Forum posts

Posted 13 years ago2011-02-04 14:18:16 UTC
in The Future of TWHL Post #290032
I say the more the merrier, you know? Why should the site be pigeon holed to one single thing or one engine. Like you said, if it has an editor then maybe you should try and include it. Everyone can benefit from some sound advice sometimes even if they are different engines. Level editing is pretty much the same no matter how you cut it; even the 2D stuff.

Don't laugh, RPG Maker is the bomb! Gotta love the Japanese!

I would love for the new site to have some sort of resource area. I know we push for originality but it wouldn't hurt. I know everyone is against prefabs too but they give a great base for someone to at least learn how to make complex brushwork. Just an area for some basic resources and links.

Maybe the resources could be cross platformed so they could be used by all. Like leaving texture images to their original source instead of rendering it to a specific engine. That way you still have to work for it.

And definitely more tutorials for all engines included.
Posted 13 years ago2011-02-03 10:13:12 UTC
in The Future of TWHL Post #289988
That's the general idea, but it seems that a lot here are against an influx of newcomers.
Given newcomers come with SOME prior knowledge of what they are doing, then yeah.
This is why I wouldn't support a site for 30-40 people. You might as well swap steam id's and have a big chat party everyday.

I thought we were supposed to be supporting...
Posted 13 years ago2011-02-02 19:44:17 UTC
in The Future of TWHL Post #289967
In the short term, it would save you alot of hassle, and like I said, give you more time to design it the way you want. And possibly give me time for needed input from the community itself.

I know we speak of the 40 but really there are far more people that stop in and possibly never come back. I really like the idea of opening up to other engines and possible other ways of thinking about things. This is all I have ever really pushed for on this site.

We all love Half Life 1 and it's ultimate ease of use. It will always be there and we should not turn our back on our benefactors. Without it, we wouldn't all be here having this discussion. Change is good though.

It will be sad to see the name changed...

What can you do? lol
Posted 13 years ago2011-02-02 18:53:31 UTC
in The Future of TWHL Post #289965
But, meantime, if he hasn't paid for any of it then the whole kit and kaboodle could go down at any minute. Does anyone know if he has been cut off from the rest of the world with Egypt cutting 90% of their internet?

Anyone have a web route map of the world?
There are other platforms of communication other than a forum y'know
I am fully aware that most people would be in the direct loop and would be advised if something major happened and the site went down for a month or two. Not everyone on the site has that direct communication though.

All I am saying is I would hate for the site to just blank out. It has been said already that this probably would not be the case.

@Penguinboy: Couldn't most or all of the content be simply moved without being recoded? Don't know much about PHP. All I know is that it creates the pages on the fly. Is there some sort of PHP Engine that you can't get to?I know you want to remake the site but you could move it temporarily until you get the newer code. Then you could take more time. And it would appease the people more if they made a slower transition to a newer site format. I remember the old site and it was a litle bit of a shock to move to TWHL2. I liked it once I was on for a couple of weeks. Whichever, just a suggestion.

WORLDCRAFTERS.COM is the best I can come up with. lol
Posted 13 years ago2011-02-02 11:54:07 UTC
in The Future of TWHL Post #289955
@everyone: and please don't take this the wrong way....

I don't think any of you realize how dire the situation is. If you could read and possibly read between the lines then you WOULD realize what is being said.
it's possible that TWHL could disappear overnight at any time.
Are you reading this and have you all figured out that this could very well happen and if it did then we would ALL be left in the void without any idea of how to reconnect with anyone.

I think we need to get our heads out of our arshes and think of a good name cause it has been made very clear that TWHL is NOT going to be in the new name. Get over it people, you act like you are loosing your girlfriend.

It's a freakin website, not your personal platform to be an ass; although I am quite good at that myself. I know we are all comfortable here. I don't like the crap any more than any of you but I am willing to change.

Call the site whatever you want. It is NOT the name that makes the site necessarily. It's the people, and we have a great group here.

And Ant is right, why are you all so afraid of new people? It's taken me awhile to fit in here and I have been here forever. You people are harsh sometimes, and you know it. And personally, 30-40 people is not enough people to keep a website running. You might as well just have a blog.

Stop being selfish!

WorldCrafters.com and we make Soup an Administrator, of course.

I like ya Soup, even if you don't like me.
Posted 13 years ago2011-02-01 23:04:35 UTC
in The Future of TWHL Post #289928
Colective.com sounds nice....

I still like WorldCrafters myself....sorry soup...

