Forum posts

Posted 7 years ago2016-09-09 12:46:11 UTC
in High ammount of Low poly NPCs vs Low amm Post #331613
Programs I´m using to make maps:

Quark_v6.3_snap042001

minipy15b
Posted 7 years ago2016-09-09 11:01:47 UTC
in High ammount of Low poly NPCs vs Low amm Post #331608
Mmmm, that´s the answer, I never liked Hammer, so I used always QUark to make maps since year 2001, and I swear I´m using the same fgd and version of Quark that I used from 2004 to 2007 to make the ZWC maps, and the v1.0 maps have nothing but cyclers to show the map´s models :/

In fact, the only new thing I´m using is vluzacn´s tools, and only since february. BTW, I don´t know nor how to modify fgd files neither I did so in my life, I have just put what model I wanted in the cycler_sprite properties, in the cycler entity also appeard the flag model.

I don´t know if the 2004 version of Quark has the cycler_sprite with the possibility of using models added, but what I´m sure is that I am using the fgd that I have from a backup CD of the first programs I downloaded to make te mod, and I think it´s from the year 2004 or maybe 2006 not after.

Anyway, I will try to use env_models if with that I can make things work better, but, what´s the proper use of them?, I don´t want to ruin what is already done :(.

I will search my old betas and see if I´m wrong, but I´m 100% sure that when I satarted to use models instead brushes to do the bridges and all the stuff of my mod I used cycler_sprites, all because I have read about how to use them in a CS tutorial that teaches how to make the chicken of cs_italy.

If I´m mistaken, sorry, It wasn´t on purpose :(
Posted 7 years ago2016-09-09 08:40:55 UTC
in High ammount of Low poly NPCs vs Low amm Post #331605
No, it crashes because it runs out of free_edicts, it happened when there are a lot of Bots and sentinels and bullets flying around, the game crashes also because monstermakers doesen´t stop of making sentinels and then the free_edicts issue comes. :), Maps compile perfectly with vluzacn´s Half-Life tools.
Posted 7 years ago2016-09-09 06:30:47 UTC
in High ammount of Low poly NPCs vs Low amm Post #331603
I didn´t read your post, point me to it, please!!. And I don´t lie, I swear it runs like that... :( Why should I lie?, even with FRAPS activated and a HUGE amount of polys now you can see in the video that v2.0 never goes below 46 fps even in very crowded situations, remember that fraps makes run any game 20 fps below its standards, it runs at 89 fps without fraps activated, the less value 65, and now sentinels, tower, bridges, etc. have more than three times those polys. :( I use sprite_cyclers because they served well to me until now, but if you say taht I should use env_models if I was wrong this years!!, I´m ager to learn!! ;)
Posted 7 years ago2016-09-08 18:10:23 UTC
in High ammount of Low poly NPCs vs Low amm Post #331598
For those who want to know: mod is officially ported to Xash3D, and now it looks like this:

http://www.moddb.com/mods/zion-warcry/videos
Posted 7 years ago2016-09-05 18:58:26 UTC
in New Nvidia drivers weird texture filteri Post #331586
Haha!!, I'm with you DiscoStu!!, it is like if I blink my right eye, the left one was smashed years ago and I can barely see a s**t!! XD
Posted 7 years ago2016-09-04 11:29:32 UTC
in [Code] For a NPC to play an animation Post #331554
Shepard, I have the opposite problem, I want my npc to perform the RANGE_ATTACK once every 30 seconds, but it, once starts, keeps doing the ACT_RANGE_ATTACK continuously... please, help!! It kills me in a glance!!
Posted 7 years ago2016-08-29 19:59:54 UTC
in [Code] For a NPC to play an animation Post #331473
Of course, I was talking about the time while your npc is holding the shield. I did not read well, the "next" part says it all ;).
Posted 7 years ago2016-08-29 13:01:41 UTC
in [Code] For a NPC to play an animation Post #331464
m_flNextShieldTime = gpGlobals->time + 15.0f;
So that part is the key, right?
Posted 7 years ago2016-08-27 22:12:36 UTC
in [Code] For a NPC to play an animation Post #331440
Did you tried to make i with Tasks?

