Forum posts

Posted 17 years ago2007-03-16 17:01:22 UTC
in Displacements not solid? Post #216085
[evilmod]
Well, source SDK is not for kids. Now mapping & modding is harder, than 10 years ago; people, who can read some documentation and have some patiense will be able to do what they need. You think thousands of mappers & modders, who actually do tonns of source content have no any troubles? No, they jus knows how handle it :sarcastic:
[/evilmod]
Posted 17 years ago2007-03-15 22:44:30 UTC
in Work-In-Progress: Colt 1911 Post #216007
Good modelling/animating - nice custom gun. Need reflections on it (now looks like plastic; metal need some desturated reflections). And basic pistol sound in hl2 is suxx, for .45 need something more impressive :badass:
Posted 17 years ago2007-03-13 17:36:30 UTC
in Displacements not solid? Post #215767
Tetsu0 - update SDK, this bug fixed. In advanced compile options command "-novirtualmesh" no longer supported.
Posted 17 years ago2007-03-09 10:18:27 UTC
in Kasperg Projects! Post #215405
Weee, enegy crystalls is breacable (that the reason that get stuck). Now i finish it - nice modification, very playable :cool: and custom. Ending great!

P.S. One annoying bug - the message, that appears at the first level start. It appears on every qiuck load in this level - its bad than you cant see and move 5 seconds after loading.
Posted 17 years ago2007-03-09 10:10:17 UTC
in css Post #215404
*Toggle - right is Solid - my mistake
Posted 17 years ago2007-03-08 19:17:27 UTC
in Kasperg Projects! Post #215376
I played it - interesting! :biggrin:

Have trouble here:
User posted image
- i take gold plate, but what next?
Posted 17 years ago2007-03-08 07:50:39 UTC
in css Post #215324
func_illutionary - Valve recommends use func_brush (in parameters set Toggle - "never toggle"), func illusionary is outdated and exist for back compability.
Posted 17 years ago2007-02-23 08:03:27 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #213440
Posted 17 years ago2007-02-23 04:59:39 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #213432
Evil! i forgot about re-jumping! :biggrin:
Posted 17 years ago2007-02-23 02:14:57 UTC
in Kasperg Projects! Post #213424
Video looks interesting :)
Posted 17 years ago2007-02-21 23:23:03 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #213290
>>Also, that example wasn't a whole lot of trouble, was it?
Example map is eeeevil :badass: - i have one moment were i cant clearly pass - http://projectd2.com/2007/example1a0000.jpg - is were realy possible to jump?
Posted 17 years ago2007-02-21 21:30:46 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #213268
Got some erroes then unpacking it:
!CRC failed in 6Dhw.dll. The file is corrupt
!CRC failed in 6Dmusic6d_icicles.mp3. The file is corrupt
!CRC failed in 6Dmusic6d_original.wav. The file is corrupt

[UPDATED]
example1a.bsp - awesome!
Posted 17 years ago2007-02-21 20:04:38 UTC
in Phong textures in maps Post #213266
hmm... some realy WEIRD info, but i spent a half week to understand how it works:

"$envmapcontrast" & "$envmapsaturation" must be used in VMT both - if you try to use only one parameter - in most causes it will not work (bug No1)

"$envmapcontrast" "value"//Adjust brughtness of reflection. Can be set from "-6.0" to "6.0" , but dont use "-1.0", "0.0" & "1.0" values (in that case "$envmapsaturation" don't work - bug No2). Default value - "0.01" - normal env_cubemap reflection. Negative values set brightness up, positive - down.
"$envmapsaturation" "value"//Adjust saturation. but dont use "-1.0" & "1.0" values (in that case "$envmapcontrast" don't work - bug No3). Default value - "0.99" - normal env_cubemap reflection.
"$envmapsaturation" values table:
from "1.01" to "3" - makes colors warmer + more saturated.
from "0.0" to "0.99" - makes colors full desaturated at "0.0" to normal saturation at "0.99"
from "-1.01" to "-3" - makes colors cold + more saturated.

Some old screenshots were i played with this values:
http://projectd2.com/hl2screens/displayimage.php?pos=-3 - some desaturation
http://projectd2.com/hl2screens/displayimage.php?pos=-6
http://projectd2.com/hl2screens/displayimage.php?pos=-8 - full desaturation
http://projectd2.com/hl2screens/displayimage.php?pos=-2

And anower screens here http://projectd2.com/2007/weee.rar (2.7mb)
Copper & aluminium textures here http://projectd2.com/2007/weee.rar (500 kb)
Posted 17 years ago2007-02-21 07:41:40 UTC
in Phong textures in maps Post #213222
O RLY? Works fine for me. :cool:
User posted image
Posted 17 years ago2007-02-19 00:51:11 UTC
in Phong textures in maps Post #212988
Ask its creator - imgarfield
Posted 17 years ago2007-02-18 17:00:11 UTC
in Half Life FX Post #212941
Good diagramm :cool:
Posted 17 years ago2007-02-18 13:22:41 UTC
in Material Include? Post #212916
You can include models,textures, sounds, etc. in BSP file with external app - Packrat. See description of process in Alex Royce homepage.

