Forum posts

Posted 13 years ago2010-04-13 21:22:00 UTC
in New Map: Left 4 Beer Post #280484
Are you using the skybox texture, or one of the pics of a sky?
Posted 13 years ago2010-04-11 21:33:57 UTC
in Lost Horizons - Source RP Map project Post #280441
to in the last pic above your post, there are 3 visable brushes in that structure (including the rails and supports). Just the floor, and 4 walls are brushes.

Everything else is a model.
Posted 13 years ago2010-04-10 22:20:56 UTC
in Lost Horizons - Source RP Map project Post #280388
Yea there is a lot more to it than what I have done yet

Edit:

You got me to thinking, I was just gonna do a set of beams around those poles with a ladder system, but that wouldn't add any support, so thanks for the CC on that one man.
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Posted 13 years ago2010-04-10 01:48:44 UTC
in Lost Horizons - Source RP Map project Post #280384
Havn't posted many pics the last few days, as I have been streaming most of my work.

For those of you who didn't see any of the streams...

Befor
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After
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Posted 13 years ago2010-04-09 09:52:09 UTC
in Some Modelling WIPs Post #280368
oh wow, I forgot to tell you what part.

I just need that train.
Posted 13 years ago2010-04-08 22:05:21 UTC
in Some Modelling WIPs Post #280364
good to hear.

Its pretty basic in shape and structure, just can't do it with brushes in hammer.

Its for Source. Not sure about polly limit, but what ever you think.

Here is a pic of what I am going for.
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I already have that track built, so let me know what you need from me to get the scale right.

I am looking for it to have 1 simple animation.l and that is a door that goes out, and then slides down the side when it opens. The interior can be basic, doesnt even need seats, maybe just some small slits as windows.

Other than that, feel free to use your own creativity.

Let me know if you need anything else form me, or if you would be able to do this.

Thanks.
Posted 13 years ago2010-04-08 20:38:16 UTC
in Some Modelling WIPs Post #280362
would you be intersted in taking a request?

I need something for my map, and you definatly got the skills to pull it off.
Posted 13 years ago2010-04-08 16:46:56 UTC
in Lost Horizons - Source RP Map project Post #280361
Check here for live streams of the project.

http://www.livestream.com/losthorizons
Posted 13 years ago2010-04-08 05:23:04 UTC
in Some Modelling WIPs Post #280354
guess my only "complaint" is the fact that I can see the individual polygons that went into making the fenders that cover the front set of tires
yea, needs some phong

good work though. comming along nice
Posted 13 years ago2010-04-06 00:45:00 UTC
in Lost Horizons - Source RP Map project Post #280282
too late to edit, but I just wanted to do this for the hell of it.
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Posted 13 years ago2010-04-05 22:46:34 UTC
in Lost Horizons - Source RP Map project Post #280281
I lost almost a full days worth of mapping today fixing some potential problems. All those fence posts (with weird angles and verticies not on grid) where eating up my planes, so I busted out good ol' propper and had to replace and posistion every fence on the map.

However, I did complete the bounding area of the village.

This is where you will be teleported to as you leave the wasteland and enter the village.

The entrance to the village
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Posted 13 years ago2010-04-05 19:04:13 UTC
in Lost Horizons - Source RP Map project Post #280277
not excatly sure, it was in my gmod folder, so who knows

model name is: models/cherokemodels/palmy/tree_big03.mdl

on the subject of models...

can anyone link me to a download of a haystack or wheat(or even a good corn model) for source?

I tried to find the one from l4d2 or even l4d, but had no luck extracting them.
Posted 13 years ago2010-04-05 16:19:02 UTC
in Lost Horizons - Source RP Map project Post #280273
@ ashephard: yea, I am planning on making some custom blend textures with detail sprites and models to fill it in.

@ Rimrook: good link, I been looking for some more pics of that scene. As you can see, I started just as a recreation, then started making it my own.

