Forum posts

Posted 5 years ago2018-07-27 23:58:54 UTC
in Half-Life : Catastrophe Post #340289
It's not just impressive, it's mighty damn impressive.
There are some sites with great tutorials and guides. Firstly TWHL, then GameBanana (I've written some there) and ModDB. There's also Valve Developer Union and Sven Manor (which is more SC-specific, but I've seen GoldSrc-universal guides there).
I think you can also find older ones in TWHL's links section. (not sure if it got removed switching from TWHL3 to TWHL4)

If real-time help is needed, there are the Shoutbox and the TWHL Discord.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-07-27 00:02:22 UTC
in Post your screenshots! WIP thread Post #340271
Gotta design-sign-signGotta design-sign-sign
It ain't water B)It ain't water B)
It's close to the end of July, I'm panicking because not much summer is left, but regardless, I've managed to put some more effort into my WiP Sven Co-op map.

Additional note: this entire thing compiled in 20 seconds on the new PC (with almost no func_details). I don't think I'll use the laptop for mapping and compiling any more.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-07-26 23:55:24 UTC
in Half-Life : Catastrophe Post #340270
Welcome to the community. It's looking great, especially for something early in development. ^^

The only few things I've noticed are the lack of smoothing and moody lighting. You should compile with -smooth 85 for RAD, unless this flat shading effect is intentional (look at the barrel in the 3rd screenshot, and the Xen cylinder sample in the 2nd screenshot).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-07-25 09:54:00 UTC
in Hammer Editor Tutorials Post #340255
I've never liked video tutorials a lot. It's either too much talking, or no talking at all (writing the steps in Notepad). Also, you don't know where specific things are, so you have to either watch through the whole video, or skip every 10 seconds unless they add a table of contents in the beginning.

Another thing I'd say is that there are some people who would think that HL mapping isn't similar to CS mapping and vice-versa. If you want to start CS 1.6 mapping (or insert-any-mod-here mapping), HL mapping tutorials will be completely okay and applicable (for the basics at the very least) until you get to the specifics of the mod itself.
Admer456 Admer456If it ain't broken, don't fox it!
I refer to detail textures.
link
Admer456 Admer456If it ain't broken, don't fox it!
You could technically use a very low-res texture and use an original-res detail texture. It's a trick used to achieve lower lightmap counts as well as less wpolys, but it may decrease the framerate, only slightly.

Decreasing the texture scale leads to:
  • more wpolys (due to more subdivision)
  • more lightmaps being used (vanilla GoldSrc can only go up to 64 lightmaps, so be careful)
  • bigger filesize
Now, the problem is that detail textures may contribute to the filesize more than the situation you're having, but that's up to experimentation.

Edit: Also, -notexscale doesn't affect the lightmap scale, just the patches IIRC, stuff that has to do with the -chop and -texchop values.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-07-10 21:10:23 UTC
in GoldSrc/Counter-Strike dimensions? Post #340124
You're welcome. ^^
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-07-10 17:44:29 UTC
in GoldSrc/Counter-Strike dimensions? Post #340122
link

There's some info in there. I hope it helps.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-07-08 17:10:30 UTC
in Host_Error when I compile my map Post #340086
Well, I've tried it, and I'm not getting that error. Sorry, I can't do much about it. Does it happen on other maps?

I remember getting (almost) the same error once, it was Host_Error: no precache: *433. It was caused by low memory. I just exited my map editor and launched the game.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-07-07 21:49:02 UTC
in Host_Error when I compile my map Post #340084
I'll check the map tomorrow on my non-Steam CS and the Steam one. I really wonder what this is about.

The game uses RAM when it loads sounds, a map, code and other things. Textures and stuff like that go into the video memory, or at least should.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-07-07 20:00:14 UTC
in Host_Error when I compile my map Post #340081
CSG showed up last though. (unless you've edited your post)
BSP, VIS, RAD and then CSG. :P

Also check if your map editor and game are using too much RAM. The sounds can't precache if there isn't enough memory, from my experience.
If it is, exit your map editor before launching the game. CS can use up to 200 or 300 MB of RAM if it has to. Though, this only really happens with people like me, who only have 2 GB of RAM (some people have less).

