Forum posts

Posted 8 years ago2015-05-13 17:10:12 UTC
in HELP: Basic shapes and grouping Post #325531
Compilers will cut it for you and discard all faces that arent visible, cutting it manually so that things arent stuck in each other could help avoid some bugs and lower poly count but what you did is still a pretty good way to make random interesting shapes, nothing bad with it
Posted 8 years ago2015-05-07 17:20:09 UTC
in Competition Proposition Post #325486
drugs are good, its you thats bad
Posted 8 years ago2015-05-06 00:02:50 UTC
in Competition Proposition Post #325471
what about making a limited but reasonable set of construction materials, prefabs like beams, pillars, pipes, lamps etc, pretextured probably, and giving everyone the freedom to build anything they want out of it
Posted 8 years ago2015-05-05 13:38:49 UTC
in One Super-Sized Source map... Post #325469
have you heard of a stinky company called google? there is a typical korean mmorpg on source called Vindictus
Posted 8 years ago2015-05-02 15:27:38 UTC
in Problems with sound packs Post #325460
GoldWave is a good tool
Posted 8 years ago2015-04-28 01:02:57 UTC
in One Super-Sized Source map... Post #325415
I think there are MMOs made on Source, don't know if they are open world but it's possible I guess, Lineage II has a huge world and is built on a variant of Unreal 2 engine utilizing what is called "map streaming" to seamlessly join maps, however that would require big modification of the engine or a great deal of reverse engineering. Your best bet on Source would be a non open world, with perhaps faking the distance like someone mentioned before, using multiple servers or something like that.
Posted 9 years ago2015-04-25 00:55:44 UTC
in Mods for sale Post #325370
lets hope hl3 gets leaked once again
Posted 9 years ago2015-04-18 17:30:37 UTC
in Post your screenshots! WIP thread Post #325293
"bevel the edges without being off grid", what you mean? you can extend them inside the wall a bit further, so you wont see them, or you can just make use of floating point coordinates, ive heard Sledge does have "sub-unit" coords, right? U can also do sub-unit stuff in hammer by building it huge and then downscaling to the required size, which preserves the preciseness, but you need to patch hammer with vluzacns float enabler, so .rmf is converted to .map before compilation without converting the floats to integers (units) or smth
Posted 9 years ago2015-04-13 11:13:40 UTC
in Post your screenshots! WIP thread Post #325262
That's very cool Alberto, though you'll probably reach light data limits pretty soon. Btw, since you got that stained churchy window, you might wanna try reshaping those doorway arches into gothic arches?
Posted 9 years ago2015-04-10 12:43:06 UTC
in A lighting problem Post #325231
shut up orange