I did so with the infantry of my mod, they shooted one time and start running, I put the shooting action three or four times and they keef firing for a longer period of time (4 x 1.5 secs = 6 secs). Something like this....
[quote]
//=============================================================
//=============================================================
Task_t tlShepardsBarneyShield[] =
{
{ TASK_STOP_MOVING,						(float)0					},
{ TASK_PLAY_SEQUENCE,					(float)ACT_CROUCH			},
{ TASK_PLAY_SEQUENCE,					(float)ACT_EXCITED	},
{ TASK_PLAY_SEQUENCE,					(float)ACT_EXCITED	},
{ TASK_PLAY_SEQUENCE,					(float)ACT_EXCITED	},
{ TASK_PLAY_SEQUENCE,					(float)ACT_EXCITED	},
{ TASK_PLAY_SEQUENCE,					(float)ACT_EXCITED	},
(float)ACT_STAND },
};

Schedule_t slShepardsBarneyShield[] =
{
{ 
	tlShepardsBarneyShield,
	ARRAYSIZE ( tlShepardsBarneyShield ),
	bits_COND_NEW_ENEMY		|
	bits_COND_LIGHT_DAMAGE	|
	bits_COND_HEAVY_DAMAGE,
	0,
	"Shepards Barney Shield"
},
};

//=========================================================
//=========================================================
[/quote]

Please, be merciful with the code, you know I cannot make even the "Hello World" program, but this is what I´ve done and it worked. ;)
Posted 7 years ago2016-08-26 07:46:25 UTC
in TWHL World - Community Project Post #331429
Good for Urby that prefers to take care of his little daughter instead of his computers... Computers usually don't give you kisses and portraits made of macaroni ;)
Posted 7 years ago2016-08-22 09:25:23 UTC
in Post your screenshots! WIP thread Post #331363
mmmm, tricky!! :\
Posted 7 years ago2016-08-21 20:07:21 UTC
in Post your screenshots! WIP thread Post #331354
the idea of mass using models in maps isn't dead for me XD
Are you using HL1 GS 1.1.1.0 or HL1 Steam 1.1.2.0?, if you are using GS...how do you make the models block light and cast shadows?, are you using cyclers?. O_o
Posted 7 years ago2016-08-19 21:26:07 UTC
in Milkshape doesnt compile my skin. Post #331311
make sure that the reference.smd has its mesh's origin in the same position as the rest of smds. ;)
Posted 7 years ago2016-08-19 15:55:50 UTC
in Milkshape doesnt compile my skin. Post #331306
mmmmm, I'm sure you displaced the reference model a bit backwards when you decompiled it and then added the silencer. ;) try to check that, if not, send it to me. :)
Posted 7 years ago2016-08-19 09:42:33 UTC
in Milkshape doesnt compile my skin. Post #331301
Hey! is that the cylinder I told you? ^_^. What's happening with the mag?
Posted 7 years ago2016-08-16 17:51:02 UTC
in High ammount of Low poly NPCs vs Low amm Post #331281
If you want I can send to you the version I was playing with, it´s not much "heavy" ( also, the MOD won´t be much different than already is now, It only lacks the adding of the new enemies and their code, which won´t modify complex things because they´re based on already existant code), and so you can test it without restrictions.

I have tried to make the "blue" parts bigger to cover the black parts, but they still look the same :( , maybe I should do some commands to the game´s cfg file?.

BTW, I didn´t modify hw, sw and swds.dll, in fact I have downloaded them to make the transparencies work with ZWC :/

Tell me if you want the ZWC game and I´ll send it to you ASAP, I wish to solve the max entities problem once and for all ^_^
Posted 7 years ago2016-08-16 13:56:29 UTC
in High ammount of Low poly NPCs vs Low amm Post #331275
Hi again. I´ve finally done testings last night, the results?, here you are:

1. Gamma now works fine. I have renamed gamma.dat to gamma_.dat and now gamma setting stay normal after exiting the game.