Packrat not so frendly to use - may beMap Analyst Man will be more useful.

See thispage, it can helps in future :)
Posted 17 years ago2007-02-16 12:41:02 UTC
in Continuance of Texture Problem Post #212688
"LightmappedGeneric"
{
"$basetexture" "gunshop/pulseammo"
"$surfaceprop" "metal"
}

e.g. no .vmt in basetexture path & dont use two ' - use one "
Posted 17 years ago2007-02-13 09:00:42 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #212364
Nice designed :).
Blue & lightbrown texture colors may be not mixing good (or just add more details about brown, to better uderstand what material is it).

>>There are plenty of openings for ads if anyone is still interested.
Sorry for noob question - what format of banner i need to make? I will try to make it for my little project (hope source based mod allowed :) ).
Posted 17 years ago2007-02-06 18:37:25 UTC
in vvis question? Post #211824
Can you show compile log here?
Posted 17 years ago2007-02-05 09:25:55 UTC
in Winter overview of best designed maps Post #211692
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-03 10:14:18 UTC
in Winter overview of best designed maps Post #211522
I don't know, i just interested in source level design & abilites, but if somebody can make HL1-CS best map overview - you clearly can see, forgotten of no HL1 engine mapping. :glad:

To write this review i spent 5 evenings - so its not so hard.
Posted 17 years ago2007-02-03 09:27:23 UTC
in Winter overview of best designed maps Post #211514
Yes - only CSS/HL2DM/CSS_VIP_mod.
Posted 17 years ago2007-02-02 17:11:53 UTC
in Winter overview of best designed maps Post #211440
Posted 17 years ago2007-02-02 16:48:26 UTC
in Winter overview of best designed maps Post #211435
Here it - as usial, i cant translate my small remarks to english, but its not nessesary i hope.
Previous reviews can be found here.

Enjoy!
Posted 17 years ago2007-01-28 04:43:03 UTC
in Problem with texture priority Post #210887
{
"$basetexture" "fallingwater/wglass1"
"$surfaceprop" "glass"
"$alphatest" "1" //it makes opacity looks like HL1 (no gradients, but also no problems with z-buffer priority)
"$nocull" 1
"$envmap" "env_cubemap"
"$envmapmask" "fallingwater/wglass1mask"
}
Posted 17 years ago2007-01-23 12:06:30 UTC
in Streched Reflections: Fixable? Post #210357
Make screenshot of troubleshoot pls - it can help to understand were problem.
Posted 17 years ago2007-01-15 11:43:58 UTC
in Streched Reflections: Fixable? Post #209663
It's not strange - just Source specific in making cubemap reflections. Reflections may be 2 type: linear and rounded. Linear for planar surfaces, rounded - for tubes & etc; every auto created cubemap texture file (vtf) contains 7 frames: 6 for planar reflections and 1 - for rounded. How sorce define what type of reflection use? He using value of smooth groups for every brush plane. Usialy all brush faces are "hard" by default - source use planar reflections. But some time automatic of vbsp(?) make smooth value wrong - so, there we can see that for planar surface source trying to use rounded reflections(and reflections trying to follow smooth between triangles of planar surface).

Then you modelling for source - you will have same problem with reflections: they follow smoothgroups/hardgroups. Turn shaded view to your model - were u can see wrong shading - were will be wrong
stretched reflections too.

And one bug - if u convert brush to func_detail - he will always use planar reflections, no matter what u define: smooth or hard for that brush sides. So, u cant get rounded reflections on func_detail. Or u can convert brushes with wrong reflections to func_detail - and that fis problems.

Sorry fo my english x_x''
Posted 17 years ago2007-01-15 03:56:51 UTC
in Streched Reflections: Fixable? Post #209647
Make all these brushes/brushsides in "hard group"(in window "smoth groups" at bottom).
Posted 17 years ago2007-01-12 19:15:20 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #209466
Yep, :heart:
Posted 17 years ago2007-01-12 19:14:42 UTC
in Uragan Lex projects! Post #209465
Thery informative :o
Posted 17 years ago2007-01-10 16:43:07 UTC
in Uragan Lex projects! Post #209231
Urbanebula - If you steel want to see, this may help - 1 2 3 4 5 6 7 8 - direct IP adress, no DNS resolving needed.

