Forum posts

Posted 9 years ago2014-11-30 00:22:43 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322538
Haven't popped into sledge yet to check, but I'm using Hammer 4x and running finding this an annoyance, so I'd like to ask - does sledge enforce on-grid vertices when creating arches? If not, can we please get a checkbox for rounding up vertex positions?
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-11-20 22:24:56 UTC
in What are you hunting for BF? Post #322424
And also that it's nowhere near Thanksgiving so it can coincide with US Black Friday.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-11-17 20:58:15 UTC
in My first Half-Life Mod... Post #322342
This tutorial could help you with model hacks. It'll go over the basics of editing a model to change stuff like geometry, so you could take the construction model and put it on player animations if you like. You'll also want some player model animation files that haven't been distorted by a decompiler - ambient.impact has a download for that.
As for changing outfit colours, that's a completely different beast. I have no idea how to actually implement it, and I'm not certain that anybody outside of Valve has actually released a player model that's capable of it. Hopefully you can find something for that, but I wouldn't know where to look.

Once the MP player model is done, you can check out the In The Beginning series of tutorials for Hammer to start learning how to map for HL. From there you'll have the foundation for model hacks and mapping that you can then refine to eventually make your mod. I think our tutorial section has some basic coding tutorials to run through once you get the code SDK, as well.

Best of luck, and happy modding! ^_^
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-11-13 19:25:46 UTC
in Building levels in Blender (half-life 1) Post #322330
Oh my god. It never occurred to me that you could convert a model made in a 3D modelling program into proper brushwork that would compile. That would be really friggin' useful for Goldsource.
Does the model import as one brush, or is each face separate?
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-11-01 11:51:35 UTC
in Halloween 2014 Post #322201
5/8.
The ones behind Scott Pilgrim are Rurouni Kenshin, a cowgirl, and a jellyfish (that one was made literally last minute. It was also raining yesterday.)
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-10-31 18:53:11 UTC
in Halloween 2014 Post #322192
User posted image
We didn't have the best turnout for Halloween costumes this year.
(I'm on the far right)
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-10-24 19:58:51 UTC
in Halloween 2014 Post #322136
Went down to the local (as in it's in the city, not near me) Military Surplus today. They've good a really good selection of stuff I don't have the budget for.

They were also out of Olive Drab bandannas, but I managed to find one in a design that some might find perhaps more iconic - Tiger Stripe.
User posted image
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-10-15 18:27:30 UTC
in Post your screenshots! WIP thread Post #322058
Cue everyone but me moving to Unreal
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-10-09 14:49:46 UTC
in Halloween 2014 Post #322003
go clubbing as Aang
Having just finished re-watching Avatar, I wholeheartedly endorse this idea.

Budget is a bit tight for me at the moment, I'll probably just re-use my labcoat again. Maybe get a bandana and go as Naked Snake.
User posted image
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-10-08 13:03:37 UTC
in Mod Creation From Scratch Post #321992
Assuming your OS is 64-bit, rather than just your processor.
Notewell NotewellGIASFELFEBREHBER
This post was made on a thread that has been deleted.
Posted 9 years ago2014-08-26 20:03:06 UTC
in Now Gaming: ... Post #321464
Yeah, looks like On A Rail Uncut. Very nice add-on - the developer is now doing offical BMDM maps.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-08-13 23:54:58 UTC
in Fucking Pyromantics. Post #321163
Christ.
Not much can ruin your day faster than arson. Glad to hear nobody was killed.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-08-13 16:22:22 UTC
in How to make a Steam version Half-Life Mo Post #321141
There are a couple of things that are different from WON HL, but aside from that the process is entirely the same, just under the Steam HL directory as rufee said.

Take a look at the WON tutorials, everything but splash screens should be applicable to steam.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-08-11 10:53:01 UTC
in Mini Competition 2 - Colors! Post #321099
I'm kinda with Jessie here. I started out good, but then it fell by the wayside...
Might be able to finish it in time, though.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-08-10 11:20:11 UTC
in Post your screenshots! WIP thread Post #321090
I'm not entirely sure about different gameplay mechanics, but I'm sure someone will think of something to change using the base engine entities. There were a lot of Counter-Strike maps and stuff with unique gameplay back in the day.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-08-10 01:39:57 UTC
in Post your screenshots! WIP thread Post #321088
But what if someone could introduce a never-before seen perfectly balance FOUR lane structure that revolutionizes the genre?
Or, you know, makes the next big mod like CS was for Half-Life.
Modding Tools = Good, even if it's not much use for the base game.

