Forum posts

Posted 6 years ago2017-07-13 21:00:11 UTC
in Post your screenshots! WIP thread Post #336017
Time for some in-editor screens:
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Needs a texture replacement. These look a bit too bright.
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The big building with the windows is now accessible. ;)
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Trimmed, and widened so players can crawl through.
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The non-func_detail brushes here have on-grid vertexes. The door frame (which is a func_detail and has no collision) has a different scenario, as well as the crates. XD

Also, I'm close to the AllocBlock limit: 63 out of 64.
Let's push it to the limit.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-13 06:43:31 UTC
in Now Gaming: ... Post #336008
I think I realised that when it was too late. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-12 23:32:06 UTC
in Shifting a whole map in hammer? Post #336005
I tried doing that in ts_untergrund, months ago, resulted in a leak. Maybe I should try it again. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-12 23:03:03 UTC
in Now Gaming: ... Post #336004
"the longest time it took me to finish any game"

It took me 8 years to complete what I completed in Far Cry 1, yet I'm still not that close to finishing it. XD
I did complete Crashday in 4 hours once, as a kid. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-11 17:54:08 UTC
in Post your screenshots! WIP thread Post #335990
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A wash basin with a working valve, because why not? It's a fun_ map after all. :D
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I won't lie, I got some inspiration from Deadlands by Windawz. :3
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(I know, I see the Null face in this screenshot, I'll fix it...)
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MOARRRR TERRAINNNN BOIIIII
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MOARRR PLATFORMSSSS BOIIIII
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Mortars! YAY! :biggrin:

You know, I had this problem with my func_door entities always triggering the multi_managers. Basically, the func_doors are activated by the button at the mortar launch panel, but they reset every round, and trigger it. :P
I found a solution: check the "Start Open" flag. XD

Also, new personal record! Over 9000 wpolys while standing on a specific place! Hooray!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-09 14:39:47 UTC
in Post your screenshots! WIP thread Post #335954
@Windawz
That's because there were only 4 of us on the playtest server. 2 terries and 2 counters.

Also, you're one of the 3 people, then. xd
Not 2.

I'd also gladly participate in a mapping competition, but I have such a great lack of competitive spirit.
I prefer either collaborations or working individually over a competition.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-09 12:11:25 UTC
in Now Gaming: ... Post #335945
My last comeback to CoD for now:
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Yes, we start with our meme Pvt. Bell, who didn't follow his damn orders.
I assume this is WW2 Pvt. Bell's grandson.

This was my favourite mission:
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Guess what I did. I just ran around with the machine-gun (and the P90 when I ran out of ammo for the machine-gun) and jumped around so they couldn't hit me. What an amazing hip-fire experience, lol.

At some point, I turned on the specular maps:
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But the game was too laggy, so I turned them off.

The same thing goes for shadows and dynamic lights:
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They're beautiful, but they halve my fps.

I'm just so sorry because of these cute, little dogs:
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Ow... :(
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Heavy would be proud, lol.

Anyway... I managed to complete All Ghillied Up. :D

The hardest part was this:
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I failed it countless times. Then I realised I had to move a bit to the side, lol.

Also:
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Wow, this part really reminds me of one of the parts at my elementary school. The stairs and the fences on the stairs are just like that.
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Wow, looks like Zakhaev was really given some priority in terms of rendering.
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This guy got killed:
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Gaz! NOOOOOO
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GIVE ME THE GUN, NOW!
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Good night, gospodin Zakhaev. See you in hell. >:)
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Well, there you go, no more CoD stuff from me.
My laptop won't run WaW nor any of the latter ones at a framerate greater than 0.5fps. CoD 4 ran at 5 to 10fps most of the time, but I'm used to it, so I managed to complete it, lol.