No need for this.
Posted 9 years ago2015-03-27 15:08:53 UTC
in Help with (ridiculously sexy) windows Post #325039
hmm its probably info_translucent with 0.5 (or 1.0 if u put a different tex on the inside so it isnt black on inside)
This post was made on a thread that has been deleted.
Posted 9 years ago2015-03-22 10:39:13 UTC
in C++? Post #324906
you dont have any luck or you dont have any money? or brain? ive heard the pirates in the ships got everything you need
Posted 9 years ago2015-03-21 16:21:10 UTC
in C++? Post #324847
visual c++ 6 works great with hl
Posted 9 years ago2015-03-21 16:06:45 UTC
in Apollo XXX Post #324845
So you are an one armed mapper? Well you should start with one of the things you described, like an elevator. You will also be able to make the rocket in a very similar way you would make an elevator. Learn how to put monsters in a map and how to control them, like monster_scientist in your case. Play with env_sprite to learn to make the flames and smoke effects. The earthquake (env_shake?), roaring (ambient_generic) and so on. Don't try to make everything at once, make many small maps and learn how to create certain things then it will be way easier to make a larger project. I suck at mapping but well that's my advice to a beginner. Good luck =P
Posted 9 years ago2015-02-17 23:42:10 UTC
in Remote control Post #324230
Modifying the satchel remote into a remote that triggers an entity in the world could be really good coding practice for a beginner I think
Posted 9 years ago2015-02-17 19:57:24 UTC
in Those Little Tips and Tricks Post #324223
User posted image How to rotate a world brush perfectly: haven't tested throughoutly but think should work. First find vluzacn's modified 3.5 hammer which converts .rmf to .map retaining "float" precision coordinates (like what 32-bit or something allows, one millionth of a hammer unit i guess), then u turn the texture lock and rotate it manually in the grid viewport with those circles that appear when you click a few times on a brush. Not with ctrl+m because that snaps coords to 1 grid (useful too), if u hold shift it rotates in 15deg steps, i think you can change this in hammer options if u wanna a specific angle. Also you might want to manually subdivide intersecting brushes, turn certain surfaces into triangles (like terrain) to avoid flashing pixels and stuff when compiled. btw I think Jackhammer, the hammer clone, can rotate with ctrl+m without snapping to grid. U might wanna turn the whole mess into a func_detail. Oh and.. whats that ... hm.. theres some kinda parameter to bsp.exe?.. or csg?.. damn. like -tiny or something, like tiny 0.01?.. that removes faces smaller than that.. you should make it smaller if u get tiny see-through faces after compiling. Oh this was for another topic.. for scaling objects down. Basically same way you can scale world geometry to thousands of a unit, probably to the precision of models.. original hammer's scale fuction doesnt snap to grid tho yey! blabla
Posted 9 years ago2015-02-14 18:46:12 UTC
in Blue Shift as a "mod" Post #324121
yeah, steam half-life is a total piece of shit
Posted 9 years ago2015-02-12 03:14:18 UTC
in Post your screenshots! WIP thread Post #324032
now its better
User posted image
User posted image
Posted 9 years ago2015-02-11 23:22:35 UTC
in Post your screenshots! WIP thread Post #324029
low poly+hi res tex=pain
Posted 9 years ago2015-02-11 17:06:09 UTC
in HL extra weapons Post #324001
Posted 9 years ago2015-02-11 00:47:42 UTC
in Post your screenshots! WIP thread Post #323940
Yep Jeff, light_surface, if it calculates averages for subdivisions rather than planes, it should work too lazy to try
Posted 9 years ago2015-02-10 22:17:06 UTC
in Post your screenshots! WIP thread Post #323934
i might be wrong but vluzacns tools might be able to cast light correctly off that first texture in your first screenshot, without any additional invisible stuff
Posted 9 years ago2015-02-10 03:34:30 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323863
Penguinboy, if those columns of yours would be all cut diagonally (made of triangles) and skew lock worked well then you would be able to distort it the way you pictured it, in quite a shaggy way though, there would be a huge distortion on the line where triangles join, however the pixels would indeed be seamless and if wisely divided into triangles it could work quite well, probably for organic textures the most, I think I've seen this on many older games. Might be good enough to make truly seamless curved water flow and stuff like that
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 9 years ago2015-01-25 03:14:38 UTC
in Bad light faces with columns Post #323507
valve doesn't even really admit they made a game called half-life, though you sometimes hear about cs and team fortress, which they didn't make well nevemrind
Posted 9 years ago2015-01-24 21:53:26 UTC
in Bad light faces with columns Post #323500
no we will never get over this! we are doomed for eternity!!!!!
Posted 9 years ago2015-01-22 17:58:32 UTC
in Bad light faces with columns Post #323458
Posted 9 years ago2015-01-21 23:33:53 UTC
in Bad light faces with columns Post #323447
orange, is that a baby-suffocator in your avatar?
Posted 9 years ago2015-01-20 17:24:10 UTC
in Bad light faces with columns Post #323420
you realize you misread what i wrote :z
Posted 9 years ago2015-01-19 17:48:57 UTC
in Bad light faces with columns Post #323391
wow orange youre such an idiot. thats the whole point of func_detail - not to contribute to visibility/not to seal maps. do you know why maps have to be sealed? so visibility can be calculated lol
Posted 9 years ago2015-01-18 20:37:02 UTC
in Bad light faces with columns Post #323375
entity is not an entity because whore is not a virgin because gabe is not carmack and carmack is not dmr