Thanks to those links I actually got in contact with the artist.
Posted 13 years ago2010-04-05 00:19:13 UTC
in Lost Horizons - Source RP Map project Post #280250
My mapping method is as follows right now:

A. Map for 20-30 mins

B. Play HoN for an hour

C. Rinse and Repeat

Updates. Almost done with this section of the map.
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Posted 13 years ago2010-04-02 19:31:44 UTC
in DirectX 11 Post #280215
ati 5750 or 5770 149 and 199ish.

You will not notice any difference than a $700 card.

True that the new nvidia's have some major benes (wtfati128bit) to them, but not worth the sticker price just yet.
Posted 13 years ago2010-04-02 00:49:31 UTC
in Lost Horizons - Source RP Map project Post #280191
Posted 13 years ago2010-04-01 23:25:20 UTC
in Half life 1 - map question... Post #280189
Posted 13 years ago2010-04-01 19:33:16 UTC
in twisted tunnel? Post #280182
Rotate to 45 degrees, then intersect them perfectly. Select one and cut the edge at the same
45
Posted 13 years ago2010-04-01 19:27:52 UTC
in Half life 1 - map question... Post #280181
Alliedmodders.com
Posted 13 years ago2010-04-01 12:19:36 UTC
in Half life 1 - map question... Post #280166
Amxmodx is your answer. Find a coder and give your ent a Target name.
Posted 13 years ago2010-04-01 03:15:53 UTC
in Lost Horizons - Source RP Map project Post #280154
I'd say about 10%.

I am going to use the teleporter method of doors. Just think Fallout 3 and you will instantly understand what i mean. SO all of these structures are hollow. All the interior will be in a seperate 'void' area of the map.

As far as the overall grid size, what you see in the most recent pics is only about 15-20% of the total area. I am also making in inside of the city (refer to the 1st pic in the thread), and there will be a set of caves too(under the current part I am working on now).
Posted 13 years ago2010-03-30 22:19:36 UTC
in The "Metroid Effect" Post #280127
Edit: actually you use the name of the filter_damagetype and put it in the doors key field "filter"

Very usefull if you every make a level that has a wall or door that can only be open/broken by explosives
Posted 13 years ago2010-03-30 17:27:58 UTC
in Lost Horizons - Source RP Map project Post #280123
Posted 13 years ago2010-03-30 04:38:18 UTC
in The "Metroid Effect" Post #280116
It's something like filter_damagetype. Then just send the output to the door
Posted 14 years ago2010-03-25 21:25:29 UTC
in Water Post #279995
2. 3d skybox
Posted 14 years ago2010-03-24 23:50:04 UTC
in Lost Horizons - Source RP Map project Post #279988
This is a map I am working on for Garry's Mod.

Here is the concept art:

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Here are some pics of different stages of development:

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Here is a link to the forums I am hosting this map and will be hosting the game, when the time comes:

http://projectmobius.pforum.biz/forum.htm
Posted 14 years ago2010-01-08 01:44:06 UTC
in water spout Post #277516
-= Nevermind, the partical system was created after the last DoD:S update and will not work with it. Thanks for the suggestion though, I will definatly be playing around with that on other mods.
Posted 14 years ago2010-01-08 01:16:37 UTC
in water spout Post #277514
Interesting stuff, but I am trying to use this in DoD:S. I know its on the OB, but I didnt see anything about adding it in a map, other than in game operators.

Is there any way to do this with any exsisting ents in DoD:S
Posted 14 years ago2010-01-07 23:36:42 UTC
in water spout Post #277509
is there any way to make a water spout in source?

I have a map with a bathroom, and a wall is broken that knocks a sink over.

I am trying to find a way to simulate the pipe spraying water up from the broken pipe.

Any suggestions?
Posted 15 years ago2008-11-18 21:36:03 UTC
in Zone Alarm 2009 Pro for free!!! Post #258714
Only 14 hours left in this 24 hour promotion. Its a $49.99 value for free right now, sorry I was so late getting it on here.

