Forum posts

Posted 7 years ago2017-01-09 20:59:02 UTC
in Post your screenshots! WIP thread Post #333010
I'll take your word for it. I can't see shit in that screenshot. Haha.
Dang, I knew I overdid the whole night lighting. <_>
This should be better.
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Posted 7 years ago2017-01-09 17:42:53 UTC
in Post your screenshots! WIP thread Post #333006
Grabbed the textures from Heretic II and decided to experiment a little. :D Only the lantern sprite and the skybox aren't from there.
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Posted 8 years ago2016-04-05 11:35:39 UTC
in Post your screenshots! WIP thread Post #329670
Trying out some different designs for the inn's exterior.
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Not really sure what to choose between these two.
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Posted 8 years ago2016-04-03 15:47:13 UTC
in Post your screenshots! WIP thread Post #329650
Wow, just wow. Those are some very sleek and well made corridors, good job!
Posted 8 years ago2016-04-03 14:41:51 UTC
in Post your screenshots! WIP thread Post #329648
Some very, very early WIP of the town -
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Posted 8 years ago2016-04-02 19:26:24 UTC
in Invalid solid structure Post #329631
I split my existing walls like this -
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Once I split them, one of them was unaligned, so I just aligned it and it all worked out. No errors, and everything is simple.

Thanks again Tetsu0!
Posted 8 years ago2016-04-01 19:11:29 UTC
in Invalid solid structure Post #329619
I've figured them out, but I'm curious, is it safe to grab my basic sloped wall brush and triangulate it with the clipping tool?
Posted 8 years ago2016-04-01 18:38:55 UTC
in Invalid solid structure Post #329616
Oh boy, those look pretty complex, but are exactly what I need! Many thanks!
Posted 8 years ago2016-04-01 16:48:40 UTC
in Invalid solid structure Post #329608
Oh, forgot to add this too -
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Posted 8 years ago2016-04-01 16:47:33 UTC
in Invalid solid structure Post #329607
Greetings!
I've been recently pumped up to do some more medieval RPG mapping in VHE, and decided to take on a greater task than a simple tavern - a town.

However, I'm having a bit of a problem. The main street splits like a "Y", similar to cs_italy if anyone remembers it. The problem is that I cannot get the walls to curve around properly, without getting a problem. The walls are made of individual connected pieces, which I modify to add curves.

It's either :
a) - An invalid solid structure error in VHE, while it compiles just fine and looks splendid in-game.
b) - No errors in VHE, looks properly connected to the other wall piece as well, yet in-game there is a very slight, but noticeable unalignment to the other wall piece.

Here's a picture (this is when there's an invalid solid structure) -
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Any ideas on what may be causing this?
Posted 8 years ago2016-03-27 08:02:18 UTC
in How to include wad into map? Post #329567
I think it should go in the Compile/run commands field.
Posted 8 years ago2015-12-24 01:10:01 UTC
in Post your screenshots! WIP thread Post #327885
Eek, not a fan of the sprites to be honest. I prefer making things as best I can with brushes. Then again, it's not my project, so I'll be over here, shutting up.
It's good to hear other people's opinions, no need to shut up. :D

The current sprites themselves or sprites in general? I was thinking about using brushes for props but I can't really decide. Both sprites and brushes have their strengths and weaknesses in my opinion, but sprites seem to give it a better old-school look than brushes.

Other than that, I'd love to know if there's anything else I could improve on. ;)
Posted 8 years ago2015-12-23 23:18:00 UTC
in The Official HRP "Halp!" Threa Post #327878
Alright, I've sent you a PM with my email.
Posted 8 years ago2015-12-23 22:59:44 UTC
in The Official HRP "Halp!" Threa Post #327875
You could try Dropbox, or whatever file hosting site you'd like. :D
https://www.dropbox.com/
Posted 8 years ago2015-12-23 22:53:57 UTC
in The Official HRP "Halp!" Threa Post #327873
Well, I wouldn't have a problem with editing the texture, if you're OK with that. :D