Check the sound volume too. I'd usually get a crash if I set an ambient_generic's volume above 10. I haven't taken a look at the map sources yet, so I don't know if that could be the issue.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-06-24 22:54:47 UTC
in Post your screenshots! WIP thread Post #340009
Summer break started for me on the 6th of July, so that means no new reference photos and no new textures.
So I picked up an older project of mine. Who remembers my modular prefabs for an SC map called Zvezde? Well, it's back on track with an actual story with more lore than 95% of other Sven Co-op maps, new ideas, planned Easter eggs, an entire planned spaceship to explore, and this:

zvezde_lazarroom.bsp on YouTube
Admer456 Admer456If it ain't broken, don't fox it!
This post was made on a thread that has been deleted.
Posted 5 years ago2018-06-04 10:33:58 UTC
in Modular level design in Half-Life? Post #339807
It quite reminds me of Crashday's level editor.
I'm only worried that things will get repetitive a lot.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-06-03 14:30:13 UTC
in Post your screenshots! WIP thread Post #339793
User posted image

User posted image


It actually works! :D
Admer456 Admer456If it ain't broken, don't fox it!
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
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Posted 5 years ago2018-05-29 19:29:17 UTC
in Post your screenshots! WIP thread Post #339730
User posted image
User posted image
(old screenshot, didn't bother taking a new one xd)
User posted image
User posted image
User posted image
My teacher was AMAZED. I'm not yet amazed though. The textures were just taken and put into a WAD with no colour modifications, so they look kinda dull.

Also, in one of the screenshots you can see me using a prop model for the first time in my life in GoldSrc. :3
I've made it myself in 3DS Max and I have to say, modeling for GoldSrc isn't as bad as I thought.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-05-28 18:38:52 UTC
in SabreCSG - VMF Importer for Unity! Post #339717
That's awesome. :)
One thing I've never really liked about modern engines is the lack of CSG. But I guess mesh mapping is the way to go these days.
Admer456 Admer456If it ain't broken, don't fox it!
This post was made on a thread that has been deleted.
Posted 5 years ago2018-05-14 19:05:03 UTC
in Windows XP usage Post #339573
I once saw a Windows 95 PC being used in my elementary school's library. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-05-13 07:41:27 UTC
in Windows XP usage Post #339571
"Funny thing about it though was that it had a Windows Vista sticker on the front of the tower"
Lol. My laptop had a Vista sticker (because it was manufactured in 2007), but Windows 7 was installed. It was probably installed by its previous owner.
"Who in their right mind would use a seventeen-year-old operating system?"
In their right mind, nobody. In their wrong mind, me. I've used it as a daily driver OS until 2014 when my old PC died. Still using it occasionally whenever I feel like it. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-05-10 15:36:22 UTC
in Post your screenshots! WIP thread Post #339549
Why don't you read everything I write?

As for other editors, you can apply the same principle. Add a light entity and change your map's keyvalues if necessary.

I don't know how you add entities in Trenchbroom, but I guess you already know. Besides, it has a user manual as far as I'm aware.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-05-10 12:06:17 UTC
in Post your screenshots! WIP thread Post #339544
Shift+E, select "light" from the dropdown menu, and click somewhere in the map, and press Enter if needed. A light will be created.

Then compile the map.

Sunlight etc. is done via map keyvalues, which you can either do by manually adding keyvalues like _sunlight, or by having an FGD which eliminates the need to add them manually.

This is if you're using a Hammer-style editor, in my case J.A.C.K.
As for other editors, you can apply the same principle. Add a light entity and change your map's keyvalues if necessary.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-05-09 19:15:13 UTC
in Post your screenshots! WIP thread Post #339536
User posted image
It looks terrible, but it compiled successfully, unlike my last attempt (I still believe it was because I went too far with the tetrahedra). Finally. ^^

Now, the next step would be to improve the map, do experiments, and then write a good chunk of documentation, since I've found only a few resources about Q2 mapping.

@Sheepy
It looks cool. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-05-05 15:06:01 UTC
in Windows XP usage Post #339500
I still use Windows XP to run Worldcraft 2, but also Far Cry 1 because the water doesn't reflect the terrain on newer Windows versions.

But primarily I use Windows 7.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-05-03 06:23:52 UTC
in The CLIP texture Post #339484
CLIP brushes help define the map's clipnodes (collision data). They shouldn't affect the BSP face clipping. (if that's what you are asking)

If you have a func_illusionary, or a passable func_detail, you can place a CLIP brush inside of it and you'll have collision.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-05-02 09:54:11 UTC
in Post your screenshots! WIP thread Post #339476
Nice onion dome. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-30 05:38:21 UTC
in Post Your Photos Post #339458
I recall it was your idea, DiscoStu. :P
I've tried taking photos every week (meaning I wasn't always consistent, lol) and I think I'll finish the timelapse this year.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-28 06:14:13 UTC
in Post Your Photos Post #339451
Well, you could've seen it in the photos from my earlier post. :P

Also, I don't have a back door. Those photos are outside my front door, more precisely to the left side of it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-27 20:36:08 UTC
in Post Your Photos Post #339449
User posted image


Looks pretty. :3

User posted image


Looks destroyed. >:3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-22 05:56:39 UTC
in Post your screenshots! WIP thread Post #339408
User posted image
Rolled out 38 textures last night. Here you can see 10 of them, and 2 vanilla ones.