2. Sprites now appear in game, I think that the "read only" flag was the culprit.

3. Console, before doing what you say (removing gamma.dat) showed all this crap...
User posted image
...after that it now looks like this...
User posted image
4. Models are not rendered properly. Alpha channel swo an ugly black line (more or less thick) that ruins the transparencies of the models.
User posted image
5.I know muzzleflashes can iluminate a whole room, even they can be seen at distances of several kilometers, but I didn´t expect them to iluminate far zones of the map, which also look a bit weird, and does not look good. Look the wall beams being iluminated, that´s not supposed to happen, in GS doesen´t happen. Also look how the player model is lit, it is iluminated from below, like the flashlight trick that you do when telling horror stories!! XD
User posted image
Is there any way to make the renderer makes the game look like in the GS version?, I say that because I don´t like much how things are rendered, they look a bit ugly, lighting is not consistent, I mean , there are zones that look excessively lightened and others appear iluminated normally (see the pit pipes?, they´re ultra bright!). :/

Apart of that MOD works almost like a standalone game, only the two executables, the two dlls and the MOD folder itself, I love that. :)

I have to use the version of the map that contains the sentinels (I have to re activate the mostermakers and recompile all), so I can see what happen with their attack behaviour.
Posted 7 years ago2016-08-15 19:56:43 UTC
in High ammount of Low poly NPCs vs Low amm Post #331258
Oh, I have read the manual!!, I always follow expert's advices!! (sometimes my bad english makes me do things be like if I didn't), so I follow its advices and make sure that everything is on the zwc folder (checked twice, all things are there), maybe I checked the "read only" part on "properties", but I have unchecked this for the Xash3D folder and subfolders and will start testing tonight. I have gamma.dat on the zwc directory, but this file was read only (I'm sure this file is read only since the v1.0 release in 2007),probably this is what makes all things wrong with the gamma thingy; but now it isn't "read only" anymore, so I hope I can fix the gamma problem.

BTW: see what I mean with that my english is bad?, I misunderstood you when you said that sentinels didn't hurt you. I now understand that, in Xash3D, they don't do any damage to you. If you wish I can send to you the sentinel's source code, so you can see if there's a problem of compatibility with Xash3D.

Thanks for your patience :P
Posted 7 years ago2016-08-15 10:07:45 UTC
in High ammount of Low poly NPCs vs Low amm Post #331249
HI!!. This is what my folder looks like:
User posted image
I don´t know if I should use another release. I have used another that directly does not show the HUD properly. BTW, the gamma settings didn´t stay, I mean, every time I start the game I have to adjust the gamma settings, and, worst of all, the settings affected the desktop gamma.
User posted image
This is how desktop looks like. There´s no way I can turn it back unless I start the game again and adjust gamma levels. But, no matter how I do it, gamma settings don´t stay.
User posted image
Nightvision works fine, the problem is that props don´t be lighted in red as before, but it´s not a real problem because the map will be illuminated in a better way as flames and explosions appear through the combat.

I will take a look to the dlls, but afaik, they are not modified in the way they precache basic things like the sprites... I will add them again to the main MOD´s folder.

Sentinels work fine, I forgot to mention that, maybe I´ve explained it bad ;)
.

As I test this, I´ll post the results. :)
Posted 7 years ago2016-08-14 20:22:34 UTC
in High ammount of Low poly NPCs vs Low amm Post #331244
Hi, tried Xash 3D ( Xash3D Version. 0.98 Build 3366) with some problems...

1st. The game has always gamma at full, and it changes also the gamma settings of my desktop, making almost impossible to see nothing

2nd. I can´t see smokes, beams, and glows.

3rd. Weird behaviour of the Nightvision mode

I must try the zion map with a true combat situation (I have tried on the zion_newlight.bsp version of the map, which I´ve done to test the lights of the map.