Capt: It's for Dota 2, but that doesn't mean you can't download it, NOT play Dota, and just toy around with the editor to learn its tricks for when Valve releases a different game.

Assuming you have the disk space for Dota 2.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-08-01 00:23:02 UTC
in Sketches / Drawings Thread Post #320918
Cheater. That's traced over.
I never claimed otherwise.
I'm pretty useless at doing lineart myself so far, so I tend to trace it
Is good practice. I hope.
PLOT. WRITTEN ALL OVER THAT IMAGE. PLOT ALL OVER THE DAMN PLACE.
It was a good episode, if non-canon.
Pro Tip
Thanks for the tip - I'll be sure to try it out next time I start a piece.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-31 00:41:38 UTC
in Sketches / Drawings Thread Post #320896
I'm pretty useless at doing lineart myself so far, so I tend to trace it from a reference image or a screencapture.
User posted image
That said, I do love my tablet and I've been able to do some pretty good recreations with it.

I should finish the 6 unfinished ones I have on my HD...
Oh, and here's the base screencap for reference
User posted image
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-22 18:59:40 UTC
in Mini Competition 2 - Colors! Post #320633
Welp, Rimrook just inadvertently gave me an idea that combines what I was considering for the compo with something I've been wanting to do for a bit...
I guess I might as well try to enter this one.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-20 19:03:43 UTC
in 3D modeling, for animated toys/ action f Post #320511
Downloading Sculptris.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-18 11:37:45 UTC
in Atom's 'map from base' Minicompo Post #320416
Can't, gotta study. :(
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-18 00:40:20 UTC
in Atom's 'map from base' Minicompo Post #320412
I totally forgot about this due to my schedule.
Guess I won't be entering now. :(
Eh, I'll keep the base rmf. Might be a good exercise later.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-10 00:23:27 UTC
in Black Mesa Scavengers Post #320198
Whether Spirit of HL needs to get involved is a matter of how far you want to take the idea. Personally I don't see a need for it unless someone really makes a breakthrough map that requires it.
Custom code would allow us to fix the rats and make the coins a proper weapon.

...And by saying us instead of you, I guess I just signed up to help out, lol.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-09 11:50:21 UTC
in Sledge (Hammer Alternative) Alpha Build Post #320177
I've started fixing some bugs yesterday after taking a bit of a break, so hopefully I can get some of these bugs fixed soon
Sweet! New version of Sledge is always a good thing in my book!
I would love to see John Guthrie from Valve get fired
:aghast:
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-07 00:05:28 UTC
in Sledge (Hammer Alternative) Alpha Build Post #320150
On the subject of rotation, I've been having issues where it doesn't actually set an entities' yaw, instead just moving the model/sprite around on the axis and then reverting when you let go of the mouse.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-06 18:50:12 UTC
in Atom's 'map from base' Minicompo Post #320147
Maybe working on the Core for 4 years(or however the fuck-long it's been) has made you even more snooty than normal, Urbles?
To be fair, I did notice doors placed with horizontal cuts in the walls, which is generally made by carving. It's possible Rim tossed it together as quickly as possible, since, you know, it's a small base map for a detailing compo.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-05 15:00:30 UTC
in Atom's 'map from base' Minicompo Post #320131
Mapping for goldsource is basically the same as mapping for source, except everything is made of brushwork, the trigger system is much more basic, and you have texture lighting in addition to entity lighting.

Nothing to be afraid of - it's actually much more simple.

I might give this a whirl, assuming I can come up with a nice theme idea. I already have a minecraft code, though, so I would forfeit my prize to whoever gets second place should I win.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-04 18:38:55 UTC
in Sledge (Hammer Alternative) Alpha Build Post #320114
Found another bug - Using the file browser to select models includes the models/ directory in the path, which is what the game requires. However, selecting sounds with an ambient_generic will include the sound/ directory, which will make the game search for sound/sound/[sound location] - so it doesn't play ingame without manual editing.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-03 17:51:08 UTC
in Sledge (Hammer Alternative) Alpha Build Post #320097
Alright. Thanks for the tip - that fixes about half the problems I was having with the map I'm working on!
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-02 17:56:16 UTC
in Sledge (Hammer Alternative) Alpha Build Post #320028
I've found a couple things that don't match expected behavior coming from Hammer to Sledge - first off, texture lock (regular texture lock, not scaling) seems a bit different - instead of just preserving texture orientation relative to the brush when moving, it also tries to keep the texture where it was relative to the edge you're dragging - however this is inconsistent depending on which edge you're dragging.
User posted image
I can see the 'edge preserve' thing coming in handy if it's applied to all edges, but IMO it should be separate from the traditional "movement" texture lock.

