Forum posts

Posted 14 years ago2008-04-26 22:15:58 UTC
in My dog's 9 puppies! Pictures & Video Post #249223
Nice puppies!

Where are you going to sell them? McDonals?
Posted 14 years ago2008-04-26 21:22:52 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249220
why is your title in all caps, and why is there a "!!@11" after it?
he's writing on l33t
Posted 14 years ago2008-04-24 20:02:52 UTC
in weapon_ocarina Post #249145
I dont know how to do it, but I like your MOD/map
Posted 14 years ago2008-04-24 17:11:27 UTC
in Autospawning sprites on a material Post #249142
Still having problems with it. It seems it recognize the custom texture (is the same original texture but in green), but it does with the original detail.vbsp parameters, so the detail.vbsp I have on the tf/ folder doesn't make anything.
Posted 14 years ago2008-04-23 12:00:47 UTC
in Stupid Cs 1.6 bots Post #249095
There's a BOT called ZBOT that doesn't need waypoints. For me is the best bot for CS 1.6. But first time you run a map you need to wait it to load, only first time.
Posted 14 years ago2008-04-23 04:15:24 UTC
in Post your screenshots! WIP thread Post #249083
Yes there is an entity to avoid engineers building the sentries. But I want to block sentries vision too, so they can't see throught vegetation
Posted 14 years ago2008-04-23 01:42:59 UTC
in Post your screenshots! WIP thread Post #249078
Yhanks.

And no, they won't be able to build sentries on plants, and I'm thinking about blocking their vision so they can't see inside vegetation, do you know any way to do it?
Posted 14 years ago2008-04-22 18:55:29 UTC
in Post your screenshots! WIP thread Post #249075
Nobody would want to play the map, it doesn't have BLU spawn. Maybe I would try it when I finish the first stage.
Posted 14 years ago2008-04-22 17:19:04 UTC
in Post your screenshots! WIP thread Post #249073
yeah but how? i cant test an unfinished.
Posted 14 years ago2008-04-22 16:36:41 UTC
in Post your screenshots! WIP thread Post #249070
It's the first RED(attacks) spawn of the first stage + first point. Do you think is too big for a map like dustbowl?
Posted 14 years ago2008-04-22 13:52:09 UTC
in Post your screenshots! WIP thread Post #249061
Finally I uploaded the video.I made the video because my friends didn't belive anybody can create videogame maps, so I pwned them so hard. It's first time I record a video from a game, so i don't know how to record the audio with fraps, that's why I've put a song instead of the game audio.

Custom models made by me.

Video shows first point of first stage, it's unfinished but almost done. Of course ways that conect 1rst point with 2nd point aren't done. Feedback would be apreciated

http://www.vimeo.com/928404

Video quality is ok, but not high. If you would want to download the video here's the download link: http://www.vimeo.com/download/video:56296805?e=1208885829&h=e9851b2426af95effec1fb79e03138d6
Posted 14 years ago2008-04-21 13:59:24 UTC
in Do You Ebay!? Post #249028
I wish I could ebay, but I have no money lol
Posted 14 years ago2008-04-20 14:10:10 UTC
in Team Fortress 2 Update coming up anyday Post #249001
My Pyro record is 39, yeah, belive it or not, I did it without cheating on a full 32 server, dustbowl 2nd stage as RED. 2 medics I didn't know started ubering me and I gave good results, so they were ubering me all the time. The BLU spawn tunel is perfect to burn them all.
Posted 14 years ago2008-04-20 12:51:05 UTC
in Post your screenshots! WIP thread Post #248997
WTF Awesome map Albatros
Posted 14 years ago2008-04-20 12:39:00 UTC
in Skybox Crashing Post #248995
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
It crashes when I try to use dustbowl skybox. It's well rendered ingame, but cubemaps are crashed. It works well with tc_hydro skybox.
Posted 14 years ago2008-04-19 21:49:54 UTC
in Autospawning sprites on a material Post #248965
I fixed it. It spawns the details even if you got 5% alpha on the texture. So it won't look as nice as I would want it to look
Posted 14 years ago2008-04-19 21:43:16 UTC
in Team Fortress 2 Update coming up anyday Post #248964
Dustbowl stage 2 inside the first point building is the perfect place to spam sappers, yeah
Posted 14 years ago2008-04-19 21:24:22 UTC
in Team Fortress 2 Update coming up anyday Post #248961
hahaha yeah I knew that, but as opposed to you, I always sap multiple sentries because incompetent team are afraid of them. I just spam sappers on all buildings and engineers have too much work to repair them all, so I can easily take down 2 sentries and 3 dispensers.
Posted 14 years ago2008-04-19 21:09:05 UTC
in Team Fortress 2 Update coming up anyday Post #248958
I usually get to the top of the scoreboard with relative ease.
Same to me, I've got more +50 hours with it, and is my main class. I know it's easy to get high scores, but very easy to be killed too.Is so frustating seeing engineers just camping and killing you with 1 wrench hit. That's why I call it a hard job, you're always rounded by enemies who are random shooting everyone on their team.