I wish I did my elementary school map this way. :/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-19 02:29:41 UTC
in Env_fade Post #339368
I mean, 'fade duration = 0' was exactly what crashed my game. Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-18 19:30:38 UTC
in Env_fade Post #339358
I remember having a crash with env_fade as well.
It had to do something with the flags, or properties of the entity.

I think it was the fade duration which I set to 0.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-07 05:44:16 UTC
in Quake 2 mod for Xbox Post #339232
Quake 2 became Quake 4. Odd. :confused:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-05 12:51:10 UTC
in Hello Post #339200
Welcome to TWHL, Deewelch. It's always good to see new people here. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-01 17:58:27 UTC
in Quake 2 mod for Xbox Post #339143
It has definitely changed. In a few years it might even support CoD4, LOL.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-01 17:37:13 UTC
in Quake 2 mod for Xbox Post #339141
@Screamernail

Well, I downloaded ArghRad to see what it's like. Remember, put a light entity in the map, and compile it with all 3 compiling tools (qbsp3, qvis3 and ArghRad if you have it). QBSP3+QVIS3+ArghRad

@rufee

I find QuArK somewhat clunky and slow in terms of doing things. Or I just don't know the shortcuts because I've used it only for a couple of days.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-01 09:47:06 UTC
in Quake 2 mod for Xbox Post #339138
A Quake 2 map is made just like any other Quake-engine-based game.

You make the map in your map editor and compile it.
If it's pitch black, add a light entity to light it up.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-01 07:00:29 UTC
in Quake 2 mod for Xbox Post #339136
Well, if there's no lighting, drag and drop the .bsp file into the VIS executable and then the RAD executable. :P

In the end, you could create a .bat file to do all the work for you. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-31 21:30:34 UTC
in Quake 2 mod for Xbox Post #339134
Might be something with the file path.
I don't know if QBSP3 is fine with long paths and spaces.

Drag and drop the .map file into the qbsp3.exe and see what happens.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-31 16:23:58 UTC
in Quake 2 mod for Xbox Post #339130
Do you have the compiling tools?

http://www.bspquakeeditor.com/downloads.php

You can find them here under "Quake 2 Build Tools".

And this will give you a basic idea about setting up Trenchbroom for compiling. :)
(I know it's for Quake 1, but the same principle applies xd)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-31 09:10:18 UTC
in Quake 2 mod for Xbox Post #339128
J.A.C.K. also provides the mapper with Q2 compiling tools, if I remember well. Either way, good luck with the project. :)

QuArK is clunky but if one can master it, then good for them. It will take a while.

J.A.C.K. won't be able to open the Q2 textures instantly, so you'd have to extract them from the .pak files with Wally.

Quake 2 guides and tools are rare to find nowadays, but they can still be found on some places. I downloaded ArghRad v3 from the BSP Editor website, while ArghRad's official website is down, for example.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-17 07:21:11 UTC
in Post your screenshots! WIP thread Post #339040
I love that 1 2 3 4 5 6 though. :]
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-12 10:23:43 UTC
in Block entities on VHE Post #339004
It also depends on the .fgd. The one that comes with J.A.C.K. is really nice. ^^

Either way, the part which defines the model is studio(model path here.mdl) if you'd like to edit the FGD file.
If your editor supports 3D models then you're good to go.
Also check your settings if model previews are enabled at all.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-11 09:20:37 UTC
in Post your screenshots! WIP thread Post #338998
So my laptop should be able to run your maps at 40fps or more. Good to know! :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-09 21:24:00 UTC
in Little Half Life 1 mod... Post #338983
"About coding everything you say sounds easy xd"
Considering what you want to do, it really is easy. In fact, changing some weapon ammo capacities was the first thing I did when I started coding.

// weapon clip/carry ammo capacities
#define URANIUM_MAX_CARRY 666
#define _9MM_MAX_CARRY 420
#define _357_MAX_CARRY 69
#define BUCKSHOT_MAX_CARRY 1337
#define BOLT_MAX_CARRY 50
#define ROCKET_MAX_CARRY 5
#define HANDGRENADE_MAX_CARRY 10
#define SATCHEL_MAX_CARRY 5
#define TRIPMINE_MAX_CARRY 5
#define SNARK_MAX_CARRY 15
#define HORNET_MAX_CARRY 8
#define M203_GRENADE_MAX_CARRY 10

This is easy. More advanced things, well, not so easy. :lol:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-08 21:08:37 UTC
in Little Half Life 1 mod... Post #338972
It's not hard at all.

1. Open Visual Studio
2. Open the HL SDK project file
3. Enter weapons.h
4. Change some numbers
5. Compile the DLL
6. Put the DLL into your mod

There. :)

@Unq
Lol, same situation here. I've always been behind on these types of things.
Admer456 Admer456If it ain't broken, don't fox it!