I don't know what everyone is talking about with the acronym TWHL. I think of the word TWILIGHT everytime I see it.

Don't ask me why...
Posted 13 years ago2011-02-01 12:02:32 UTC
in Source Tips and Resources Post #289894
Nice Link

No one has posted anything in a minute so here goes...

http://www.tophattwaffle.com/?page_id=63

If you have never been to this guy's site then you should take the time and check it. It definitely has a few goodies plus some really nice tutorials for Source. You can catch these on YouTube as well under TopHattWaffle.

http://www.tophattwaffle.com/wp-content/plugins/download-monitor/download.php?id=Dynamic_Water.zip

This is a nice particle water effect. Flowing water that is directional when a brush is placed in it's path. Water dissipates when it hits a solid body of water. There is a tutorial for it as well.

Enjoy!
Posted 13 years ago2011-02-01 11:38:04 UTC
in Post your screenshots! WIP thread Post #289893
@psilous: It's all good....just asking....Looked like alot of texture on the outside. It would surely kill your render.
custom texture from cgtextures + Gimp = goldsrc > source ^^ just kidding
LOL
Posted 13 years ago2011-02-01 03:56:44 UTC
in The Future of TWHL Post #289869
soupminer.com is available....kinda catchy!

Maybe something with Atom in it?

http://www.mightyatom.com/ is available! lol

something that screams creativity...in a subtle way...

CommunityTWHL
TWHLCommunity
TWHLUnlimited (think I already said that)

Dunno, too many people want to somehow keep the name. Maybe not possible.
Posted 13 years ago2011-01-31 22:04:35 UTC
in The Future of TWHL Post #289855
By the way, there's absolutely no animosity between atom and the Admin team here. Atom slipped away from the site a long time ago, leaving it in the hands of the previous Admin team (Andy, Seventh-Monkey, RabidMonkey and myself). He's simply a difficult person to get in touch with.
Yeah, I don't think I have ever seen him online and I have been here for a minute. My post really made no real sense after I figured the Atom thing out.

And are you saying that the new site would be an site for all games and platforms? Well, within reason....

I am not so sure I like "The New Half Life". If you are going to have Half Life in the name then make it something like HalfLife Unlimited. It was going to be my new universal Source Mod Folder but you can use it. lol. All my maps are pretty much arena's anyways so my current is HalfLife Arena, another good name. Feel free to use either one...lol

Names are makers and killers so choose wisely grasshopper.
Posted 13 years ago2011-01-31 21:24:32 UTC
in Post your screenshots! WIP thread Post #289852
@Striker: I would just cut the size in half. Make it a 512x512. That should help with any sizing issues.

@Psilous: You are going to use some null textures right?
Posted 13 years ago2011-01-31 15:57:37 UTC
in The Future of TWHL Post #289834
Personally, I would like a fresh user account with some perks....lol

Everybody around here assumes that I like kdunivan for some reason....

Most people just call me Dunivan....

I'm Irish like that...
Posted 13 years ago2011-01-31 14:22:14 UTC
in The Future of TWHL Post #289830
I am kinda liking the mystery person aspect. Still gets paid....

no, just kidding...do what you need to do.

All hail ATOM! Thanks for the website.

call us....
Posted 13 years ago2011-01-31 12:43:41 UTC
in The Future of TWHL Post #289824
I am glad you cleared that up man! I was like duh, confused.....fo real.

many lols

Sorry...

I have never seen him on...

That definitely clears a few things...

www.thewholehalflife.com is available!
Posted 13 years ago2011-01-31 12:09:02 UTC
in The Future of TWHL Post #289821
Ok, I am confused and need to play more multiplayer or something to keep up with everything around here.

I just had conversation with Atom yesterday concerning a texture so I know he is at least logging on. And you guys can't communicate with him?

This sounds like a fight or a disagreement to me and possibly the direction of the website. None of my business....

I have to say that I quite enjoy coming here every morning, noon, and night to check to see what others like me are doing. I would really, really hate to see it go and would support whatever move there is to make.

Having said that, I have become quite attached to the name TWHL but it has become sort of a misnomer since it really isn't really the whole Half Life anymore. Like you said, there are more engines to add and alot of tutorials to catch up on. At least try and incorporate the old name.

I have built a few sites myself so I know the drill. It's alot of work that can get behind really quickly. I don't see how you all share this responsibility anyways; especially with no communication.

I wish you all the luck and please don't leave us in a lurch, we will find you eventually. What the hell else would we do with our days? LOL

@atom: what happens to this site now? come on.
Posted 13 years ago2011-01-31 11:59:30 UTC
in Post your screenshots! WIP thread Post #289820
Sorry, didn't notice the arrow....