Penguinboy - thanks; "wellcome" will be fixed __''

ZombieLoffe, Strider - a lot of good advices. Hope a can make it!
Posted 17 years ago2007-01-10 03:24:08 UTC
in Uragan Lex projects! Post #209178
:nuts: so, why not? So, here some screenshots of my unfinished HL2 mod "Source Power":
User posted image
User posted image

User posted image
User posted image


And some more unfinished screens:
User posted image
User posted image

User posted image
User posted image


Story:
Year before i tried to make some maps for CS-Source, but ... its too hard to make ballanced map were good gameplay and view can co-exist. Or may be i want too many. So, at october 2006 i have idea of this mod - just abstract mapping, modelling & texturing, no fps limits for hardcore game. Target only one - make beautiful map or demostrate cool effect or feature. Demoreel-like mod. "Source Power" demonstrating all what source engine can give to mapper & modeler - or what i can :gigi: . First release (if i finish it) will contain only 1-2 maps - gallery of my photos, 2D-art and refract/reflect shaders and hints with them&cubemaps. Hope second map (huge forest) will show prop static power of source, but for now it not started.
Posted 17 years ago2006-11-30 20:02:23 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204668
Whaaa! Kick ass environment! :P
Posted 17 years ago2006-11-08 10:51:37 UTC
in Blurry Entities... Post #202272
Posted 17 years ago2006-11-07 00:34:39 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202147
I play it finnaly :D :sarcastic:! Cool :biggrin: i can say. So, gameplay realy interesting - may be for long palying is any game scernando needed, why we here and what is final target, but for now - more than enough involving.

>>Well did anyone even use the Map-view?
Of course, there no hope to resolve some puzzles without it - 3 level & higer.

Have same client.dll errors - i take client.dll from Turnstile and replace it in 6D - and it works. I havent hear bg music (as i see - it bgm0.mp3 - cool and good for gamepaly melody btw, now it playin in my wmp) - so only game sounds (portals & etc). In 4th level with water brush at level start i got stopped - brushes don't move then i click on them - may be 6D-client.dll requared.
Posted 17 years ago2006-11-04 16:46:00 UTC
in Kasperg is teh famous! Post #201909
Why? Sceenshots says about map more, than my small remark :)
And most maps have links to fpsbanana pages with en description.
If i try to write remarks in eglish - you will die from laughter :sarcastic: - my englis is baaad. offtopic ends
Posted 17 years ago2006-11-04 15:19:02 UTC
in Kasperg is teh famous! Post #201901
I write sometimes reviews about "Best css/hl2dm map design" - here them: spring, summer and autumn of 2006. In autumn review a had "dm_fallingwater_rc1" - but then i write review i didn't now who is author :nuts: - maybe replace this rc1 version with anwer? On cs_ version lights inside building more pleasure.
Posted 17 years ago2006-10-31 16:02:47 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201508
>>how long should the game be, or how many puzzles?
Easy to answer - how many interesting pizzles you can imagine before feell empty & bored. May be define "1 hour of medium-skilled palyer to finish mod" also be good dead-line for mapping for the first time. What you want(and can get) from this project and this idea? Answering is key.
Posted 17 years ago2006-10-31 11:48:24 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201493
Thery prof video. And gameplay now realy more frendly - respect :cool:
Posted 17 years ago2006-10-28 10:05:18 UTC
in New Map: Gyradell Forever! Post #201150
Looks nice & detailed. May be too much gray/desaturated textures.
Posted 17 years ago2006-10-21 10:29:15 UTC
in Clouds above the city Post #200296
Also you can decompile CSS/HL2 map (cs_office for sample) with clouds and see "live" sample.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-10-13 03:33:20 UTC
in Multiple Switchable Lights Problem Post #199500
Any compile errors in log?
Posted 17 years ago2006-09-30 09:22:32 UTC
in Alyx singing "Missing" Post #198024
http://www.youtube.com/watch?v=dkuIBe3raXo - by aiecon ,around 3 mb - Alyx singing "Missing" (Evanescence) :P :heart:
Faceposer rock!
Posted 17 years ago2006-09-21 07:40:50 UTC
in Bad Performance on Simple Map Post #197103
May be here you catch major Source bag - each prop_static entity takes one fps just for "here i am!" (and i think evey model entity, but dont check) . So, if you see 100 models on map in one time - you will have "-100fps" just becose Source have this bug plus time to render models. If you want ti make forest on Source - you need thery complex prop_static models.

+showbudget will helps.

+sv_cheats 1
and after hit <shift> + <F1> to enter dev mode were you can turn off/on rendering displacment, water, cubemaps, models, etc
Posted 17 years ago2006-09-19 11:39:49 UTC
in Pink & Black Texture Post #196942
Pink&black - 99% points on error "texture not found". Check ways to yor *.vtf texture file in your *.vmt file
Posted 17 years ago2006-09-01 12:29:03 UTC
in New Mod: "Turnstile" Post #195296
>>Like that one thread with that one guy that did crazy spiral pillars that i can't find.

gg, description reminds me Skaarj works - http://83.99.141.143/maps/cs16/DE_Arkanos[final]/de_arkanos[final]0001.jpg
Posted 17 years ago2006-08-31 17:27:23 UTC
in New Mod: "Turnstile" Post #195235
Pool looks good O_O.

>>HL1 HAS NO MODEL POLY COUNT LIMIT!
Then >80 000 e_poly in frame - hl1 engine become unstable and crashessometime, as i get then playing in island bombing map - http://twhl.co.za/compodl/013_trapt.zip http://twhl.co.za/compopics/013_trapt.jpg