And I still think Pyro needs some help. It's my 2nd main class and it's so frustating when you burn more than 6 enemies and you don't get any points. Also when you're burning a Heavy at 20 cm for 5 seconds without killing him, where's the close range king? Getting points for burning enemies some seconds seems a good idea.

BTW which is Madcow pyro point record?
Posted 14 years ago2008-04-19 19:39:59 UTC
in Team Fortress 2 Update coming up anyday Post #248953
OMG engi improvements no! They are so easy to use and you can get lots of points without really doing anything. Spy job is too hard at the moment, and is the 2nd class less played so if engis get improvements nobody would play as spy.

I think Pyro needs some improvement because it's supposed to be the close range king, but that's not true.
Posted 14 years ago2008-04-18 14:36:13 UTC
in Autospawning sprites on a material Post #248913
Ok, finally it works with a "custom" texture. But it seems to spawn on the wrong alpha too. Well, it doen't spawn on all the wrong alpha, but it does too much on the edge. I just want to spawn it on grass.

here's a pic, and the .vbsp
User posted image
[blue]detail
{
tf_grass
{
	"density" "8000"
	Group1
	{
		"alpha" "1"
	}
	Group2
	{
		"alpha" "1"
		Model2
		{
			"sprite" "200 85 94 172 512"
			"spritesize" "0.5 0.0 16 37"
			"spriterandomscale" "0.1"
			"amount" "0.025"
			"detailOrientation" "2"
		}
		Model3
		{
			"sprite" "376 0 112 256 512"
			"spritesize" "0.5 0.0 12 18"
			"spriterandomscale" "0.1"
			"amount" "0.015"
			"detailOrientation" "2"
		}
		Model4
		{
			"sprite" "32 416 64 96 512"
			"spritesize" "0.5 0.0 10 14"
			"spriterandomscale" "0.3"
			"amount" "0.05"
			"detailOrientation" "2"
		}
		Model5
		{
			"sprite" "217 472 68 40 512"
			"spritesize" "0.5 0.0 12 12"
			"spriterandomscale" "0.4"
			"amount" "0.15"
			"detailOrientation" "2"
		}
	}
	Group3
	{
		"alpha" "1"
		Model2
		{
			"sprite" "200 85 94 172 512"
			"spritesize" "0.5 0.0 16 37"
			"spriterandomscale" "0.1"
			"amount" "0.025"
			"detailOrientation" "2"
		}
		Model3
		{
			"sprite" "376 0 112 256 512"
			"spritesize" "0.5 0.0 12 18"
			"spriterandomscale" "0.1"
			"amount" "0.025"
			"detailOrientation" "2"
		}
		Model4
		{
			"sprite" "32 416 64 96 512"
			"spritesize" "0.5 0.0 10 14"
			"spriterandomscale" "0.3"
			"amount" "0.05"
			"detailOrientation" "2"
		}
		Model5
		{
			"sprite" "217 472 68 40 512"
			"spritesize" "0.5 0.0 12 12"
			"spriterandomscale" "0.4"
			"amount" "0.15"
			"detailOrientation" "2"
		}
	}
	Group4
	{
		"alpha" "1"
		Model1
		{
			"sprite" "0 0 164 256 512"
			"spritesize" "0.5 0.0 24 37"
			"spriterandomscale" "0.3"
			"amount" "0.05"
			"detailOrientation" "2"
		}
		Model2
		{
			"sprite" "200 85 94 172 512"
			"spritesize" "0.5 0.0 12 32"
			"spriterandomscale" "0.25"
			"amount" "0.05"
			"detailOrientation" "2"
		}
		Model3
		{
			"sprite" "376 0 112 256 512"
			"spritesize" "0.5 0.0 12 18"
			"spriterandomscale" "0.1"
			"amount" "0.25"
			"detailOrientation" "2"
		}
		Model4
		{
			"sprite" "32 416 64 96 512"
			"spritesize" "0.5 0.0 10 14"
			"spriterandomscale" "0.25"
			"amount" "0.05"
			"detailOrientation" "2"
		}
		Model5
		{
			"sprite" "217 472 68 40 512"
			"spritesize" "0.5 0.0 12 12"
			"spriterandomscale" "0.25"
			"amount" "0.15"
			"detailOrientation" "2"
		}
	}
}
}
[/blue]
Posted 14 years ago2008-04-14 16:04:46 UTC
in Have you seen? Post #248808
Lol
Posted 14 years ago2008-04-14 11:10:49 UTC
in Texture folder on models Post #248802
I'm doing some models with original textures of TF2 from different folders. What should I write on $cdmaterials on the .qc?
Posted 14 years ago2008-04-14 10:58:32 UTC
in Autospawning sprites on a material Post #248801
yes... seems on displacements work well, I'm going to try it with custom textures
Posted 14 years ago2008-04-13 17:59:40 UTC
in Now Playing: ... Post #248770
Correction: He's at the meatspin site, watching the loop.
Well.. you're watching 2girls1cup, I don't know what is worse...
Posted 14 years ago2008-04-13 17:58:31 UTC
in Now Playing: ... Post #248768
Why am I not surprised?
Because I'm gey