Try a final compile and see what happens....

You could put a mild light or two scattered around the room (set at like 5).
Posted 13 years ago2011-01-30 20:49:05 UTC
in Post your screenshots! WIP thread Post #289802
@striker: personally, I like your texture. It looks alot like a bump texture I already have.

What's wrong with it?

And I am not using an ssbump, just normal bump. And I pretty much drag everything to vtex. I guess I should use vtfedit more often.

I am all fixed up now though....
Posted 13 years ago2011-01-30 19:27:45 UTC
in Post your screenshots! WIP thread Post #289798
Hey, thanks for that tip Rotator. As you can see the pixelation went away and now I have the nice crisp line I wanted. Also cleaned up alot of the detail on the cube texture itself although you can't really see it for this crappy screenshot. There are always much darker than the actual map. Looks great in map and walking around it though. Thanks again.

@atom: did you apply that to your texture as well?
User posted image
Posted 13 years ago2011-01-30 18:35:48 UTC
in Post your screenshots! WIP thread Post #289796
I figured the sharp edges would be a problem. I spent alot of time removing and refining the edges and cleaning up the original image. I did not know about the compression.
Then drag-and-drop that onto vtex.
Do I drag the normal map and the normal map text at the same time?

@atom: thanks for the vote of confidence! It's still a work in progress. This is basically my third room now. Not to mention the cube is spinning and has no real lights sources. I have spots on the bottom and the top but only the spots on top are giving off dynamic lighting (point_spotlight).

Would you just leave the texture flat? lol
Posted 13 years ago2011-01-30 13:57:47 UTC
in Post your screenshots! WIP thread Post #289786
Posted 13 years ago2011-01-30 13:36:01 UTC
in Post your screenshots! WIP thread Post #289785
User posted image
They were both 1024x1024. I scaled them down so they would be under 2M.

I will get a screen shot here in a little bit for you. The texture looks great but could look much better. I have been messing with it for 3 days.

LOL
Posted 13 years ago2011-01-30 13:18:02 UTC
in Post your screenshots! WIP thread Post #289783
@Atom: I have been experimenting with some normal mapping myself and find that I get the same problem with the whole flashlight thing. The texture from a distance is awesome but when turn the flashlight on it "flattens" again.

Am I doing something wrong here or does the flashlight just automatically nullify the whole bump effect?

Also, did you put a cubemap in and build your cubemaps after compiling?

Funny thing is, I grabbed a random texture off a bumpmap site and it looked great. I really feel I am doing something fundamentally wrong....
User posted image
"LightmappedGeneric"
{
"$basetexture" "(mydir)/(mytexture)"
"$envmap" "env_cubemap"
"$surfaceprop" "metal_bouncy"
"$bumpmap" "(mydir)/(mytexture_normal)"
}

Haven't done much to the text file. Going to do a bit more research today to see if I am missing something. And yes, it's all named correctly.
Posted 13 years ago2011-01-26 11:27:44 UTC
in Post your screenshots! WIP thread Post #289667
Da sidewalk! and it looks exaggerated as hell...

The effect it has on the wall is quite nice but still not realistic enough for me. I can see where this would pay off for some textures.

I think I am with Striker, I really don't understand what that fuss is all about. Does the other 90% that play these games really notice these things or are we just catering to the 10% that super analyzes all game levels?

Personally, I don't like the whole shiny wall thing, it doesn't look natural.
Posted 13 years ago2011-01-24 11:34:42 UTC
in Post your screenshots! WIP thread Post #289619
Does anyone know of any source utility or 3d party utility that allows you to convert topographic map(s) (black and white) into a working terrain maps for Hammer. I used to do this with Sim City and I loved it.

I just want to be able to take any topo black and white and turn into a 3D raw map.
Posted 13 years ago2011-01-23 11:29:56 UTC
in Competition 30 chit chat Post #289551
Jesus, how hard is it too figure out?

Obviously, the two engines would be judged fairly and independently....

I think Hunt has proved that you CAN make a really nice detailed map in GS without having it look like something from Black Mesa.

How is this compo any different than any others that used both engines?
Posted 13 years ago2011-01-21 13:10:15 UTC
in Competition 30 chit chat Post #289494
Mapping from a .wad could be fun but I don't have HL1 installed anymore....

I know...blasphemy!!