Probably it´s my fault, but If I can fix it and I can use as much of 2900 entities in my map, my MOD is saved!!
Posted 7 years ago2016-08-14 17:32:55 UTC
in High ammount of Low poly NPCs vs Low amm Post #331242
Mmmm, It looks like if it was an upgraded explosion. :/

This is the list of models of the actual version of the Zion map. The other maps will not be present on the v2.0 of the MOD.
{
"compiler" "ZHLT v3.4 VL30 (Nov 23 2012)"
"mapversion" "220"
"defaultteam" "0"
"MaxRange" "24000000"
"skyname" "2desert"
"classname" "worldspawn"
}
{
"renderamt" "255"
"rendermode" "4"
"model" "models/soportes.mdl"
"origin" "0 0 -3318"
"classname" "cycler"
}
{
"angles" "0 45 0"
"renderamt" "255"
"rendermode" "4"
"model" "models/turbinas.mdl"
"origin" "0 0 -2411"
"classname" "cycler"
}
{
"renderamt" "255"
"rendermode" "4"
"model" "models/puentes.mdl"
"origin" "0 0 -2414"
"classname" "cycler"
}
{
"renderamt" "255"
"rendermode" "4"
"model" "models/center.mdl"
"origin" "0 0 -2414"
"classname" "cycler"
}
{
"renderamt" "255"
"rendermode" "4"
"model" "models/muelles1a12.mdl"
"origin" "0 0 -3112"
"classname" "cycler"
}
{
"renderamt" "255"
"rendermode" "4"
"model" "models/bordext.mdl"
"origin" "0 0 -2413"
"classname" "cycler"
}
{
"renderamt" "255"
"rendermode" "4"
"model" "models/argos.mdl"
"origin" "0 0 -2413"
"classname" "cycler"
}
{
"TriggerCondition" "0"
"spawnflags" "128"
"model" "models/porton.mdl"
"angle" "360"
"origin" "-2740.8 0 -2407.9"
"classname" "cycler"
}
{
"TriggerCondition" "0"
"spawnflags" "128"
"model" "models/porton.mdl"
"angle" "90"
"origin" "0 -2740.8 -2407.9"
"classname" "cycler"
}
{
"TriggerCondition" "0"
"spawnflags" "128"
"model" "models/porton.mdl"
"angle" "270"
"origin" "0 2740.8 -2407.9"
"classname" "cycler"
}
{
"TriggerCondition" "0"
"spawnflags" "128"
"model" "models/porton.mdl"
"angle" "180"
"origin" "2740.8 0 -2407.9"
"classname" "cycler"
}
{
"angles" "0 135.91 0"
"renderamt" "255"
"rendermode" "4"
"model" "models/crane.mdl"
"origin" "0 0 -2414"
"classname" "cycler"
}

This is the list of cyclers. fortunately I see that they have no spaces before their names.
Posted 7 years ago2016-08-14 14:30:56 UTC
in High ammount of Low poly NPCs vs Low amm Post #331232
Oh, I didn´t realized that it could be the problem, I will check all entities in the new zion map (this map has far less models). :D

BTW: I will install Xash3D this days to see how ZWC works with it, but, I have a question, should the explosions change?, I mean, are there new sprites or particles applied to the explosions that will take effect on a MOD?.

I say this because of tis pic I´ve seen:
User posted image
Posted 7 years ago2016-08-14 07:25:03 UTC
in High ammount of Low poly NPCs vs Low amm Post #331221
Ok!!, I´ll fix all that crap I´ve done with prop´s names and the dll folder. Most of those models are no longer used, as you can see in the list I´ve posted, they´re not present, even some of the ones you see there are not used. But, should I do the same with weapon´s names?, I mean, "v_" and "w_" and "p_" names. The resolution is a limitation I´ve done in the previous version, so nobody could play at less of 1024x768, for playing at 16:9 resolutioins like 1980x1080 I have used the HiREs patch from MODddB, this way I´ve done the screenshots at 1920x1080. Thanks a lot!!!, you´re on credits now.