Not really.
Posted 14 years ago2008-04-13 15:29:50 UTC
in Now Playing: ... Post #248761
Dead or Alive - You Spin Me Right Round

LOL
Posted 14 years ago2008-04-12 20:13:14 UTC
in Autospawning sprites on a material Post #248729
Well I'm doing what it says there and is not spawning sprites. BTW I have tested the custom and the official ones and aren't shown on hammer neither ingame.
Posted 14 years ago2008-04-09 19:22:02 UTC
in Autospawning sprites on a material Post #248638
http://developer.valvesoftware.com/wiki/Det
ail_Props
I want to make some grass sprites autospawning on a grass texture. Valve doesn't explain too much about this.

I've found that:

Quote:
Group1
{
"alpha" "1"
Model1
{
"sprite" "288 0 128 128 512"
"spritesize" "0.5 0.0 19 25"
"spriterandomscale" "0.2"
"amount" "0.2"
"detailOrientation" "2"
}
Model2
{
"sprite" "0 0 128 128 512"
"spritesize" "0.5 0.0 23 30"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
}

What does it mean? Why is it declared as Model? How do I link this file to the sprite texture?
Means I've already read all the stuff and it doesn't explain how to tell the .vbsp which texture file do I want to use.
Posted 14 years ago2008-04-09 18:39:08 UTC
in Autospawning sprites on a material Post #248636
I really need to know this. I hate because Valve explains all except the most important thing, how the hell do you link the .vtf to the .vbsp????
Posted 14 years ago2008-04-09 07:34:18 UTC
in Post your screenshots! WIP thread Post #248608
Wow awesome stuff
Posted 14 years ago2008-04-07 11:46:36 UTC
in Post your screenshots! WIP thread Post #248548
well do not worry, nobody will pay attention on it lol.
Posted 14 years ago2008-04-07 09:02:09 UTC
in Post your screenshots! WIP thread Post #248544
nono, I'm not talking about the scale, I'm talking about you have a palm (tropical) and you're skybox is a mountain with snow, which doesn't fit with a tropical palm

EDIT: don't know why the reply is repeated :S
Posted 14 years ago2008-04-07 09:01:30 UTC
in Post your screenshots! WIP thread Post #248543
nono, I'm not talking about the scale, I'm talking about you have a palm (tropical) and you're skybox is a mountain with snow, wich doesn't fit with a tropical palm
Posted 14 years ago2008-04-07 08:50:01 UTC
in Post your screenshots! WIP thread Post #248541
Very nice map. But it seems the palms doesn't fit with your skybox
Posted 14 years ago2008-04-07 04:30:05 UTC
in Post your screenshots! WIP thread Post #248533
Wow that's awesome, lava looks very realistic but at the same time very TF2-like.

BTW, do you see my pictures dark? I hate it because I see them ok at house, but now on university they are damn dark and I don't know how to solve them. Should I make my maps brighter so other people see it ok? Or should I leave it like that?
Posted 14 years ago2008-04-05 22:14:59 UTC
in Post your screenshots! WIP thread Post #248498
Thanks Strider, I've got more new pics.