Ah, one last thing:
I was so disappointed that they didn't put "No cows were harmed in the making of this game" at the end. Though, I did get one thing after the credits:
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Yay. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-09 12:08:48 UTC
in Post your screenshots! WIP thread Post #335949
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I overhauled the T spawnpoints because two people have complained that their bots always die for no reason:
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Sadly, HLCSG with -onlyents works only with point entities as far as I've experienced. :/
Ah well, at least I fixed a major issue here, the buyzone is at the gun shop anyway.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-09 10:19:01 UTC
in Post your screenshots! WIP thread Post #335946
I see a texture there, which I used in de_kobbl. :D
Actually, two textures, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-07 13:32:58 UTC
in Big List of GoldSrc Links & Resource Post #335933
People, remember to bookmark this thread in your browsers, because it's too useful to be forgotten. =)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-05 13:25:12 UTC
in Post your screenshots! WIP thread Post #335914
@SourceSkyBoxer

Sorry, but your screenshots are not demonstrating my method. You're using tetrahedrons, while I'll be using 4-sided pyramids:
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Now, what's the difference? Well, 2x smaller brush count. There are 16 brushes in the picture, while tetrahedrons would give me 32 brushes in this scenario. Right?

Other than that, you can make rooms with pyramids:
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And the terrain:
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(yup, the walls, too)
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But, we now get a question: "Why should we use this instead of tetrahedrons and/or triangular prisms?"
I've never directly said that you should use it. It's just another method which would be useful to know someday. Also, the automatic triangulation is a feature in J.A.C.K., so VHE 3.x users would have to correct the brushes manually, which renders this method as "not worth it" for VHE 3 users. xd

It also has other flaws. For example, after you triangulate it, you shouldn't modify it again. But it's still nice to know. Oh, also, I used a 5-sided pyramid on one part. :3

And my "big" tutorial, well:
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I haven't touched it since... I don't know. It's been months.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-05 07:12:44 UTC
in Now Gaming: ... Post #335911
Considering that GTA:SA always crashes on my laptop, I think it's a good time that I retry Deus Ex. :P

(wow, I haven't seen the word "retry" for years, literally)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-05 07:05:22 UTC
in Post your screenshots! WIP thread Post #335910
Now I got an idea to make a room out of 4-sided pyramids. If that ends up being able to maintain itself, I guess I'll use it, lol.

Those could also be used for terrain.
I mean, one can simply, in J.A.C.K., put a whole bunch of upside-down pyramids, manipulate them to make terrain, and then just select all and press Shift+V and then Ctrl+Alt+T.
Of course, this is only if you're never going to change the terrain again, because further modifications would lead to problems, if not used well.

Oh, cool, I guess I can add this method to my big tutorial. Yay.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-04 20:47:26 UTC
in Post your screenshots! WIP thread Post #335907
I actually combine both: triangular prisms and tetrahedrons.
A great example of that is the cave in 4Way:
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This is where I used normal blocks + triangular prisms.
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But this? Triangular prisms + tetrahedrons. Yeah...

I can't wait to go back to this cute, little map. I just need to finish de_kobbl first. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-04 20:05:06 UTC
in Now Gaming: ... Post #335903
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Having completed CoD 1, I went ahead and deleted it (because approx. 1.5GB is just too much space for a game I'll probably never play again), and installed CoD 2. And, just like CoD, I completed CoD 2 in 2 days. I let my cousin (who is a console gamer, but he got used to the keyboard, somehow) play a few missions, too.

Funnily enough, a few of the funny moments from CoD 1 actually appeared in CoD 2. :biggrin:

Such as:
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Another fox hunting mice in the snow. :3
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What are you lookin' at? >:/

Meanwhile, this guy, even though I shot him, looks like everything is just OK:
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Lol, he showed me a raised thumb, and he looks like he's trying to tell me "Alles ist gut!". XD

Also, I think this guy was praying or something:
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(I managed to stroke F12 fast enough to make it appear like 10fps)

And LASTLY:
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Lol. :D

I saw it in CoD 1, and I expected it here. I wonder if they added it in the latter Call Of Duty games.

