ago2007-08-08 09:01:36 UTC
in Optimizing RAD Post #231583
Some additional info:
1)Buy 4-core procesor (Core Quad 2.4 ghz- 400$). VVIS/VRAD effective use multicore systems as i know.
2)Overclock 4 core processor to 3-3,2 ghz :D
3)VRAD can be run with additional params:
-fast - realy fast VRAD, but lighning realy blocky and crap. Good for dev-mode.
-final - realy slow final light rendering for release. Maximum VRAD quality
, but hours and hours for compile.
-noextra - makes lighning bit poor, but speeds up VRAD. dev-mode.
4)Use VisGroups in hammer. You can group all what you need (if it non cause LEAK of course) and hide/unhide with one click. Objects, that hidden - dont render by VRAD and dont appers in game, it realy improve perfomance for VVIS/VRAD.
5)Of course dont compile with HDR - its makes 2x longer VRAD calculations.
6)Make good VVIS optimisation (by Hint-brushes) - its also speed up VRAD ambient lightning.
7)You can use cordon tool to cut little part of map and render it.
Posted 16 years ago2007-08-03 21:02:36 UTC
in Protecting bsp's Post #231207
For decompile protected mapz people use cracked vmex version ... it works fine, i use it sometimes.
Posted 16 years ago2007-08-02 08:15:01 UTC
in help with lighting Post #231057
I dont know :combine:
Posted 16 years ago2007-08-01 19:27:58 UTC
in help with lighting Post #231014
This "$selfillumtexture" parameter defines light illumination mask to your material. Mask - grayscale image in vtf format; it defines what part of your "$basetexture" will illuminate light (like alphachannel defines what part of image will have opacity). Btw, i dont works it or not.
Posted 16 years ago2007-08-01 04:53:51 UTC
in help with lighting Post #230951
DragonFly - use texlight for this type of lightning with selfillumination mask ("$selfillumtexture" "texturedirectoryl/texturename" ... maybe, i dont try it on practics).
Posted 16 years ago2007-07-17 07:20:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #229274
Modern style =)
Posted 16 years ago2007-07-15 09:32:54 UTC
in The Mansion 3 (FINALLY DONE!) Post #228979
I played it - well, sometimes original, sometimes nice designed (i take some screens :D - i realy like this blue long hall). But nothing can change fact - i have no interst to walk in this residens :confused: and most part of mod is booring. Just weird place, but no story and interesting (logical) actions.
Posted 16 years ago2007-07-10 18:10:55 UTC
in Reflective textures Post #228289
Near this brush-building in hammer go to properties of env_cubemap entity and shoose resolution 256x256. It helps a lot; if you need more sharp reflections - you need to make custom six-sided vtf image file(six frames in one vtf-file) for reflection (in this case each side limited 2048x2048 pixels resolution; there a lot of tweaks with custom work but all possible).
Posted 16 years ago2007-06-28 04:45:37 UTC
in Unreal Tournament 2004 screenshots Post #226644
Well, not so simlpe. Unreal engine is poor with realistic lightning (you can see some samples in this archive) - but mapz looks great :). Why? Of course - good texturing & modelling. Second - artistic lightning. And third - creative architecture; every single corridor is REALY detailed - there a lot of interesting architecture.

So, i can recommend to view.
Posted 16 years ago2007-06-27 20:53:49 UTC
in War of the Servers Post #226620
Weee! Great wideo! Sometimes evil, sometimes ironic - and good edited... one of the best :)
Posted 16 years ago2007-06-27 03:00:36 UTC
in Unreal Tournament 2004 screenshots Post #226547
For inspiration in mapping it can helps ... a lot:
http://ProjectD2.com/2007/UT2004_1600x1200.rar - 102 mb, resolution 1600x1200 :P

All screens taken from best standart(made by Epic) and non-strandart maps. Impressive, huh?
Posted 16 years ago2007-06-21 18:26:15 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #226013
Player transport? Weee :P, 6D world become more complex.
Ship looks good.
Posted 16 years ago2007-06-11 15:02:34 UTC
in Favourite "recration" maps? Post #224929
chrispy - here some nice designed map overviews http://projectd2.com/topmap/
Posted 16 years ago2007-05-25 07:24:22 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223414
White variant was better imho... btw - mightly weapon :D
Posted 17 years ago2007-04-26 18:57:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220213
:confused: but it was fun :glad: , i lke demos! Hope future remade will be!
Posted 17 years ago2007-04-07 16:59:07 UTC
in Uragan Lex projects! Post #218355
Finally (weee!) i finish cs_abscond_PRO - you can download it there (19mb). Screenshots:

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Posted 17 years ago2007-04-06 09:36:18 UTC
in NIGHT THEMED MAPS (help) Post #218222
Also you can add "$color" [.x .x .x] parameter into six vmt files of each skybox (you need wxtract them from gcf before) and control tint & brightness of skybox textures.
Posted 17 years ago2007-04-03 09:58:58 UTC
in MDL compiler Post #217847
'EXCEPTION_ACCESS_VIOLATION' - this erro can point on everything imho. Too many polygons, syntax errors in QC, etc ...
Posted 17 years ago2007-03-28 11:34:44 UTC
in overuse of cubemaps? Post #217320
env_cubemap - point entity; Source limits - only 1024 entities of all types per map. On practilce more then 500 env_cubemaps can cause troubles or not compile. Typical amount on map ~50-100 env_cubemaps.
Posted 17 years ago2007-03-27 02:51:14 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #217170
Sweet light&texturing in level :)
Posted 17 years ago2007-03-26 13:54:46 UTC
in Uragan Lex projects! Post #217110
Fps will be lower then now(high polycount & many textures with opacity and all this reflecting in water), but if it dont cares - why not :biggrin:
Posted 17 years ago2007-03-26 12:24:55 UTC
in Uragan Lex projects! Post #217107
Oh, i forget about fog... thanks.

