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This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-10-08 20:49:54 UTC
in Post your screenshots! WIP thread Post #331943
Yeah the lighting is too bright, I'll try to make it less bright but the thing is, since windows are actually models, a not-high-enough brightness made them looking strange.
Concerning your two other suggestions, that's actually a real location, so I don't have much freedom on that. But worry not! There is actually a fireplace. Somewhere...
And you're right, I think the bed is a bit more distant from the edge of the ceiling in reality. :P

Concerning your screens: I like the neat, detailed and precise mapping. Really nice architecture as well. Apart from that, it's hard to make other comments without the lighting.
I'm not a big fan of the grey/desaturated aspect, but again, I don't know how it looks in game.
Posted 7 years ago2016-10-08 00:35:44 UTC
in Post your screenshots! WIP thread Post #331926
Yeah sure! Don't know how I missed that one. :o
Posted 7 years ago2016-10-07 16:36:24 UTC
in Post your screenshots! WIP thread Post #331921
Thanks guys! :)
I think the fact the textures look under-detailed is an impression, since I resized them in Hammer to like 0.3 in general.
Posted 7 years ago2016-10-07 14:17:52 UTC
in TWHL World - Community Project Post #331918
Posted some screenshots of my entry in this thread! :)
Posted 7 years ago2016-10-07 14:15:05 UTC
in Post your screenshots! WIP thread Post #331917
In what world does this chat belong in a WIP thread? Back on topic, please.
Sorry. Here's a WIP I'm working on:
User posted image
With a bit of luck, I won't be the only one who found that funny. :P But more seriously, here are some pics of my TWHL entry (below, not above). I might improve a bit the lighting, but otherwise I can't help the fact it looks empty. I spent days doing all those models and I think I'll make a break now. :P (but I might improve things for a potential next version)
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User posted image
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Posted 7 years ago2016-10-06 17:56:49 UTC
in Post your screenshots! WIP thread Post #331910
Guys, stop talking trash about Java. Getting motivated for my studies is already hard enough, if in addition to that I learn that what I'm learning is useless and bad, I'm not sure how I'll do... :P

But actually, I like Java. (even though that's the only language I know besides PHP)
Posted 7 years ago2016-10-05 15:00:02 UTC
in Post your screenshots! WIP thread Post #331901
they are more likely to offer you a job
Yeah, like the guy who hacked their servers in 2003. Valve promised they would give him a job too.

Now, more seriously, you're certainly taking risks, not opportunities. That being said, risks are more likely to be very low.
Posted 7 years ago2016-10-01 15:41:10 UTC
in Post your screenshots! WIP thread Post #331868
I know it can quite simple to write a renderer in less than a day though. I was in a PHP meetup and the guy just showed how to create a renderer able to load .obj using PHP and OpenGl and some other technologies, so if you could do it as well in C++ I wouldn't be surprised. Of course, it was quite basic and understanding what's going on/improving the renderer would take far more skills.