These old Call Of Duty games are so fun, I don't understand why nobody plays them (assuming they don't). :/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-04 19:19:34 UTC
in Post your screenshots! WIP thread Post #335901
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I made it so that it sparks only when you're standing on the broken pole. And I died. xd
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I overhauled this section over here. I basically added the triangular terrain. The low-poly version will, of course, have a slightly lower-poly terrain over there. :)
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This thing was inspired by the thing in front of my house. :D
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I decided to go for a subtle, terror-like theme to match the map's background story. The lighting is improved on this part, too, although this screenshot is an older one, so the lighting is too dark here. :P
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Needs a bit brighter lighting on this part, lol.
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Now sure if I should remove this, but it seems too big.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-03 17:15:34 UTC
in Now Gaming: ... Post #335886
I use DarkPlaces and DirectQ. DirectQ for the lagless, DirectX 9 experience (my GPU hates dynamic lights in OpenGL), and DarkPlaces for mapping, lol.

I completed Quake 1 in DarkPlaces, therefore, I'm assuming 20% of my playtime was below 10fps (3fps a couple of times). DirectQ gave me problems when I was making my map 4Way: the teleports didn't work. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-03 10:52:08 UTC
in Now Gaming: ... Post #335880
I've recently completed Call Of Duty (the first one).
I'll just post some funny stuff I found during my playthrough:

The first thing in the game I noticed and found it funny.
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Lol. One is leaning on one side, the second one is looking at the other side. xD

(I noticed the Pvt. Bell sign at the training, but when I tried to complete CoD again, lol)
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How on Earth did I manage to throw a grenade there? :P
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I'm just so sad that this guy died later in the game. :(
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HAHAHAHAHA, like a fox which is hunting mice in the snow. XD
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What are you looking at? >:(

Lastly, it seems that Pvt. Bell still made it alive, despite not having followed his orders in the training:
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Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-02 20:45:52 UTC
in Post your screenshots! WIP thread Post #335876
MoH:AA, how could I even forget? :D
Try Medal of Honor: Allied Assault: Breakthrough, too. I heard QuArK works with MoH:AA, but it's a bit limited, lol.

P.S. New, exciting screenshots of de_kobbl, version 1.0.2, coming out tomorrow! :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-02 15:41:16 UTC
in Post your screenshots! WIP thread Post #335871
@Windawz
Hey, since you're planning to take a break, I suggest you to try Call Of Duty 1 or 2. They're EPIC, you could even get some inspirations for industrial-styled maps.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-02 07:23:38 UTC
in Duplication of texlights + bad surface e Post #335860
@Windawz
Cd5 said he wanted to keep the map's filesize low, but shouldn't info_texlights be removed from the BSP after compiling? Yeah, better use info_texlights and/or light_surface.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-02 06:36:28 UTC
in Post your screenshots! WIP thread Post #335859
Ha, in de_kobbl, I only used a variation of the Bevel texture on one place. It's the terrain at Mid.
Buuut, there's more terrain coming soon (it's pretty s3xy :3), so I'd guess there's more of it coming. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-01 07:24:20 UTC
in Post your screenshots! WIP thread Post #335840
Over 4000 wpolys at some spots? Reminds me of my school map, which had them most of the time.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-30 17:31:00 UTC
in Post your screenshots! WIP thread Post #335830
Looks like morningdew to me. (the skybox)
But yeah, it needs a little bit of tint to match the map. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-30 10:21:02 UTC
in Why my sprite dont work? Post #335820
Hmm, I think I know what you should do. :P
Open the .bmp file in Wally and make sure that the first colour in the index is the one which needs to be transparent. I assumed you want an alphatest sprite since it's a plant.

After that, save the .bmp and then make a sprite with it.
Also, use HL Texture Tools instead of Sprite Explorer. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-30 03:48:22 UTC
in Post your screenshots! WIP thread Post #335817
They don't have collision at all. :P
func_detail; Passable: Yes.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-29 16:54:08 UTC
in Post your screenshots! WIP thread Post #335812
Building the basement:
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According to the concept art:

http://i.imgur.com/sVAoAVLl.png

Also, inside the basement:
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Yeah, took some time to make, I hope it will work because I copy-pasted it from the test map. :P
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I've just realised that I need to put ladders here. Silly me! XD