As long as I can map from a texture pack then it's all good for me. I still want to see another brush compo. Make it a single object like a building or a bridge or whatever you want...the freaking Eiffel tower hasn't been done here yet. Doesn't have to be a working map necessarily. Allows more focus on the work and not details like lighting and multiple end tasks that leave alot of maps unfinished. A lot of my maps are unfinished simply because I am not good at everything and I hate releasing something that is not finished.
Posted 13 years ago2011-01-21 12:59:02 UTC
in Post your screenshots! WIP thread Post #289493
@2muchvideogames: I only make single player maps....

@JeffMod: Practice makes perfect. And it's not hard to rotate ANYTHING in map. Just right click->tranform and rotate it however you like.

@Huntey: Really nice map. How much time do you have in? Actual, that is.
Posted 13 years ago2011-01-18 15:53:42 UTC
in scene.image Post #289296
Well....I am still using Episode 1 under the 2006 settings...lol

You can't actually make the scene.image file because there is no option in faceposer.

I will switch everything over eventually...
Posted 13 years ago2011-01-16 21:47:29 UTC
in Phones: What Phone You Have, And What Yo Post #289220
There are alot of people that are just straight up against this type of technology. I have to admit I was for awhile myself. I take Urby's side because I didn't actually get a smart phone until AT&T gave me one. I really don't stay on the phone enough to shell out the big bucks for something I rarely use.

Ultimately, I have to admit that I love my Android now and wouldn't part with it if you stabbed me, I would still hang on!

I love the ability to get on the web while I am mapping so I can find something. Most of you probably have some sort of two monitor set-up. I can't afford another monitor right now so it works out great for me.
Posted 13 years ago2011-01-16 12:02:30 UTC
in Rooms: Source! (co-op) Post #289179
You make a valid point...

So, you want all custom textures to have the map name included?

How about custom models? My custom models sit in their own folder anyways so I don't see the real need in changing it.
Posted 13 years ago2011-01-16 11:24:09 UTC
in Rooms: Source! (co-op) Post #289173
nopey...I think you have to use pakrat....
Posted 13 years ago2011-01-16 11:20:58 UTC
in Rooms: Source! (co-op) Post #289171
I had thought about the materials authoring thing last night before I even read the latest on this thread.

I am all up for sorting but some may find this problematic if they don't know how to manipulate, move, and rename textures.

Also thought about entity names but I guess since there aren't going to be any globals, so to speak, it should be ok. Still could be useful to ask everyone to think of "genuine" or unique names or simply load every level fresh. This would require that one little tick in the map properties of each level submitted.

Just some thoughts....
Posted 13 years ago2011-01-15 13:02:46 UTC
in Source Tips and Resources Post #289127
Overall Good Mapping Tip

Did you know that you can place entities in your 3D or Camera view in Hammer?

I don't know if this is already a well known fact but I got to thinking about it last night while mapping.

Select your entity from you drop down menu and then click anywhere you already have a brush in your map. Hammer will not create the entity in blank space or on top of another entity already in the map.

This will place the new entity exactly one unit above or beside the brush you clicked on. This is nice for placing entities quickly and neatly.
Posted 13 years ago2011-01-15 12:54:40 UTC
in Phones: What Phone You Have, And What Yo Post #289126
Got: Sony Ericsson Xperia 10 running Android 1.6
Want: My 2.2 Android Update (the rest of the world has it)
Posted 13 years ago2011-01-15 11:52:38 UTC
in Rooms: Source! (co-op) Post #289122
Ya, I am in I guess....

I still have my old rooms entry but I am also starting a new one because of some scene.image problems with EP1.

If anyone can help me with the scene.image file then I will just post the first map which I have already posted screen shots.
Posted 13 years ago2011-01-15 11:23:47 UTC
in Theoretical Disaster Post #289115
@Dimbark: Dude, do you have you desktop set at the maximum?

Is this your problem? Try going to your actual desktop and right-click and set your desktop resolution to 1024x768.

Then try the same with your game afterwards...see if this works...
Posted 13 years ago2011-01-14 18:49:46 UTC
in Theoretical Disaster Post #289097
I still think he is learning alot of things....

[quote]I take screenshots by clicking Print Screen and then I paste them into paint.[quote]

I just now caught that...

@Dimbark: Dude! F5 to take the screen shot! and I thought we were over Paint?
Posted 13 years ago2011-01-14 18:09:56 UTC
in Theoretical Disaster Post #289094
They're surprisingly small.
wonder why?

At least go to 1024x768....it shouldn't kill ya!
Posted 13 years ago2011-01-14 16:53:25 UTC
in Theoretical Disaster Post #289091
@Atom: I was looking for something more fundamental...