Also, when dragging and entity or brush edge in the 2D views, it seems really speedy compared to Hammer - and a bit hard to control for me. Could we maybe have that be configurable like the 3D view speed?

EDIT: Also, it seems that occasionally pasting brushes using paste special will change the texture alignment of corrupt and make unselectable the copied brush.
Or this may have something to do with grouping brushes in a way that makes the group concave, such as having tilted wall surfaces along with a section of floor.

EDIT4ish: I think the selection thing is because of concave groups, (which turn out to NOT be corrupted, merely unselectable, forcing selection of brushes/faces on the outer bounding box of the group only) while the texture alignment thing may be non-90 degree angles.

EDIT: I'm also getting odd behaviour where both the "world" and "face" checkboxes in the texture application window are ticked, but seem to have no effect, making it very hard to apply textures that have text, such as signs and posters, properly. Oddly enough, swapping to another texture and then back has a chance of solving the problem - so long as you don't accidentally click the "face" checkbox, which will align it to what I presume is world again.

EDIT: I've just enconutered a bug where Sledge will ocassionally, when not the active window, still accept camera commands from WASD. I was using Skype at the time. Have not been able to replicate it. :\

There's also this, which has been confusing and frustrating me to no end.
User posted image
I can fit it just fine in the editor,
User posted image
But ingame the texture is misaligned. It's probably because the face is slanted, since I'm able to fit-justify things on 90-degree faces properly.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-07-01 17:41:27 UTC
in Post your screenshots! WIP thread Post #320058
Indeed. I know how much you just love zombie mods, Urby! Well, of a certain definition.

I've also modeled some very low-poly heads of lettuce.
User posted image
And made a...well, rather bad texture.
User posted image
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-06-30 20:19:27 UTC
in Post your screenshots! WIP thread Post #320052
Once I figure out how to make some good looking plants for it. :P

It didn't really occur to me to make custom textures for the roof in the first shot, probably because I'm not much of a texture artist, but now that you've mentioned it, I think I'll look into it. Thanks!
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-06-30 19:45:31 UTC
in Post your screenshots! WIP thread Post #320050
User posted image
User posted image
OH GOD WHY AM I DOING THIS TO MYSELF AGAIN AAAAAAAAAAHHHHHHHHHHHH
Also, it's been a hell of a long time since I've posted anything of note in this thread.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-06-17 01:37:53 UTC
in Rooms: Source - Rooms II Post #319832
This kind of fell by the wayside for me. Not sure if I'll be able to actually finish it, but I hope so, considering the unique stuff I already did for it.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-06-14 16:47:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319776
I'd like to report a RMF compatibility problem - You cannot open older formats such as version 1.8 - The version of RMFs included in the Half-Life SDK.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-06-11 12:59:13 UTC
in E3 2014 Post #319745
Nintendo seems less relevent than PC at the moment...
Since the overall opinion these days seems to be that PC isn't relevant, I'm gonna have to disagree with you there. My friends and I were watching E3, and aside from some hype from the big Assassin's Creed fans, the Nintendo conference was the only thing we really got excited watching. New call of Duty or Battlefield? Meh. Sims 4 and GTAV on PC? That's cool.
But a new Zelda game with gorgeous sylized graphics, brand new gameplay features for Smash Bros and a variety of games with unique and colourful visual styles, and even new a IP?

That's something to get excited about.
They just cannot keep up in terms of next gen games.
In terms of raw power, you're right. The WiiU is a bit underpowered compared to the PS4 and XBone.
But I'm sure I don't have to tell you that a game doesn't have to have photorealistic graphics or be demanding on the system to be good.
You're developing a mod for Goldsource, and it's one of the things I'm most excited for. I'm currently playing Final Fantasy 6, which was released for the SNES, and it's a better adventure than any AAA title I've played that was released in the past 3 years.