This is not a sales pitch, it's the companey's 15th Birthday, so they are giving away ZA 2009 with a years subscription.

Download link:
http://download.zonealarm.com/bin/free/sum/index.html?c=W100001

Article about it:
http://www.downloadsquad.com/2008/11/17/download-zonealarm-2009-pro-for-free-on-11-18-2008/
Posted 15 years ago2008-09-22 06:51:41 UTC
in Project: Mobius - MiniMod for The Specia Post #255920
Well, after more compiling errors and retrys than ever befor ( surprized I still have any hair left ), Project: Mobius / MobiusRP has been completed.

As of yesterday the 2 servers have been purchased, and the plug-ins installed. There was a slight delay on Grande Opening because of some SQL error's, but that is all fixed now.

The servers will be opening up tomorrow/today mid to late afternoon (noon - 4pm C.S.T. GMT -6). It will be a lot of fun duiring the "intro senario" we have planed.

With over 100 people already in the community, it should prove to be a very busy and interesting experience. For those of you hwo have not heard of us yet, or visited our forums, now is the time to register and get an idea of what we are doing.

I will be posting the map and related files here at a later date ( when a final version is ready, including rmf files ), but for now, I will release the model pack we have made for this mini mod here.

Pack includes weapon models and sounds, and player models that players will be using on the servers.

http://files.filefront.com/Model+pack+for+Mobiusexe/;11859080;/fileinfo.html - file is a self extracting rar file, you can open with winrar also if you dont like exe files.

The MobiusRP forums
http://projectmobius.pforum.biz/forum.htm
Posted 15 years ago2008-09-08 00:10:37 UTC
in Official Transformers 2 Set Video! Post #255051
This is the OG transformer.

He's always on duty.
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Posted 15 years ago2008-09-08 00:05:57 UTC
in Error: Bad surface extents - help Post #255050
... lol thanks for the attempt at helping, but I think we all have tommy
's page bookmarked at this point.

There are nooverscaled textures past 4.5, and that is just on doorframes or glass. The map co-ordinates change with every compile, as does the face and texture that is giving the error.

I was just hoping someone else has made a map of this scale and has run into this problem.

Does anyone else have any suggestions? I am about to just start chopping away at the level building by building.
Posted 15 years ago2008-09-06 00:40:06 UTC
in Error: Bad surface extents - help Post #255004
18316 faces
Create Patches : 72778 base patches
0 opaque faces
1060156 square feet [152662496.00 square inches]
285 direct lights

BuildFacelights:
Error:
for Face 2 (texture pv_crwmatsd) at
(216.000 -2474.000 -645.000) (216.000 -2463.000 -645.000) (216.000 -2384.000 -645.000) (216.000 -2384.000 -652.000) (216.000 -2480.000 -652.000) (216.000 -2480.000 -645.000)
Error: Bad surface extents (17 x 2)
Anyone have any experiance with this problem?

I have made many maps, and have never ran into this. If I run Vis without Rad it will compile, but when running it in game, it will exit out with the error of " Lightmap for texture ( insert random texture here ) is too big (23x23) bla bla bla, max of 324 luxels.

I have seen that error befor when I 1st started when I didn't make a brush with aaatrigger a ent, but this is doing it with regular textures.

I have compiled about 7-8 times now @ 5h45m vis time each. Each time it gives a different texture/face that is invalid.

I am starting to think the map is just too dam big, and am about to remove some things to lower the amount of clipnodes and brushes.

