Forum posts

Posted 16 years ago2008-03-02 12:38:41 UTC
in Competition 25 Post #247050
I want a billion dolar as prize
User posted image
Posted 16 years ago2008-03-01 23:08:44 UTC
in dm_kokiri Post #246996
Yeah, that really seems Kokiri, but... CHANGE THE SKYBOX TEXTURE!!! (yeah I know you were going to do it)
Posted 16 years ago2008-03-01 22:45:43 UTC
in Counter-strike (HL1) or Source (HL2)? Post #246992
1.6 because the low resolution texture, lighting, shadows, no bump mapping
Posted 16 years ago2008-03-01 19:07:34 UTC
in Tutorials request Post #246973
I'm sorry, i was talking about normal map texturing
Posted 16 years ago2008-02-29 16:21:21 UTC
in Cords Post #246881
Thnks, omg I said it in spanish, I knew it was ropes.
Posted 16 years ago2008-02-29 14:19:55 UTC
in Cords Post #246877
How do you make those cords that acts like real physics cords, they are seen on some parts of HL2.
Posted 16 years ago2008-02-29 06:37:22 UTC
in dm_kokiri Post #246850
That's nice
Posted 16 years ago2008-02-29 06:35:04 UTC
in *Ahem* Post #246849
The cake is a lie
Posted 16 years ago2008-02-28 20:33:30 UTC
in source sdk for hl2 problem working Post #246825
First of all, play the game for the first time before mapping for the game.

If this doesn't work you could try the BETA Hammer, if so I'll explain you how.
Posted 16 years ago2008-02-28 18:43:04 UTC
in OMG Post #246811
We need a lesbian porn background
Posted 16 years ago2008-02-28 13:29:56 UTC
in dm_striker_b4(wip) Post #246789
that's fucking awesome
Posted 16 years ago2008-02-27 20:02:01 UTC
in Waves on HL2? Post #246743
I'm doing it for Ep2. Cliff texture is TF2 texture modified by me so it's a little bit more brown and dark, sand texture is TF2 modified too. Actually the airboat is just for testing, the map is big and I'm too lazy to be running all the time >:)
Posted 16 years ago2008-02-27 18:33:29 UTC
in Waves on HL2? Post #246738
User posted image
That's how it looks now, so much better. I haven't played Halos so it's not fro there, it's just inspiration from movies or don't know where.
Posted 16 years ago2008-02-26 19:30:44 UTC
in Tutorials request Post #246672
bump mapping I mean how to make a flat texture look 3D, and how to make the _normal textures and how to code the vmt.
Posted 16 years ago2008-02-26 18:55:11 UTC
in Tutorials request Post #246667
If you don't find it useful just delete it.

I think it would be useful if people tell which things he/she would like to learn, so if some other person know it, he/she can propose a new tutorial about that.

I'm interested in bump mapping, so if somebody can propose a tutorial about that I'll be grateful.

Also I think a large tutorial about different kinds of textures with each vmt code will be so useful. Different kind of shaders, water textures, blend textures, etc
Posted 16 years ago2008-02-22 17:43:32 UTC
in MOD the comic Post #246200
haha I hate Alyx :nuts: :crowbar:
Posted 16 years ago2008-02-21 21:52:26 UTC
in barney's girfriend\wife Post #246136
Barney killed his girlfriend because she became a zombie
Posted 16 years ago2008-02-20 13:14:10 UTC
in Post your TF2 stats! Post #246031
Yeah, I cum on every backstab I make.
Posted 16 years ago2008-02-19 17:51:15 UTC
in Post your TF2 stats! Post #245992
wtf fucking engi I'm gonna dstry your sentrys!

I didn't know the stats were on internet:

http://steamcommunity.com/id/paumonsu/stats/TF2
Posted 16 years ago2008-02-19 17:36:12 UTC
in Post your TF2 stats! Post #245990
:P I'm starting to love spy :P
User posted image
Posted 16 years ago2008-02-18 13:32:14 UTC
in Cat-Life HL1 Mod Recruiting Post #245916
Nice idea :nuts: and nice maps :nuts:
Posted 16 years ago2008-02-18 10:30:05 UTC
in Rimrooks Modelling Tutorials Post #245896
u rox omg
Posted 16 years ago2008-02-18 03:30:43 UTC
in Where to download Source SDK Post #245875
steam://run/211
You've hacked my computer :furious:
Posted 16 years ago2008-02-15 22:04:30 UTC
in Post your screenshots! WIP thread Post #245731
User posted image


Please need some help with the env_dustpuff of the waterfall
Posted 16 years ago2008-02-15 18:56:52 UTC
in MOD the comic Post #245720
Posted 16 years ago2008-02-15 17:29:00 UTC
in HL1 to HL2 models Post #245713
I've converted a hl1 to a hl2 model, it works fine. But my textures doesn't show. I've converted the bmp to vtf and is in materials/models folder. The model is just in the models folder.

So how to make the model recognize his textures? do they have to have the same name as the model? if so, the model has 2 textures so I can't rename 2 files with the same name :(

I've got 5 model files in half-life 2 episode two/ep2/models and the vtf and vmt are placed at half-life 2 episode two/ep2/mmaterial/models, is that correct?