"Qwertyus --> Implementation counselor to the graphics engine Xash3D".
Posted 7 years ago2016-08-13 14:48:25 UTC
in Now Gaming: ... Post #331211
I´m now with Serious Sam 3 and Necrovision. And tomorrow will start with Unreal 1 again, I play it once every yea: is like taking some vacation on a well known place.
Posted 7 years ago2016-08-13 07:14:42 UTC
in Milkshape doesnt compile my skin. Post #331207
Skin equals texture for me ;) , modify/hack it in your favourite 2D/Photo retouching program, make sure it is 256 color indexed, save it and follow the steps I´ve wrote above, I can guarantee it´ll work :D
Posted 7 years ago2016-08-13 07:10:28 UTC
in Half-Life Model Viewer 2.0 Post #331206
Oh, didn´t know that. :( I thought that there weren´t so many legal level requirements when receiving anonymous contributions.

Anyway, I´m sure this project will make a new standard, imagine all possibilities!!, I´m ager to see the final product! (please, do the crowd thingy, please ;D ).
Posted 7 years ago2016-08-12 21:12:10 UTC
in Half-Life Model Viewer 2.0 Post #331203
Hahaha!!!, imagine it!!, no, seriously, I will give ALL credit possible in my MOD for that feature, it will make possible almost a 20% of the work involved in making the action of the game be as I want!!.
Anyway, is your project like Milkshape is?, you can make it so it has more features than a free version if you pay a bit for it, let´s say 5 or 10 dollars... ;), but make it for free, I always put on credits all other´s work. :D

http://www.moddb.com/mods/zion-warcry/videos/zion-warcry-v-10-credits#imagebox
Posted 7 years ago2016-08-12 19:51:57 UTC
in make barney hostile Post #331201
Or code it, it takes only a few hours (At least for me!!) to make a clone of barney that is a bastard that wants to kill you, in relationship put CLASS_ALIEN_MILITARY or so instead of CLASS_PLAYER_ALLY.

[quote]//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CYourmonster :: Classify ( void )
{
return	CLASS_ALIEN_MILITARY;//Original-->return	CLASS_PLAYER_ALLY;
}[/quote]

:D
Posted 7 years ago2016-08-12 19:42:28 UTC
in Half-Life Model Viewer 2.0 Post #331200
¿What about loading multiple models in the same viewport?, I mean, load 10 models of the zombie, position them in the space and then link them (something like, "link model" ) with the possibility of making some of their animations (even different animations for each model) start at different times so their movement is more realistic, then you can save the group as a whole model. I´ll pay for that!!, That could be nice for making crowds of npc characters acting in, for example, zombie games (imagine Half-Left For Dead :D ), of course there is code involved to make that if you kill one the rest of the others don´t die at the same time... ;)
Posted 7 years ago2016-08-12 19:34:29 UTC
in Milkshape doesnt compile my skin. Post #331199
You don´t need to compile/decompile the model, just open it in HLMViewer, make your texture (remember, indexed 256 colors) and open it in the texture tab of HLMV, save the model and you´re done. ;)
Posted 7 years ago2016-08-12 09:16:53 UTC
in High ammount of Low poly NPCs vs Low amm Post #331192
This is the full list of models used in my MOD.
Directorio de G:\DevZWC20\HL\ZWC\models