And the thing in the basement was made for this:
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-29 04:25:19 UTC
in Post your screenshots! WIP thread Post #335798
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https://youtube.com/watch?v=CQ0aBoi7css

Now I just need to configure it so it can attack 3 places individually.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-27 17:39:01 UTC
in Post your screenshots! WIP thread Post #335772
Well, even though it's part of Black Mesa, it doesn't have to mean the part where scientists do their work and/or take a break.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-27 14:48:10 UTC
in Post your screenshots! WIP thread Post #335767
I.m.o. it looks bright enough, even on my phone's screen (which I always keep at the lowest brightness to conserve battery :3).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-26 20:53:14 UTC
in Post your screenshots! WIP thread Post #335759
Yeah, I put 4 of them in de_kobbl. :P
The fun version will probably have more.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-26 18:03:16 UTC
in Post your screenshots! WIP thread Post #335757
I can't wait for Deadlands either. It's far more high-poly than anything I've ever mapped. I wonder how it would run on my laptop. xD

Although, if you didn't do it already, could you convert some things (like arches and pillars) into func_detail brushes? After that, you could cover them with blocky clip brushes and set the func_details' Passable parameter to Yes.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-25 07:35:54 UTC
in Post your screenshots! WIP thread Post #335734
However, xawari mentioned that our usual way of making overviews is wrong. I saw the overviews of default maps, and they had the green stuff! But in-game, you can't see the green. This is weird. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-25 06:13:46 UTC
in Post your screenshots! WIP thread Post #335732
Imagine me opening the map in J.A.C.K., let alone compiling it. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-24 20:40:10 UTC
in Post your screenshots! WIP thread Post #335727
Dude, you have your keyboard. Try pressing keys until something happens.
Of course, I can't tell you which one to press, because:
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Yeah, it's 2 of those... I pressed the - (minus, or hyphen) key to actually decrease the Z Min value, not sure if it will work on your end. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-24 20:34:52 UTC
in Error about an unused entity. Post #335726
@GMK_5
I've never said it was in VHE, or any map editor for that matter.
If you installed VHLT, you would see this ripent.exe in the folder.

But I don't think that's the one you should use. Hmm, I think there's a compile command for either HLCSG or HLBSP which enables only modifying the entities, not the brushes. I should look more into that.

On the other end, I believe I once saw a BSP editor which can modify the BSP's entities. I wonder if that was just another fake memory generated by my brain, or it's actually real. :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-24 11:01:44 UTC
in Post your screenshots! WIP thread Post #335722
I figured out how to remove the roof on the overview:
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I basically changed the Min Z value. :D

Now I'll just open Paint.NET and stitch those together and call it a day.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-24 07:39:50 UTC
in Error about an unused entity. Post #335715
Counter-Strike thinks that info_texlights is an entity which is used in-game. info_texlights, at least I think so, is supposed to be an entity which is used only by compiling tools, and it should be removed after compiling, no?

If I remember, one could use an external tool to delete the entity from the .bsp. Windawz told me about it on one occasion. Ripent, isn't it?

In my opinion, you should put up light_surface entities which come with zhlt.fgd (which comes with VHLT).
They're basically like info_texlights, except one light_surface is for 1 specific texture on brushes.

So, if you have more than one light-emitting texture, then you should put more than one light_surface entity. Good luck. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-23 14:51:58 UTC
in Post your screenshots! WIP thread Post #335706
Too late now, I'm so stubborn that I'll do a full compile again. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-23 07:51:11 UTC
in Post your screenshots! WIP thread Post #335693
I don't have a screenshot of this, but I'll just write it:

In the Easter egg #3 room (the one where you can unlock all the doors), I had an issue: the bomb was making glass sounds when shot at.
That means: I had to change the Material to Metal, and I now have to re-compile all 4 maps. Seriously, I spent an entire day compiling the 4 versions, and today, I'll have to do it again. Poor lappy. :/

-texreflectscale 1.28 -chop 64 -texchop 32 -gamma 0.4 -texreflectgamma 1.5 -blur 0.1 -fade 1.2 -nospread -bounce 12

^
Now I see why. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-23 07:39:10 UTC
in columbine_hs ~ My biggest project Post #335691
I reacted like that because Shepard said something which caused me to react this way. But the point we should be at is:

@Vodka
That 'bug' you don't know how to fix is a VIS thing, I assume. Basically, GoldSRC renders that hall and then it gets visible behind the sky brushes.
You either used a sky"box" or your map isn't VIS-optimised.
If it's the first case, then don't just make a hollow box of sky brushes, but instead try carefully wrapping the sky brushes. Basically, use the sky brushes to seal the map from the void.