Early preview of first part of the first stage.
User posted image
User posted image
User posted image
User posted image
Posted 14 years ago2008-04-04 20:59:06 UTC
in Geometry Issues...I hope... Post #248481
I think it's bad optimized, I had the same problems on HL1. You don't have to intersect the brushes, it may cause long compiling times

send me the vmf and I'll see what's causing it
Posted 14 years ago2008-04-02 10:26:33 UTC
in Competition 25 Post #248366
Hey doodle, if that is goldsrc, how did you got shadows on those wood boats at the beach???... Anyways, that is awsome as hell.
It's Source
Posted 14 years ago2008-04-02 09:57:17 UTC
in Competition 25 Post #248363
wow doodle I didn't see your map. Looks amazing, very cartoony like TF2, great job. I'm sending the palms in 4 hours or so.
Posted 14 years ago2008-04-01 14:11:24 UTC
in Autospawning sprites on a material Post #248334
I want to make some grass sprites autospawning on a grass texture. Valve doesn't explain too much about this.

I've found that:

[quote]Group1
{
"alpha" "1"
Model1
{
	"sprite" "288 0 128 128 512"
	"spritesize" "0.5 0.0 19 25"
	"spriterandomscale" "0.2"
	"amount" "0.2"
	"detailOrientation" "2"
}
Model2
{
	"sprite" "0 0 128 128 512"
	"spritesize" "0.5 0.0 23 30"
	"spriterandomscale" "0.2"
	"amount" "0.1"
	"detailOrientation" "2"
	}
}
[/quote]

What does it mean? Why is it declared as Model? How do I link this file to the sprite texture?
Posted 14 years ago2008-04-01 13:05:31 UTC
in Post your screenshots! WIP thread Post #248331
WIP cp_pirate_island a TF2 CP Dustbowl-like

I started this map 3 weeks ago, but almost all the time I've been learning to model so map it is just started. The atmosphere of the map is that RED team comes with them pirate ship to the BLU(another pirate team) island. So REDs are trying to steal BLU treasure. RED attacks instead of BLU (dustbowl).

RED spawns at the right of the ship:
User posted image
Ship Warehouse:
User posted image
Full ship:
User posted image
User posted image
Sketch of the first stage:
User posted image
And last thing I'm doing, the beach. As you can see the sketch is not accurate, is just to give an idea how it should look like.
User posted image
Class balance and team balance comments will be welcome. Of course of the map too.
Posted 14 years ago2008-04-01 12:46:37 UTC
in Model poly on TF2 Post #248328
Hey thanks! I started the map 3 weeks ago, and then I realized I needed to learn modeling to make all the vegetation, so that's the result. The map is a CP Dustbowl like with 3 stages. I'm going to post the WIP on the WIP thread.

BTW I have to send you the models doolde. Maybe tomorrow I can send them to you.
Posted 14 years ago2008-04-01 06:06:40 UTC
in Model poly on TF2 Post #248315
Ok thanks! Than I can use a lot more of vegetation :P
Posted 14 years ago2008-03-31 18:41:50 UTC
in Model poly on TF2 Post #248302
Do you know how many polys on a single area would support TF2? I mean for playing it smooth. I've got lots of vegetation models here, the total ammout of polygons are 8484(triangles). Would it be ok?

I know Alyx has got around 8000 triangles too... but I don't know if online games supports that ammount of high polys too.
User posted image
Posted 14 years ago2008-03-31 18:01:38 UTC
in Earth Hour 2008 Post #248298
yeah but universe isn't infinite =) it wouldn't exist if it was infinite =)
Posted 14 years ago2008-03-31 03:41:39 UTC
in Earth Hour 2008 Post #248259
I totally agree with you WC. And if someone discovers the way to make fusion energy rentable we all will forget about solar panels, oil, and fission energy.
Posted 14 years ago2008-03-30 16:35:48 UTC
in Earth Hour 2008 Post #248233
Nuclear energy FTW!
Posted 14 years ago2008-03-29 20:51:35 UTC
in Earth Hour 2008 Post #248158
He forgot to mention it was ghey pr0n.
No Luke, it was midget porn.
Posted 14 years ago2008-03-29 17:38:28 UTC
in Earth Hour 2008 Post #248148
I was watching porn and didn't realize about the hour.