12/08/2016 08:58 <DIR> .
12/08/2016 08:58 <DIR> ..
18/07/2006 23:40 20.024 agibs.mdl
15/05/2006 21:06 266.012 ammo.mdl
27/12/2015 20:45 1.785.936 argos.mdl
27/06/2016 00:09 612.024 ascari.mdl
24/12/2015 00:24 1.279.552 bordext.mdl
22/12/2015 01:54 1.450.664 center.mdl
15/02/2016 17:19 1.124.620 crane.mdl
23/02/2016 02:02 113.020 focos.mdl
19/02/2016 10:42 1.124.636 grua.mdl
18/07/2006 23:40 20.024 hgibs.mdl
16/06/2015 18:06 655.168 monster_gunner.mdl
12/07/2015 18:47 649.332 monster_trolley.mdl
08/07/2015 23:12 59.276 monster_trolley01.mdl
08/07/2015 23:12 59.204 monster_trolley02.mdl
08/07/2015 23:12 17.240 monster_trolley03.mdl
08/07/2015 23:12 57.248 monster_trolleyT.mdl
22/12/2015 23:37 1.481.200 muelles1a12.mdl
02/05/2006 13:33 270.892 node.mdl
27/12/2015 20:04 2.336.752 player.mdl
03/12/2015 23:36 1.234.384 porton.mdl
19/12/2015 01:30 1.223.540 puentes.mdl
17/01/2007 23:33 6.424 p_crowbar.mdl
19/12/2015 01:52 6.424 p_dummy.mdl
17/01/2007 23:33 6.424 p_femp.mdl
17/01/2007 23:33 6.424 p_mjolnir.mdl
17/01/2007 23:33 6.424 p_shoryuken.mdl
17/01/2007 23:33 6.424 p_shredder.mdl
17/01/2007 23:33 6.424 p_siege.mdl
17/01/2007 23:33 6.424 p_twohand.mdl
05/02/2016 11:17 555.804 sentinel.mdl
03/05/2005 18:41 6.568 shell.mdl
24/10/2015 23:46 475.792 soportes.mdl
05/06/2007 20:46 812.112 torre.mdl
28/05/2006 11:55 269.488 torre2.mdl
25/06/2006 12:47 291.728 tow.mdl
23/10/2015 23:16 501.464 turbinas.mdl
21/02/2007 15:28 20.268 turret.mdl
21/02/2007 15:28 263.240 turretT.mdl
31/05/2015 19:14 897.116 v_crowbar.mdl
31/05/2015 19:13 882.564 v_femp.mdl
31/05/2015 19:12 888.596 v_mjolnir.mdl
31/05/2015 19:12 889.012 v_shoryuken.mdl
31/05/2015 19:10 889.520 v_shredder.mdl
31/05/2015 19:11 888.184 v_siege.mdl
31/05/2015 19:14 891.568 v_twohand.mdl
19/04/2006 21:14 6.568 w_9mmarclip.mdl
03/05/2005 18:40 14.296 w_9mmarclipT.mdl
01/06/2007 16:59 278.072 w_battery.mdl
15/05/2006 21:07 266.012 w_chainammo.mdl
19/12/2015 01:52 6.568 w_dummy.mdl
03/05/2005 18:41 6.568 w_femp.mdl
03/05/2005 18:41 6.568 w_mjolnir.mdl
03/05/2005 18:41 6.568 w_shoryuken.mdl
03/05/2005 18:41 6.568 w_shredder.mdl
03/05/2005 18:41 6.568 w_siege.mdl
03/05/2005 18:41 6.568 w_twohand.mdl
03/05/2005 18:41 6.568 w_weaponbox.mdl
If you see any problem with their names, tell me so I can fix it ASAP!!! ^_^

Oh, and I have also tried to use func_detail, but it´s more flexible for me to use cyclers, and because I can model more rapidly and apply better textures to them without the need of compiling a whole map to see how they´ll look. And also because I´m a bit lazy with the map editor... :crowbar:
Posted 7 years ago2016-08-11 20:43:57 UTC
in High ammount of Low poly NPCs vs Low amm Post #331183
Oh, the AI is the one of the ichthyosaur, like "see, circle, check melee, melee, circle" nothing fancy or complicated. ;)
Posted 7 years ago2016-08-11 20:41:05 UTC
in High ammount of Low poly NPCs vs Low amm Post #331181
Oh, afaik I did use regular names :rly: but I'll take a deep look and see if that's the problem! (cross fingers). ;). Tomorroll I'll give you a full list of the models' names I use and then you can point me to the problem.
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.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-10 19:33:26 UTC
in High ammount of Low poly NPCs vs Low amm Post #331158
Or I can use a better engine like Xash3D?, pity is that ZWC is not supported... :(
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-07 16:32:03 UTC
in High ammount of Low poly NPCs vs Low amm Post #331108
Hello, its been a long time since I don´t post anything here, but those months have been a chaos and I have had to rethink most of the features of the MOD I´m doing
User posted image
http://www.moddb.com/mods/zion-warcry
https://www.youtube.com/watch?v=QgahvxOYpSc
https://www.youtube.com/watch?v=l-0bpC0JFvg