Just send it and I'll see if I can get it working.
Posted 8 years ago2015-12-23 22:29:39 UTC
in The Official HRP "Halp!" Threa Post #327870
A little tip I have for dealing with textures that have transparency (note that this must be done before applying the color for transparency) - Using Paint.NET, you can copy your image, make a layer, and copy the image onto it. Repeat that about 8-9 times, then merge them all down and repeat the process again, or even twice if there's a lot of pesky semi-transparent pixels. Eventually you'll end up with a texture free of transparency, and you can work on it from there, without worrying about blue pixels (or red in your case) that aren't a 100% blue. It's crude, but it works. :D
Posted 8 years ago2015-12-23 22:19:53 UTC
in Post your screenshots! WIP thread Post #327869
Well, this is pretty much what the tavern will look like. I'll certainly work on it some more, most likely adding more sprites and some beds, but I'm happy with how it is now.
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Posted 8 years ago2015-12-19 23:07:33 UTC
in Post your screenshots! WIP thread Post #327825
Oh, yes I have played it. And damn, they do indeed give off a Mount & Blade feel. Hah, very interesting how it turned up, I was actually looking at pictures of the tavern in Riften from Skyrim (and some Daggerfall images) for inspiration.
Posted 8 years ago2015-12-19 22:40:34 UTC
in Post your screenshots! WIP thread Post #327823
Some more progress. Made the walls a bit more detailed and less blocky, added another table and general tavern stuff. Lots of things to add though.
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I should probably do more work on the map and then post, it feels like I'm spamming. :D
Posted 8 years ago2015-12-19 20:12:47 UTC
in Post your screenshots! WIP thread Post #327820
Put in some more work in the tavern. :D Going for an Arena/Daggerfall feel.
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Posted 8 years ago2015-12-19 17:48:06 UTC
in Software rendering Post #327817
Thanks!
The little tavern is starting to look good, even if it's very WIP. :D
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It doesn't really look the same like when it's ingame though.
Posted 8 years ago2015-12-18 20:34:24 UTC
in Software rendering Post #327808
DiscoStu, I do realize but I'm just doing it for me atm.

So much thanks Bruce! Works like a charm.
Posted 8 years ago2015-12-18 15:21:35 UTC
in Software rendering Post #327801
Greetings.
I am having some problems when using the software rendering option in Half-Life, as I am getting a unable to load authentication library error (or something along that line). Does anyone know a fix for this? I am trying to do some retro-looking maps and the software rendering option is perfect due to the crisp, pixelated look.
Posted 9 years ago2015-11-20 23:33:50 UTC
in Goldsrc inventory Post #327498
Hm, yeah, that's one way. :D

What about modifying the engine and making an inventory through coding? Could that be possible?
Posted 9 years ago2015-11-20 21:58:25 UTC
in Goldsrc inventory Post #327496
Is it possible to create an inventory for the player with an interface of some sort in Goldsource? I've seen it in Source, but haven't found anything about Goldsource despite extensive searching.
Posted 9 years ago2015-11-02 17:42:38 UTC
in Goldsrc tree models Post #327394
Yes, I've figured that out so far but what puzzles me is that in kHED the texture seems perfectly normal yet when viewed with Jed's HLMV or in-game it is distorted and streched. In the UV editor the UV for the strechted out part seems to be out of the texture (if you can say so), yet when i squeeze it back into it by resizing it the same texture streching happens in kHED, and it still remains in Goldsrc.

Not sure if there's a solution for this, but it'd be sad if there isn't, those tree models are pretty vital to my map. :/
Posted 9 years ago2015-11-01 19:41:09 UTC
in Goldsrc tree models Post #327380
Greetings again!

I looked into UV mapping but I am completely new to editing models and have no idea how to fix it. I am using kHED to export models to .mdl and Jed's HLMV to turn on transparency for the branch textures.

Anyone able to help?
Posted 9 years ago2015-11-01 13:50:07 UTC
in Goldsrc tree models Post #327377
Wow, I was expecting to wait a day or so for an answer. :D That was fast!
I will certainly look into the texture's UVs, thanks!
Yes, I know, but AFAIK in Jed's HLMV a complete white (255,255,255) will be made transparent after a certain option is ticked, yet it didn't work for the one of the textures.

Thanks again!
Posted 9 years ago2015-11-01 13:19:29 UTC
in Goldsrc tree models Post #327375
Greetings! I have been looking into some free 3d tree models and found a way to successfully import them in the game as .mdl files, and they work ok with the exception of one thing - the texture for the bark seems to be ok near the start of the trunk, but later on at the branches it is very stretched out and looks pretty ugly. Any idea on how to fix it?

One other thing that puzzled me is when I was converting the branch textures (for the finer parts that can't be a solid part of the model) to 8-bit BMP versions, the transparency on one of the textures worked perfectly, (I used Jed's HL model viewer) while the other one didn't work, although both backgrounds were just white and didn't have any differences.