But I still think writing a 3D engine in PHP is worth it. Anyone up for PhpSource? :)
(don't kill me)
Posted 7 years ago2016-09-25 18:07:43 UTC
in Post your screenshots! WIP thread Post #331758
A standard lane is 3m wide. Except in the US where it's more like 4m. At ~40 units per metre, each lane would be between 120 and 160 units depending on whether you want International or American size.
By the way, have you heard of this FAN-TAS-TIC tool allowing you to convert meters to hammer units? :o
More seriously, it might have to be larger than that. I'm saying that because I noticed that if you strictly apply the correct dimensions to Half-Life maps, they look vertically squeezed! Vertical dimensions look correct, but horizontal don't. You even can't go through a lot of doors! I think everything in the Half-Life engine is larger than in reality (doors, characters), so you'd better use another conversion factor for horizontal dimensions, may be 50 units for 1 meter?
Posted 7 years ago2016-09-24 11:58:17 UTC
in Default CS Sprite List Post #331752
This isn't really the point, even people who have a pirated version of CS don't have the specific custom ressources installed on MistaX88's machine, so sticking with official ressources makes completely sense.
But for a game like CS 1.6 still available, cheap and running on modern machines, you're definitely not taking the moral high ground pirating it.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-09-15 07:34:46 UTC
in Post Your Photos Post #331684
Love #0, #4, #5, #1, in that order too. :P
No, more seriously, these pictures are really good!
Posted 7 years ago2016-09-14 16:02:30 UTC
in Post your screenshots! WIP thread Post #331676
It's quite nice but I personally don't like the lighting. It's too grey, and for some reasons it makes me think of Raven Shield (I think the lighting is quite grey as well in it). I also don't like pure yellow like that.
Posted 7 years ago2016-09-11 15:54:46 UTC
in TWHL World - Community Project Post #331635
Don't just throw away "I guess it's dead" like that, that's irritating when you worked a lot on your entry. The deadline is a few days over but that's okay, it's not a commercial release.
Anyway, my entry is releasable, also far from as finished as I wanted to do. Unq, tell me when you want it, so I can perfect it as much as possible!
This post was made on a thread that has been deleted.
Posted 7 years ago2016-09-10 11:33:05 UTC
in The Command Failed VHLT Post #331627
You need to export your map to a .map file, and then run the compile separately however it's well worth the extra step!
Isn't it almost the same as the integrated Jackhammer compiler, with which you don't need to install a separate software and do extra steps to compile?
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-28 12:35:27 UTC
in Now Gaming: ... Post #331449
There shouldn't be any spoil (unless you're very sensitive)

BOB PAGE !!! :3
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ADAM JENSEN !!! :3
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MEDIAS !!! :3
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Posted 7 years ago2016-08-23 23:04:37 UTC
in TWHL World - Community Project Post #331409
Quote:
Concerning the one map limit, I've discussed the matter with Unq and we think it's all fine if you HUB wolrd is made of more than one map.
But... you're right! :o What's wrong with me? I don't remember at all posting this nor discussing it with Unq -_-. #amnesia
I must sound extremely stupid.
Sorry about that, ChickenFist! Well, then forget what I said, it's OK to have more than one map, even though I still think the one-map limit has some interest.
Posted 7 years ago2016-08-23 21:15:01 UTC
in TWHL World - Community Project Post #331405
I'd say no, unless everybody else thinks otherwise. The one map limit has been specified from the beginning and thus entries have been designed with this limit in mind. It wouldn't make sense to get rid of it at the end. Furthermore, I'd say that it would greatly adds to the gaming experience and to the feeling of travelling through worlds if each world is a seamless map and the only loading time is made during teleportation between worlds.
Lastly, if it's only to improve compile time, you could still compile only your map parts by parts to test it and compile it as a whole when it's done.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-23 11:33:43 UTC
in TWHL World - Community Project Post #331389
Urby, the motivation of all the entrants of this project depends on you.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-16 17:34:33 UTC
in Half-Life Model Viewer 2.0 Post #331279
I'm not going to be very original but this is a great and the greatest HL1 model viewer, thanks Solokiller!

