Forum posts

Posted 12 years ago2011-09-11 14:18:42 UTC
in GoldSrc is powerful Post #298818
If it wouldn't, I wouldn't be showing this to you. Of course it will, without any bugs.

This one is probably done for the first time in the history of GoldSource:
User posted image
Possibilities are limitless...

EDIT: All done with Hammer.
Posted 12 years ago2011-09-11 13:41:33 UTC
in GoldSrc is powerful Post #298812
GoldSource is pretty powerful, just a bit hard to master
User posted image
Posted 12 years ago2011-09-11 11:16:47 UTC
in Post your screenshots! WIP thread Post #298810
He means HL textures
Posted 12 years ago2011-09-10 18:59:42 UTC
in Entity lighting problem!! Post #298789
Dude, I'm the biggest perfectionist in the fucking world. It's just that HL is old and buggy and sometimes you have to sacrifice performance for quality. However, the only way to fix this would be to manually alter the lighting of the badly lit faces.
Posted 12 years ago2011-09-10 11:54:02 UTC
in Entity lighting problem!! Post #298778
HL is HL but today is not 1998. Turn them back into world.
Posted 12 years ago2011-09-10 10:00:59 UTC
in Entity lighting problem!! Post #298775
Turn them back into world.
Posted 12 years ago2011-09-05 04:07:25 UTC
in Transparent textures Post #298655
The last color of the palette must be pure blue (0 0 255/0000FF in Photoshop) and should be user for transparent pixels.
Posted 12 years ago2011-09-04 08:39:10 UTC
in This is absurd. Post #298638
As I said it took them years to do that so of course we wouldn't understand it so easily. Anyway, I guess the trick has something to do with procedural generation. Have you ever seen those massive demos or games which fit into a few kilobyte file?
Posted 12 years ago2011-09-03 19:15:39 UTC
in This is absurd. Post #298623
Anyway, I think triangles are really enough to make a great game without too much realism and physics. Yet way easier and more simple to make. However, I'm very optimistic about combination of both technologies.
Posted 12 years ago2011-09-03 18:39:57 UTC
in Now Gaming: ... Post #298622
Finished it today. It's the most underrated game ever. Yes, there are some problems with it. It's pretty short. The combat system is beautiful yet terrible and frustrating sometimes. Anyway, I rarely don't get bored while playing a game or watching a movie. But playing Mirror's was so interesting and unique every single moment. There wasn't even a thought of getting it finished unlike most of the games I played. I loved how realistic it was. Both in gameplay style and graphics. The level design was really beautiful and atmospheric. A masterpiece.
Posted 12 years ago2011-09-03 18:39:50 UTC
in Now Gaming: ... Post #298568
Mirror's Edge. Haven't finished it yet, but I'm sure of one thing - it's a revolutionary game and probably first of it's kind. It's style has limitless possibilities, sadly, few of them were realised. However, this game is more of a experimentation and introduction to such style. I expect a lot from Mirror's Edge 2.
Posted 12 years ago2011-09-03 16:34:44 UTC
in This is absurd. Post #298617
Now I'm only not sure if this is hell or heaven for artists :D
Posted 12 years ago2011-09-03 12:45:27 UTC
in This is absurd. Post #298610
Watch the video: http://www.youtube.com/watch?v=JVB1ayT6Fdc

Now I pretty much understand how it works. I'm really impressed. It's simple and genial. Turns out I was right: it's all about efficiency. Now my GTX 580 will be enough till I die.

This is not absurd. This is genius.
Posted 12 years ago2011-09-03 11:29:59 UTC
in This is absurd. Post #298607
You stupid lazy bitches. Of course you wouldn't understand how it works. It took them years to do that.
Posted 12 years ago2011-09-03 08:01:04 UTC
in This is absurd. Post #298598
I always knew we will get rid of those stupid triangles one day. I'm pretty sure this is real.
Posted 12 years ago2011-09-03 07:51:12 UTC
in This is absurd. Post #298596
Finally.
Posted 12 years ago2011-08-30 18:36:39 UTC
in Post your screenshots! WIP thread Post #298512
As I said it's not only about looks. Reality is not always nice.
Posted 12 years ago2011-08-30 16:24:35 UTC
in Post your screenshots! WIP thread Post #298509
You see it's not only about looks. There is also logic. You don't want to waste huge amounts of space in a research facility deep underground.
Posted 12 years ago2011-08-30 11:35:35 UTC
in Post your screenshots! WIP thread Post #298501
The first screen looks good. Maybe a bit too clean. Try adding some props. Try making one of the lamps not working for variation. The ground texture is a bit too clean. Try a more dirty, more realistic, more concrete like ground texture with more variation.

The second and third screens look a lot more poor than the first one. Very blocky and boring architecture. The lighting isn't too good. The mix of old low res textures and new high quality ones looks terrible. Some of them are very dirty while others are very clean. The ground is also way too clean. The glass is way too bright, make it more transparent. The railings are way too blocky and thick. The design of this area is just way too random. Try making a more consistent theme.
Posted 12 years ago2011-08-30 09:50:27 UTC
in Post your screenshots! WIP thread Post #298496
Could be better but not bad.
Posted 12 years ago2011-08-29 07:27:25 UTC
in Props Dissappearing Post #298471
Isn't the ground beneath those props a displacement?
Posted 12 years ago2011-08-23 11:49:18 UTC
in Textures/entity limits Post #298320
I think it counts those which are used in your map, doesn't matter how many times it's used.

Limit of models/brush entities is 512. Point entities is 4096 I think.