I perfectly aware of how textures work!

I am constantly re-adjusting textures to keep everything tidy so that I don't get the dreaded seam.

I do randomize some textures but they are usually things like wood,walls, and things that don't need to "look" perfect.

@Dimbark: And why exactly are you running everything at 800x600?
Posted 13 years ago2011-01-14 11:01:20 UTC
in scene.image Post #289078
Is there any way to create the scene.image file under episode 1?

I know I can use the newer engine to make this file but I am still fiddling with EP1. And yes, I have the newer engine and it works fine.

Obviously, every time I load one of my maps with custom scene content it says it cannot find it.

I was going to upload my source room but it has two scenes that do not get picked up. This is extremely frustrating.

Atom? You mentioned some help in the shoutbox?
Posted 13 years ago2011-01-14 10:44:59 UTC
in Mapping for Google Post #289077
ok, ok! <in the voice of my cousin vinny>

they can pay me in gum!
Posted 13 years ago2011-01-14 10:42:05 UTC
in Theoretical Disaster Post #289076
Yeah, terrain (and all floors/ceilings, for that matter, unless you have a really good reason not to) should always have 0 shift.
Why? I can understand alignment and all but aren't there times when you could want some randomness to it? Why have the values to begin with if you are just going to set everything to 0. Why not just lock it at 0?

And no, I am not being argumentative....I am curious...
Posted 13 years ago2011-01-13 11:45:06 UTC
in Mapping for Google Post #289029
Google has been "letting" people map for awhile now. A good idea in theory but I am not sure if they are not just using the people as some sort of free work force to get 3D architecture into the map.

And most of the maps aren't really all that good, i.e. most of the structures are never really complete or accurate.

It would take a bunch of "real" mappers to complete this project the right way. I think they should be a little more strict on the entry policy. I use google earth alot and I don't want to see some cheesey building when I am trying to look for something important.

I guess all is free so I can't complain but so much.

Now, the 3D warehouse is a completely different story. Haven't actually tried to convert anything from there yet. Well, I don't use the new source engine as much as I should.

http://sketchup.google.com/3dwarehouse/
Posted 13 years ago2011-01-13 11:34:44 UTC
in Now Hiring: Map Vault Moderators Post #289028
What have I done?

<waiting for the additional smack down>
Posted 13 years ago2011-01-13 11:31:56 UTC
in Mod team wanted: RECRUITING NOW (Source Post #289027
I think I was already smacked down a few days ago....

your late....lol
Posted 13 years ago2011-01-12 18:40:22 UTC
in Source Tips and Resources Post #289013
Posted 13 years ago2011-01-12 12:21:47 UTC
in Post your screenshots! WIP thread Post #289000
@striker: It is true, source can only render one camera at a time. I have successfully used up to 16 cameras but you have to switch them and you are only seeing one at a time.

I use logic_relays for each camera. I usually just cycle thru with a switch so the relays are on/off.

I have a nice tutorial somewhere if you need it.

@Huntey: Awesome light information. Never quite looked at it that way before but I suck at lights anyways.
Posted 13 years ago2011-01-11 11:15:59 UTC
in Now Hiring: Map Vault Moderators Post #288970
It doesn't have to be a literal vote...geeez...

Just expressing who we think would be a likely candidate...

Maybe giving some kudos to the people who deserve it...

@Huntey: We don't do alot of marriage planning in America anymore. lol
Posted 13 years ago2011-01-11 00:14:16 UTC
in HL2 EP2 FAILURE Post #288955
Hmmm...there is a reset but I can't remember what the heck you do....

Ok, I looked it up and this may or may not work because it didn't for my DOD.

If you are running steam and I hope you are....go to your launch options on Half Life 1 and type in -autoconfig and this is supposed to reset to 800x600.

Maybe someone else can chime in and give you more info on this cause I would like to know too. Like I said it didn't work for my DOD and I would like to play it.
Posted 13 years ago2011-01-11 00:08:02 UTC
in Mod team wanted: RECRUITING NOW (Source Post #288954
Sorry big dude....I don't even know how to respond to that...

@a: I have a ton of HL1 prefabs and models that I rarely use. A lot of it came from prefabs.gamedesign.net before they closed up shop. No one really does prefabs anymore because everyone wants to make everything from scratch.

If you would like me to link these I would be more than happy to. Like I said, I don't do anything with the stuff anyways. Just sits on my drive.

Was that a bit more helpful?....I was getting there....