Next-Gen has become a term that applies almost exclusively to photorealistic graphics. And it's true Nintendo doesn't do that very often. They prefer to use stylization and colour. They prefer to go with an art style that will age gracefully, instead of looking dated as soon as the next year's titles show up. (I personally don't find any problems with that 'dating', but I know others do)

Nintendo does gameplay and whimsy. That's always been their thing, and that's what they'll always do unless something terrible happens to them.

And I'll take that occasional installment of gameplay and whimsy any day over the annual dose of gritty and high-resolution brown. Even if the price is a few third-party titles that have their polies showing.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-06-10 16:11:49 UTC
in E3 2014 Post #319732
I'm fairly sure that the link they showed was female, so that's a nice change.
Also that grass was nice.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-05-27 12:38:30 UTC
in Rooms: Source - Rooms II Post #319574
I'm testing things while I wait for my desk to arrive.
Now, when you say the playable area cannot exceed 2048x2048x2048, you mean places the player can get to without using cheats, correct? I'd be fine having stuff mapped out that isn't in the 3D skybox but is there instead mostly to allow soldiers to spawn unseen?
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-05-27 00:15:38 UTC
in Rooms: Source - Rooms II Post #319571
How is everyone else coming along?
Ha ha ha... Whoops.
dashes to Hammer
EDIT: I remember now why I haven't been working on it - the main setpiece isn't done, and I need to dig out some equipment to finish it - equipment I don't have a proper place to set up as of yet.
Which is kind of a lazy excuse, since I could theoretically pull my tablet out at any point and then just pack it up again, but...
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-05-25 00:32:48 UTC
in Baking GI to textures in 3d software Post #319525
Another thing to note is that the Radiosity simulator included in Vluzacn's Half-Life Tools is actually really accurate and good looking - if you use that and then have a low texture scale (with appropriate high-res textures to match it) you can get really good results!

Hammer doesn't really do UV mapping quite the same way as, well, any modelling package I can think of, and to bake lighting in that way instead of doing lightmaps would require quite a lot of very similar textures, which would greatly reduce performance, increase load times and file size, and maybe even prevent the map from compiling properly, depending on just how many you use.

I can't really think of a proper way to do this the way you want, but I wish you best of luck in finding one, if Vluzacn's tools aren't up to what you want!
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-05-15 23:58:17 UTC
in Rooms: Source - Rooms II Post #319441
If this lasts for the whole summer... I might actually be able to finish something!
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-05-15 23:57:44 UTC
in HLDM Server! Post #319440
Well then the snark cave had better be a good place to hide traps. :P
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-05-15 20:35:09 UTC
in HLDM Server! Post #319437
I like both the light bridges and the secret room.

The light bridges allow better access to the upper levels (though the railings could stand to be removed where they go to) and the secret room is a nice place for pickups - and hiding tripmines. >:D
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-05-14 12:52:14 UTC
in Rooms: Source - Rooms II Post #319424
How is everyone else doing with their rooms?
After getting some neat stuff in, I promptly got busy doing other stuff and it fell by the wayside.

However, one of my first thoughts this morning was "I should work on Rooms!"
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-05-02 00:05:21 UTC
in Rooms: Source - Rooms II Post #319136
That really makes me want to get back to work on mine. (no screenies yet, unfortunately)
My kingdom for a desk and a chair...
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-04-28 13:52:16 UTC
in Rooms: Source - Rooms II Post #318970
i'm going to take over the doing ALL the hallways
Alrighty. I'll just mark the doors with func_entrance and func_exit or something so there's no confusion which is which.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-04-27 01:02:28 UTC
in Rooms: Source - Rooms II Post #318939
Would it be alright if I were to build the connecting hall between my room and the previous one as opposed to the next?
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-04-21 12:19:10 UTC
in Rooms: Source - Rooms II Post #318845
Are there any restrictions regarding custom content?
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-04-19 17:38:53 UTC
in Rooms: Source - Rooms II Post #318808
I like user-created doors, though using EP2 (or any source-based game with model doors) does standardize them quite a bit with the stock content.
I like the idea of having each room having a unique theme - I always imagined Rooms as being some kind of fantasy Villa where each member of TWHL had their own stations constructed to their specifications.
Notewell NotewellGIASFELFEBREHBER