[quote]
average leafs visible: 303
g_visdatasize:560881 compressed from 4029960

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 217/400 13888/25600 (54.3%)
planes 10605/32768 212100/655360 (32.4%)
vertexes 27035/65535 324420/786420 (41.3%)
nodes 11394/32767 273456/786408 (34.8%)
texinfos 4633/32767 185320/1310680 (14.1%)
faces 18316/65535 366320/1310700 (27.9%)
clipnodes 31925/32767 255400/262136 (97.4%)
leaves 7525/8192 210700/229376 (91.9%)

marksurfaces 27448/65535 54896/131070 (41.9%)
surfedges 87421/512000 349684/2048000 (17.1%)
edges 47181/256000 188724/1024000 (18.4%)
texdata [variable] 16757030/24576000 (68.2%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 560881/2097152 (26.7%)
entdata [variable] 62758/524288 (12.0%)
452 textures referenced

Total BSP file data space used: 19815577 bytes

19613.92 seconds elapsed [5h 26m 53s][/quote]

If anyone has run into this problem befor and has a solution, please help me out. I have a lot of people in my community waiting for this release.

Thanks in advance
Don Punch - Project: Mobius
http://projectmobius.pforum.biz/forum.htm
Posted 15 years ago2008-08-29 05:31:08 UTC
in Infinant Harmonic Reflux (Randomized T Post #254687
I know someone here made the random event machine using lasers and targets.

I am curious, would the same idea work with teleporters?

I am so busy mapping to complete the project on time, I really dont have time to make a test map, but I am curious if anyone here knows if it will work?

For those who havn't read the random event generator....

With lasers, if you assign multiple info_targets with the same name, the laser will shot all of them in a random order.

I am trying to make a teleporter in a science lab, that will be similar to that of HL2... destination unknown. Is there a way to have it randomly drop you off if I put many info_teleport_desitnations around the map?
Posted 15 years ago2008-08-28 17:33:19 UTC
in Project: Mobius - MiniMod for The Specia Post #254653
copyrighted textures for free mods? thats unheard of.

Anyways, copyright laws only are applicable if you are trying to sell something. This map is not for sell, and is not being used to make a profit in any way at all. The forums associated with them do not even have ad banners, or membership fee/services.

I do make sure to give proper credit for anyones textures I do use though in 2 ways:

1) a nice long txt file
2) a custom texture in the map with credits listed on it.

You can make a huge texture with credits and put it on a 1x1 face so it can be imbeded with the bsp file. You don't even have to scale it to fit, just use a part of it, and the whole texture is saved.
Posted 15 years ago2008-08-28 15:51:15 UTC
in Project: Mobius - MiniMod for The Specia Post #254648
Yes, I am in America, but that doesn't mean that is where it will be hosted.

One of the main features is the linking of 2 servers in different locations, so it is relativly low ping on one of the servers for anyone.

As for the funny models, yes, as long as it is relative to the senario, you can use anything you want.

We have posted a joblist on the forums now too, so you can start planing out your character now if you wanted to.

As for releasing it, the reason I will be doing this, is to give the TS(RP) community a parting gift so to speak. I will really only be playing on these maps for about 2 weeks, making sure there are enough admins and everything is running smoothly (also making any updates to the maps as needed). The reason I will only be playing it for a short time, is because I have a SIngle Player Source Mod that I will be starting on ( more on that later).
Posted 15 years ago2008-08-28 13:38:30 UTC
in Project: Mobius - MiniMod for The Specia Post #254642
Project is at apx 85% now. I am striving to have it opened by this weekend.

In the meantime, we have opened up the RP forums, so if you would like to know the plot and history of the senario we will be playing in, come on over to the forums and check it out. We are also now accepting apps for admins, job apps, and org apps (if you are new to RP, there will be a guide also).

If you are interested in checking it out, here is the link.

http://projectmobius.pforum.biz/forum.htm
Posted 15 years ago2008-08-16 23:41:24 UTC
in Serenity Now bombs a World of Warcraft f Post #253959
<caps for dramatic effect>
Posted 15 years ago2008-08-16 21:05:43 UTC
in Serenity Now bombs a World of Warcraft f Post #253939
lol never have played WoW, but saw that and lol'd.

Serves em right, never take a game that serious.

It sucks someone died, but a game where your goal is to kill as much as possible isn't the place to mourn death, lol.
Posted 15 years ago2008-08-16 20:52:47 UTC
in Serenity Now bombs a World of Warcraft f Post #253935
Come of you may have already seen this, but it is very funny to see this happen. This is probably a 'significant moment in history' for MMO gaming.
From a youtube user...