Thats standard hl2 trees/bushes, i just replace leafs & brunches textures on white + add some distortion & scaling to models (big trees was realy big for my small map; distortion helps each tree looks unique).

For now i have no free time (i need a job -> need make good portfolio and this map part of it)...hmmm... but good tree model can be good part of my demoreel... well, i try :). What trees needed?
Posted 17 years ago2007-03-26 09:36:19 UTC
in Uragan Lex projects! Post #217099
Hope today i finish cs_abscond_pro. Here a lot screenshots:
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It not so detailed, but minimum fps is realy high - same as standard cs_italy/cs_office.
Posted 17 years ago2007-03-25 02:43:16 UTC
in Source Experiments Post #217006
http://projectd2.com/hl2screens/displayimage.php?album=lastup&cat=0&pos=30 - water based mirror on floor (water only works on horizontal surface :( )

http://projectd2.com/2006/sample_for_CSS_demonstrating_2048x2048cubemaps.rar - map for CSS, were i use custom maded cubemap with 2048x2048 sides :D. Map is crappy (i was too lazy to rotate images to normal orientation), but looks coool - like portal in anower world ;)

http://projectd2.com/2006/lighting_info.jpg
http://projectd2.com/2006/lighting_info2.jpg
Here 9 trees - one tree model. But as you can see - they all have different color tint. How that done - in second screenshot you can see some colored brushes in center of image. And in hammer i use 9 different Light_origin entities(with different names), that placed above that color brushes. So, in prop_static entity of each tree model i point different light_origin - and in game that cause this tint effect.

Btw, one texture can give only one color to model. I try to use one texture with some square colors on it - all trees have same tint. Then i make 9 different textures and put them on 9 different brushes - all works as you see. Then you generate vtf texture - dont off option "generate thumbnail" - this is that models using for tinting.
Posted 17 years ago2007-03-25 02:35:24 UTC
in Work-In-Progress: Colt 1911 Post #217005
No, just dont use value "1" (or "-1" or "0") for "$envmapcontrast" variable. Source have bug with that values - variable $envmapsaturation dont work, than "$envmapcontrast"= "1" (or "-1" or "0"). With "0.99" unstead of "1" all works fine oO
Posted 17 years ago2007-03-24 22:57:27 UTC
in Work-In-Progress: Colt 1911 Post #216996
In Colt1911sheet.vmt i can recommend replace value of "$envmapcontrast" from 1 to 0.99 or 1.01 (then "$envmapcontrast" = 1 - sometimes $envmapsaturation parameter dont works).
Posted 17 years ago2007-03-24 22:56:20 UTC
in Displacements not solid? Post #216995
You need to replace dll files in bin directory of your mod on latest versions.
Posted 17 years ago2007-03-22 20:21:18 UTC
in Kasperg Projects! Post #216742
Beautiful map, i can say! Water cool :)
Posted 17 years ago2007-03-22 20:13:36 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216741
Hmm, how usialy do stroryline's for games? May be exist some books or articles?
Posted 17 years ago2007-03-22 20:09:48 UTC
in Work-In-Progress: Colt 1911 Post #216740
>>as modding Half-Life 2 won't let me override the existing script files in the .GCF

As i now - if you place sound(texture, model, etc) file in same directory with same name - Source will use this file, unstead of use GFC-packed file with smae path/name.
Posted 17 years ago2007-03-22 00:39:02 UTC
in Displacements not solid? Post #216680
From HL2world topic:
---cut---
There are two solution to this issue:
1. Add the -novirtualmesh option to the vbsp.exe command line.
2. Re-compile your mod using the new SDK code.
---cut---

for now only 2 variant works - you need new client.dll & server.dll

From VDC:
---cut--
In the new SDK it is necessary to build the client and server DLLs before running the mod. Please build them if you see this message when trying to run the mod.
--cut--
I'm not a cool hacker, so i can do that - i just copy dll's from source sdk base.gfc - they works fine for my mod.
Posted 17 years ago2007-03-19 17:02:47 UTC
in Uragan Lex projects! Post #216408
Kasperg - yes, now i see... i try to reduce concentration (looks like move them closer to bush is good idea). And fix displacement seams too...
Posted 17 years ago2007-03-19 14:42:57 UTC
in Uragan Lex projects! Post #216385
Here some WIP screens from cs_abscond_pro - my remake on original cs_abscond by kan3.

Don't comment weird square leafs on trees & bush, its just temporary:
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Posted 17 years ago2007-03-16 17:08:12 UTC
in Work-In-Progress: Colt 1911 Post #216086
Tonns of sounds can be found here: http://www.fpsbanana.com/sounds
Also here (in "skins" section) i have get some pretty good looking gun texture files & vmt's.