Kaner, did u fix it?

woaw such c+++++ classes and phases god damn phrases but cant read simple letters!>_<
Posted 9 years ago2015-01-18 14:36:13 UTC
in Bad light faces with columns Post #323367
thats what i said
Posted 9 years ago2015-01-17 17:09:49 UTC
in Bad light faces with columns Post #323355
i explained it ^
Posted 9 years ago2015-01-16 17:26:33 UTC
in Bad light faces with columns Post #323347
or try having like 8 edges instead of 16, then if smoothing works itll look even smoother than 16 god damn it lol
Posted 9 years ago2015-01-16 16:44:22 UTC
in Bad light faces with columns Post #323345
func_detail is not an entity, it just instructs compilers which faces not to contribute to visibility calculation

well i told you how to fix it. the only other way is to light it well from all sides
Posted 9 years ago2015-01-15 21:42:59 UTC
in Bad light faces with columns Post #323312
If VHLT doesn't help then make the pillar with less edges or of larger diameter or scale down the texture, because lightmap grid size is 16 units for texture with scale of 1 so you want faces no smaller than 16 units to avoid smoothing bugs

anyway better not map your school u can get arrested ^^
Posted 9 years ago2015-01-13 04:44:34 UTC
in TWHL Lan Party!!! ~2017-18? Post #323276
i prolly wouldnt resist to crawl thru darkest depths of la and detroit and get robbed raped and killed ten times before reaching ur place
Posted 9 years ago2015-01-10 23:29:36 UTC
in wtf is this hidden face in stone??? Post #323185
Posted 9 years ago2015-01-10 21:07:35 UTC
in wtf is this hidden face in stone??? Post #323178
i see these all the time when mapping. take any random shape and mirror it, symmetry kinda makes anything resemble faces
Posted 9 years ago2015-01-05 17:29:27 UTC
in TWHL Tournament 2014 Post #323128
holysmokes
Posted 9 years ago2015-01-05 17:10:44 UTC
in TWHL Tournament 2014 Post #323126
doubt that rufee, I think we're scattered all over, with the least in US
Posted 9 years ago2015-01-03 05:40:05 UTC
in grass from de_aztec Post #323088
as i said its something new in cs game dll, theres no such effect by default in hl, but source for cs is not released
Posted 9 years ago2015-01-02 22:41:08 UTC
in grass from de_aztec Post #323079
funny ive been wondering about this too recently, this is probably something generated for specific textures by some code in the dll blabla prolly
Posted 9 years ago2015-01-02 16:50:34 UTC
in Wrong lights for models Post #323065
that or info_sunlight
Posted 9 years ago2014-11-18 20:51:20 UTC
in texlights and shadows Post #322359
that's what texture lights are for, they simulate light coming from a surface/an area rather than a point, avoiding harsh shadows
Posted 9 years ago2014-11-11 23:47:20 UTC
in Building levels in Blender (half-life 1) Post #322300
My plan would be to "grow" a slight pyramid on the opposite side of every face, in most cases you would end up with tetrahedrons and then you should be able to smoothly import it in VHE. I've never done but this I think I've seen a Quake .map export plugin for Blender once.

Lighting can be preserved if you bake the lighting onto the textures.
Posted 9 years ago2014-11-11 22:14:56 UTC
in Somebody Can fix map for me? Low fps (re Post #322298
I meant they are too scaled down.

How did you manage to use 500 entities? 500 wpoly is what some of ur screens are worth IMO
Posted 9 years ago2014-11-11 20:06:12 UTC
in Somebody Can fix map for me? Low fps (re Post #322292
the textures are too high resolution in some places and use sprites for those light effects