Some girl who played World of Warcraft died in real life, and those horrible failures of human beings planned a funeral for her... RIGHT IN THE MIDDLE OF A PVP ZONE! They posted about the event on the messageboards and urged people not to bust it up.

I don't think I need to explain what happened; the video speaks for itself.
http://www.youtube.com/watch?v=IHJVolaC8pw
Posted 15 years ago2008-08-16 20:51:33 UTC
in Now Eating: ... Post #253934
lol mmmmm dont get me wrong, I love getting tail, and eating it too, just not the tail of a beast.
Posted 15 years ago2008-08-16 20:02:52 UTC
in Now Eating: ... Post #253931
Oh God, I am, so full....

Just finished a big ass plate of Pork spare ribs, maccaroni salad, and baked beans.

Top it off with a cig and its time for a nap, lol.
Posted 15 years ago2008-08-16 18:22:48 UTC
in Now Eating: ... Post #253923
wth, lol you got down on 2 tubes after oxtail soup? ( I hope thats just some english slang and not a hairy ass bone from an ox, lol)
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Posted 15 years ago2008-08-16 17:45:56 UTC
in Wadinclude problems Post #253916
I am cashed out of idea's then, not being familar with The Compalator, I think MuzzleFlash is gonna have to solve this one for ya.
Posted 15 years ago2008-08-16 17:28:35 UTC
in Wadinclude problems Post #253914
I would check your setup options, it is looking like your compiler is calling on mismatched directories.

I am not to sure how The compalator is setup, but Muzzle can help you I'm sure.

In Nem's tools there is a compile template file, that loads all the pre set options. If there is one for The compalator, then maybe MF can send you his, if you want to try Nem's ( after you try all options to get The Compalator to work, since you have access to the creator here ), but if you try Nem's Compiler, I will send you my template for full compile.

Note I just saw this in the compile report. Are you making sure to put .rmf in the command string? It looks like you just have the map name and not the extension, and after the 1st one, it starts up with the errors

** Parameters: "c:\sierra\half-life\valve\maps\airtower_fi
nal"
Posted 15 years ago2008-08-16 15:48:52 UTC
in Wadinclude problems Post #253899
what is this part of the command line doing there?

Command line: hlrad.exe -extra -lights "C:\Valve Hammer Editor\tools\lights.rad"-chart -estimate -texdata 8192 -dev Error C:\SIERRA\Half-Life\valve\maps\airtower_final.map
Posted 15 years ago2008-08-16 15:45:09 UTC
in Has Bigfoot been finally caught? Post #253898
Lincoln would kill them, but I think we all know who would....
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Posted 15 years ago2008-08-16 14:07:25 UTC
in Wadinclude problems Post #253891
they are the portal files that tell the compiler where your nodes and leaves are.

I have seen this problem befor if I understand you right.

Are you compiling a map, then it stops and says

--- BEGIN hlvis ---
Command line: "D:\Program Files\zhlt34x86final\hlvis.exe"-full -chart "C:\Users\Swiftfox\Documents\Sven Coop maps\Swift ent Map"
Error: Portal file 'C:\Users\Swiftfox\Documents\Sven Coop maps\Swift ent Map.prt' does not exist, cannot vis the map

?

this was a question I got from someone on my site.

Most likely there is either a space in the map name, instead use a _ to connect words.

or

you have gone outside the acceptable range of the compiling tools
(ie. your map extends past the grid)
Posted 15 years ago2008-08-16 07:24:36 UTC
in Wadinclude problems Post #253861
I would highly suggest using a compiler that is a bit more advanced, and helps you with the options.

I prefer Batch Compiler. It has a great, easy to use UI, and lots of options to tweak.

I have seen some other user created ones on these forums too, but Batch compiler / Nem's Tools are the best in my opinion.