If it's the latter (needs VIS-optimisation), then you should really learn some stuff about Hint and Skip brushes. I had to learn them while I was making de_kobbl because I ran into VIS-bugs.

Although, aren't both of these VIS problems? Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-22 20:14:50 UTC
in Post your screenshots! WIP thread Post #335677
@Trempler
Great. :biggrin:
I'll send it to you on GameBanana. The full release should be released in either this week or in the next week. ;)
The test team will get all 4 versions, compiled with final settings. I'll then make the fun version and call it a day (or 3 months, lol).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-22 07:29:29 UTC
in columbine_hs ~ My biggest project Post #335663
@Daubster
That's what CS is all about. Shooting with no regards to the surroundings and the setting. Someone could keep explaining how not-OK school maps are to a person for the entire day, but that mapper will be pretty stubborn and make the map, recklessly.

Unless someone makes a Half-Life mod where you're a victim of a school shooting. x)
But hardly anyone would prefer being a school victim, right? I'd rather blow up a school (like I do in my school map) rather than being under the influence of a random kid with a gun (in the mod, I mean).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-22 07:14:26 UTC
in columbine_hs ~ My biggest project Post #335659
A school shooting map would definitely fit Counter-Strike: Condition Zero: Deleted Scenes. At least it would be a lot less riskier (since you'd only play as a counter-terrorist) than a map for a game where you can choose to play either as a counter-terrorist or as a terrorist.

But a concentration camp map would probably go well with the Yugoslav wars setting. That seems very historical. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-21 21:41:57 UTC
in columbine_hs ~ My biggest project Post #335646
But then again, just let Vodka make it. I mean, what would even happen to him if he makes this thing and publishes it online?

Instead, let's focus on the progress of his map, and not the theme of the map. Because school maps used to be a serious thing 10 years ago, now they're a joke. Right?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-21 21:23:00 UTC
in columbine_hs ~ My biggest project Post #335643
sigh
I'm probably defending it because I made a map of my school and got praised for it, in my school. Sheesh, over-reacting parents who call the police as soon as they see someone playing on a school map. >:/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-21 20:27:46 UTC
in Post your screenshots! WIP thread Post #335641
@Windawz
You know, I'm going to ask him.

@Trempler
Would you like to participate in the pre-release testing of de_kobbl?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-21 17:26:56 UTC
in columbine_hs ~ My biggest project Post #335633
I've also made a map of my elementary school, and I showed it in school when my classmate and I were playing CS 1.6 in that school.

Honestly, I'll make a map of my high school, too. I just don't care about what others got (expelled, in jail etc.), because in my country, no-one cares about those maps, just my classmates and my friends who play CS.

Shepard's comment made me a little bit mad, so I posted again, lol.

Also, what authorities get wrong is that most FPS games will make you worse at shooting in real life. Making a school map for CS won't make you a better school shooter. The only useful thing you'll get is a tactical plan to infiltrate the school.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-21 12:21:11 UTC
in columbine_hs ~ My biggest project Post #335623
@NineTnine
Now I'm getting an urge to install Worldcraft 2 on my Windows 98 virtual machine. xD

@everyone else
People, it's just another school map, not a terrorist attack simulation. Of course, the more destruction, the more fun it gets. :)

@Vodka
Snap On Grid = 1!?
But you're not abbadon. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-20 16:33:55 UTC
in Post your screenshots! WIP thread Post #335603
Place lava there. :D
Admer456 Admer456If it ain't broken, don't fox it!