Yes, you can combine entities. But it can cause lag, because if you have a lot of entities combined and if you see at least a corner of one of them, all of them will be rendered.
Posted 12 years ago2011-08-22 12:33:53 UTC
in Post your screenshots! WIP thread Post #298296
Oh please, I'm just having fun.
Posted 12 years ago2011-08-22 12:05:06 UTC
in Post your screenshots! WIP thread Post #298293
i'm calm as hell

good job!

see fucking lazy ignorant obama?

oh by the way, you fail, Joebama.
Posted 12 years ago2011-08-22 09:07:26 UTC
in Post your screenshots! WIP thread Post #298288
They are. (right, Instant Mix?) I'm not worrying about this lol just having fun. We're wasting our time out here anyway.

you lazy ignorant bitches
Posted 12 years ago2011-08-22 08:42:13 UTC
in Why does doctor.mdl crash? Post #298286
It's the Ivan The Space Biker (early version of HL main character)
Posted 12 years ago2011-08-22 08:39:48 UTC
in Post your screenshots! WIP thread Post #298285
Joebama, if you want I can show you 7 HL textures in that shot.

TJB: Great work! (but useless)

zeeba-G: I meant recognizing it at least by textures, in that shot you can see 7 8 HL textures.
User posted image
Instant Mix: Correct isn't it?

BTW: Joebama, you fail.
Posted 12 years ago2011-08-21 20:22:46 UTC
in Post your screenshots! WIP thread Post #298276
You can see at least seven HL textures in that shot

BTW: You fail lol
Posted 12 years ago2011-08-21 20:15:30 UTC
in Post your screenshots! WIP thread Post #298274
Yes. But I mean from the default HL textures
Posted 12 years ago2011-08-21 19:07:17 UTC
in Post your screenshots! WIP thread Post #298272
such a shame some of you still can't recognize goldsource
Posted 12 years ago2011-08-21 12:24:29 UTC
in Minecraft Post #298265
Actually, the cliff area outside looks incredible, Striker.
Posted 12 years ago2011-08-19 16:32:37 UTC
in Post your screenshots! WIP thread Post #298180
Then make the texture for those columns already curved, exactly the shape of the column brush.
Posted 12 years ago2011-08-19 16:09:36 UTC
in Post your screenshots! WIP thread Post #298176
Not bad. Try making the walls a bit more dirty compared to the dirty concrete columns. Try changing the blue on the door to some other color like yellow.
Posted 12 years ago2011-08-18 07:23:42 UTC
in (Gman) look at this! Post #298146
Last one
Posted 12 years ago2011-08-18 07:13:08 UTC
in (Gman) look at this! Post #298144
He looks like a stupid son of a bitch. The personality of an actor is as important as his looks.
Posted 12 years ago2011-08-17 19:44:05 UTC
in (Gman) look at this! Post #298129
Posted 12 years ago2011-08-17 16:43:18 UTC
in (Gman) look at this! Post #298121
I just like the look of this guy. Fits the personality of Gordon. And Gordon must be muscular to be capable to swing his crowbar like a feather.
Posted 12 years ago2011-08-17 15:18:20 UTC
in (Gman) look at this! Post #298115
He talk too much.
Posted 12 years ago2011-08-17 15:04:48 UTC
in (Gman) look at this! Post #298112
Posted 12 years ago2011-08-17 07:51:10 UTC
in Post your screenshots! WIP thread Post #298093
Not bad.
Posted 12 years ago2011-08-16 17:04:53 UTC
in Counter-Strike 2 Post #298049
Too cartoonish
Posted 12 years ago2011-08-16 06:48:40 UTC
in Half-Life Model and Map SDK Post #298026
You can try checking the date when it was modified of those files
Posted 12 years ago2011-08-15 11:58:01 UTC
in Half-Life Model and Map SDK Post #297989
Try HL SDK standard, it's from 1999
Posted 12 years ago2011-08-15 11:46:22 UTC
in Half-Life Model and Map SDK Post #297987
Contact Valve
Posted 12 years ago2011-08-14 17:33:26 UTC
in Half-Life Model and Map SDK Post #297944
You should speak more clearly because at least I don't understand what are you talking about.
Posted 12 years ago2011-08-14 13:04:55 UTC
in Half-Life Model and Map SDK Post #297937
Posted 12 years ago2011-08-14 08:37:24 UTC
in Post your screenshots! WIP thread Post #297930
Better textures to connect mountains with ground. Grass, bushes, trees, ambient sounds, birds, a waterfall...
Posted 12 years ago2011-08-09 17:45:09 UTC
in make train kill Post #297609
Yes, you can use env_beam with 255 (max) width or a lot of trigger_hurt activated by multi_manager one by one. It depends on what you want to do.
Posted 12 years ago2011-08-04 14:25:20 UTC
in Post your screenshots! WIP thread Post #297357
Not bad, Archie. Architecture and texturing aren't too impressive. It looks so good because of the naturalness and the physics of light. And what is the purpose of this structure? But I must say it have some nice feeling and atmosphere.
Posted 12 years ago2011-08-03 17:59:36 UTC
in Smooth curved pipes Post #297331
You see, it's easy to model pipes but models are lit incorrectly in GoldSrc. However I know a way to fix this. You would recreate the basic structure of the part of your map where the pipe would be, make exactly the same light sources as in your map and put the pipe in exactly the same place too. Then you would render the scene and simply bake the shadows into texture itself. Then you would need to make the model unaffected by world lighting at all. This can be done with env_render. As far as I know it is possible to bake textures in Blender, but I'm sure it's possible in pretty much any professional modelling editor.

The advantages of using this method would be better texturing and possibility to make the pipes very tiny and still smooth.

The small advantage of making pipes out of brushes with my technique is the ability to leave bullet holes on them.