In fact, after making a lot of essay-error coding, braking my brain thinking about how to bypass the engine limitations for entities (HL GoldSource), etc.I quited in April because the game always crashed with the same error (ED_ALLOC etc. ) So, I have discovered myself playing alone in the main map of the mod for about one hour afer an entire day fighting against continuous crashes of the MOD; I was looking here and there and examining every corner of the map without a clear idea of what I was doing until I realized that the map on which I was playing was an earlier version of the map with a lot of models (sprite_cyclers) that aren´t polished at all and with a huge ammount of polys; but what impresses me most was the fact that the system on which I was playing was an old P4 with a 6 years old 1 GB graphic card, and all that was running at a 60-80 FPS!!.

I remembered how the game lagged even on a Corei5 with 4 GB of DDR2 RAM and a Radeon H6750M with 512 MB of RAM when the waves of sentinels filled the screen (more than 150-200 entities).

Phew!!, First of all thank you for reading that "brick", ;) but here´s my question:

According to the capabilities of modern computers, most of them can double or triple the ones of my old rig (P4 3,2 Ghz, 3 GB RAM DDR 400, GT 220 1GB)...

Would it be better to show on screen:

20 Hi Poly models or 200 Low Poly models?
What will be the problems of doing this?
Should be some code be added to avoid problems?

Thanks in anticipation!! :)
Posted 7 years ago2016-08-07 14:18:36 UTC
in Where can I find good textures Post #331107
http://www.textures.com/

But you have to put in your Credits who´s the author and also give credits to the site itself. ;)
Posted 7 years ago2016-05-09 09:02:40 UTC
in Now Playing: ... Post #330075
https://www.youtube.com/watch?v=qatmJtIJAPw

I can´t stop laughing!! ( Really it´s Dethlocks´ song, not BATMETAL´s song).
Posted 7 years ago2016-04-11 17:41:04 UTC
in Post your screenshots! WIP thread Post #329823
I have started making maps for CS on 2002... I´m a fossil... :cry:
Posted 7 years ago2016-04-11 15:45:05 UTC
in Post your screenshots! WIP thread Post #329819
Thanks, Tetsuo, you encourage me!!, ;) but I must admit that compared with yours my brushwork sucks... :nya:
Posted 7 years ago2016-04-11 10:08:44 UTC
in Post your screenshots! WIP thread Post #329809
I cannot believe what you do... seriously, make me feel quite embarrassed of my work because I cannot manipulate brushes as you do, I always finish make unplayable, un compilable maps!!, so I use cyclers and models... :/

User posted image

http://media.moddb.com/images/mods/1/7/6540/Newlights.jpg

Anyway, I have finally obtained (90%) what I wanted. ^_^

Threre´s a video: http://www.moddb.com/mods/zion-warcry/videos
This post was made on a thread that has been deleted.
Posted 8 years ago2016-03-08 12:36:52 UTC
in NEED TUTORIAL URGENTLY Post #329259
Yes, the SDK contains almost all you need to make a Mod.

For coding you need a compiler, read this Thread here at TWHL:

http://twhl.info/forums.php?thread=18871

it's orientative. ;)
Posted 8 years ago2016-03-06 10:18:36 UTC
in NEED TUTORIAL URGENTLY Post #329229
For "building" are you talking about modelling it? , modelling props and weapons it's quite easy, remember that a weapon, unless if they're very organical like the spore cannon or the hornet gun (or the snark), are nothing more a bunch of boxes and cylinders (the MAC10 it's almost a box with a handdle).

Milkshape worth a try, and its license it's not expensive. ;)
Posted 8 years ago2016-03-06 10:12:37 UTC
in Cs sdk? Post #329228
I'll give it a look!! :P