Also the vmt is:

"VertexLitGeneric"
{
"$basetexture" "models/barrel"
}
Posted 16 years ago2008-02-15 09:10:07 UTC
in texture problem for prefabs Post #245691
Maybe the prefab use custom textures.
Posted 16 years ago2008-02-13 16:46:39 UTC
in MOD the comic Post #245583
xD I like Hunter shark xD
This post was made on a thread that has been deleted.
Posted 16 years ago2008-02-10 15:29:46 UTC
in TF2 textures for ep1 mapping Post #245422
I'm doing a map for HL2: deathmatch and I want to use TF2 materials. I've copied the TF2 materials folder at GCFScape and put it on the HL2:deathmatch materials folder. But when I try to map all textures are seen as black and pink squares. As far as I know TF2 .vmt should be same codded as the Ep1 textures. So how can I resolve it?
Posted 16 years ago2008-02-09 20:35:09 UTC
in Google Who? Post #245391
mmmmmmmmm noooo
Posted 16 years ago2008-02-09 19:29:25 UTC
in Google Who? Post #245387
How many colors does the Google logo have?
Posted 16 years ago2008-02-08 09:36:26 UTC
in Half-Life 2 Stuttering Post #245286
That's what is happening to me on UT3. My screen is a 1680x1050 so it's big and i can't play it on full screen mode at high resolution. So I'm playing it at highest video settings at 800x600 windowed mode haha, yeah someday I'll should tweak it.
Posted 16 years ago2008-02-06 16:41:22 UTC
in How well do you know... Post #245149
I think it was Atari
Posted 16 years ago2008-02-06 11:36:22 UTC
in Happy 10 Years! Post #245106
Posted 16 years ago2008-02-06 08:45:26 UTC
in Grid problem, looks so ugly Post #245086
It's fixed now. I had the antialiashing active on hammer so it was creating all those weird lines.
Posted 16 years ago2008-02-05 23:06:30 UTC
in Waves on HL2? Post #245064
Oh yes, thanks, I didn't know gcfscape work on Source too
Posted 16 years ago2008-02-05 15:39:12 UTC
in Waves on HL2? Post #245026
Do you know how can i see the original material files (.vtf .vmt) so I can see how the different textures of HL2 are codded?
Posted 16 years ago2008-02-05 12:17:35 UTC
in HL:OIFH Post #245017
Are you still looking for some sentences for the main character?

I think Sergeant Hartman sentences from Full Metal Jacket film would fit on this MOD.

http://es.youtube.com/watch?v=zeX5HSBFooI
Posted 16 years ago2008-02-05 10:35:35 UTC
in coders needed! Post #245011
Nice screenshots but too high poly models, and of course you will work like 20 years before it's finished. So if you like to make HL2 for HL1 why don't you just make some of the chapters and not the hole game?
Posted 16 years ago2008-02-05 00:31:30 UTC
in Waves on HL2? Post #244999
Oh, I was talking about normal waves like HL1. But yeah, I thought too on realistic beach waves but it seems to be very complicated.

I just dont want the water to look like that:
User posted image
User posted image
Just to make a non straight edge
Posted 16 years ago2008-02-04 20:57:00 UTC
in Waves on HL2? Post #244991
Yeah the problem is that I'm doing a beach, and calm water looks horrible on a beach. Well then I'll code (but I don't know why :P)
Posted 16 years ago2008-02-04 17:22:40 UTC
in Waves on HL2? Post #244974
How can you make waves on the water on hl2? Yeah, I've used func_water_analog but it turns my water opaque and with no waves at all.
Posted 16 years ago2008-02-03 01:13:10 UTC
in Mapping Ideas Thread Post #244894
Oh, and my latest idea. -- I'm going to make an island HL2DM map that's almost completely made of displacements. The whole idea of an island is usually a bit more than most people want to do, so I figure why not.
I'm doing it too, but I don't know if it's possible. Would it be heavy to the engine? If not, you saved my map. Do you think I can make a full map made of displacements?

A map idea for CS Source I thought is making race maps T vs CT, so they have to resolve puzzles and etc if they don't want to die. For example, starting at the bottom of a volcano and lave going up, so you have to jump/resolve puzzles/taking profit of source physics engine etc to save yourself and there's a gift at the end.

Yeah I know, people just want to kill other team but KZ, surf_ and custom map players maybe would like it.
Posted 16 years ago2008-02-01 23:26:52 UTC
in Question about terrain Post #244791
yes I mean displacements. Thanks

I've got another little question, how do you render light on hammer? I have beta version but I can't find that option.
Posted 16 years ago2008-02-01 23:12:14 UTC
in Mapping Ideas Thread Post #244787
Your avatar is cool halflifegenius
Posted 16 years ago2008-02-01 22:59:09 UTC
in Question about terrain Post #244784
I'm still getting used to Source. When you create terrain on a face,you convert a brusg to a plane, can I intersect the plane (terrain) with a brush and I will not get high r_speeds?

BTW do you know a resource site with mapping models for Source? I need some palm trees and other stuff.
Posted 16 years ago2008-01-30 13:48:48 UTC
in Grid problem, looks so ugly Post #244623
Just to show you how horrible it looks...
User posted image
Is there a patch to fix it?
Posted 16 years ago2008-01-30 13:35:35 UTC
in Steamworks Post #244622
It's sounds like is the same thing as steam :^_^:
Posted 16 years ago2008-01-29 21:44:48 UTC
in Grid problem, looks so ugly Post #244584
Ok,don't worry about that. I have another question about source but I don't want to open a thread for every noob question so I'm going to ask it here.

I'm making a custom material for Half Life 2 Deadmatch. I have Vtex on Steamsteamappsmyaccountsourcesdkbin folder.

TGA file is in Steamsteamappsmyaccountsourcesdk_contenthl2mpmaterialsrcmymap

And the output file should be created here:

Steamsteamappsmyaccounthalf-life 2 deathmatchhl2mpmaterialsmymap

But Vtex tells me there's an error with the folders. What am I doing wrong? I've followed the twhl tutorial.