I'm going to learn C++ as part of my studies next year, I wish I'll be able to use my assignments to make some Goldsource-related projects.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-13 15:00:23 UTC
in Now Gaming: ... Post #331212
Just discovered Tomb Raider a few weeks ago, it's a really good game! One of the few, if not the only one, I enjoyed playing almost immediately, whereas for other games such as Deus Ex (HR but especially GOTY), it took me a while to learn to appreciate them. I discovered along with this game how much more pleasant it is to play with a gamepad than with a keyboard and a mouse.
Also, I finished Dishonored (quite a while ago actually), and I was really disappointed by it. For me, it's an average game. It's like a good mod, it's enjoyable, but I wouldn't pay for it. There's no compelling atmosphere. While the graphics and the gameplay are often even very good, the story and the atmosphere are really poor, the music is almost non-existent, and the choices' consequences depend more often on a subjective moral than an objective logic. The ending cinematic (until the singer starts singing) is really well realized and makes me regret that I did not enjoy playing it.
But really, I can't help it being upset about all the flaws this game has: you can almost let the Night Vision always on, and it's so useful you're almost obliged to do so. Yet it really ruins the visual aspect of the game. The game is centered on Emily, a character I really can't stand. The story. The music. Lastly, I don't like the visual style of the characters, and I've heard the art director of this game was the one of HL2. It would make sense since i don't like the visual aspect of Half-Life 2. :P
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-07 14:44:09 UTC
in Where can I find good textures Post #331110
Yup, textures.com (formerly cgtextures.com) is the way to go. But you have to put in your Credits who´s the author and also give credits to the site itself. ;)
Posted 7 years ago2016-08-05 11:10:17 UTC
in TWHL World - Community Project Post #331091
Concerning the one map limit, I've discussed the matter with Unq and we think it's all fine if you HUB wolrd is made of more than one map.
Posted 7 years ago2016-08-04 18:46:58 UTC
in Grunts' slow reaction Post #331087
You're using an ai/scripted_sequence, aren't you? I think you can set the AI of the monster_* to "ambush" which might make it more aggressive.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-07-18 17:38:51 UTC
in TWHL World - Community Project Post #330880
What's hotter than balls you ask? The fucking SUN
Having been on your island for a certain time, I'm surprised you know what it is. :P
Posted 7 years ago2016-07-17 19:05:30 UTC
in TWHL World - Community Project Post #330863
Sounds good!
This post was made on a thread that has been deleted.
Posted 7 years ago2016-07-16 18:26:33 UTC
in TWHL World - Community Project Post #330851
Unq, can you and do you want to do it? Otherwise I'll take care of the HUB map.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-06-27 15:30:47 UTC
in TWHL World - Community Project Post #330624
I'll try to be here, I'll check if you remembered how to pronounce my username correctly. :P
Posted 7 years ago2016-06-22 16:46:19 UTC
in TWHL World - Community Project Post #330550
Unq if I'm understanding you well you may take care of the HUB map and the connections? If it appears you don't have enough time I'll do that then! :) Did Tetsu0 started the hub map?
Posted 7 years ago2016-06-21 23:10:10 UTC
in TWHL World - Community Project Post #330537
...Okay, thanks?
I didn't notice the TWHL entry from Brett.
Connecting maps isn't hard, I can do it. We just need something good enough. Who's still up for it?
Posted 7 years ago2016-06-21 19:45:11 UTC
in TWHL World - Community Project Post #330532
What's not likely to come to fruition? TWHL HUB?
Posted 7 years ago2016-06-17 11:03:51 UTC
in Post your screenshots! WIP thread Post #330486
I guess that's subjective but I would hate such use of the CLIP texture. I find it so frustrating that an invisible wall prevents me from getting too close to a complex geometry or otherwise keep me away from the rock's cavities. It creates a break-up between what I can see and where I can move. It makes me feel that what I see is just a useless theater set and that I can only move in an artificial and predefined path. It gives me the feeling that the rock is covered with some sort of invisible, hard and unbreakable jelly preventing me from touching the world. The fact I hate jelly only makes things worse.

But then, everyone does not share my feeling. What I'd see anyway would be to find a way not to have to use the clip texture. As far as I can tell, the technique I used in my video does not require clip texture, collisions do not seem to cause (much) problems.
Posted 7 years ago2016-06-16 12:07:44 UTC
in Sledge (Hammer Alternative) Alpha Build Post #330471
Actually it should have been: What is insta b...
Posted 7 years ago2016-06-16 11:00:02 UTC
in Post your screenshots! WIP thread Post #330470
Lol well it's possible... :P
Corrected link: https://m.youtube.com/watch?v=0ksGc2keBCY
I have an excuse though, I'm using a Windows phone... ^^
Posted 7 years ago2016-06-16 10:47:11 UTC
in Post your screenshots! WIP thread Post #330468
For this kind of tunnels it's not hard at all to make "rocky" rock.
I made a video about it a while ago.
https://1drv.ms/i/s!AjDiyoLVPZZphLAs0l2qUi8dZXN47w

Eventhough, oddly, I personally quite like the smooth rock in this particulzr exemple. But still, the texture is too repetitive as Urby said.
Posted 7 years ago2016-06-02 00:40:07 UTC
in Hi Post #330308
@Shepard62700FR Never played it either :/