Forum posts

Posted 7 years ago2017-04-07 16:21:45 UTC
in Post your screenshots! WIP thread Post #334270
Meanwhile... I found a way how to apply the same Z-axis texture projection, for all my desired surfaces:
User posted image
See the green and yellow lines? Basically, they're parallel to each other, and that's exactly what gives this seamlessness to the cliff texture. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-07 16:03:52 UTC
in Post your screenshots! WIP thread Post #334269
I saw a map like that already, with terrain. Basically, a guy made an island map and it was HUGE! Man...

Anyway, that's where I got the idea of triangular terrain in DooM, so I implemented it into my first and only (yet) DooM map.

And about the complexity of my map:
Well, look at ts_untergrund. It looks complex, but it's not, really. I might pull off the same with this map. Basically, both have lots of triangles. :)
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-07 14:27:19 UTC
in Post your screenshots! WIP thread Post #334265
Windawz, a lot of it is possible. Just make triangular sectors and raise their vertices so that they resemble terrain. :)

I'd say around 1024 tri sectors.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-07 04:15:41 UTC
in Post your screenshots! WIP thread Post #334261
@JeffMOD
Oh, you're so wrong. If I play DooM in 1280x800 I can still get to some below-30fps areas. :)

Though, I could also port 4Way to DooM 2, and the terrain, too! :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-06 20:07:26 UTC
in Post your screenshots! WIP thread Post #334254
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
OK, what now...
Hmm, I could add a cave. :)

And it looks not-so-lit on my phone. :/
I should turn up the lights more.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-06 16:52:26 UTC
in Post your screenshots! WIP thread Post #334252
@Windawz
Of course I'm using J.A.C.K. :D
User posted image
Also, look at his face:
User posted image
That just looks so funny and goofy! XD

@abbadon
Yeah, you mean one of these?
User posted image
The worst thing about them is that they don't have a trigger target. :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-06 14:11:01 UTC
in Post your screenshots! WIP thread Post #334248
Either in the articulator, or the tutorials, I found something related to humour in mapping. It contained stuff about flight companies across Doom, Quake and Half-Life 1. That gave me an idea about what to do next with my Quake map:

First I make the map in Quake, then port it to Quake 2, then to Half-Life 1 and then to Half-Life 2.

It shouldn't take more than a year, no?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-06 10:48:36 UTC
in Post your screenshots! WIP thread Post #334241
But adding new entites would basically be a new mod, right?
Hmm, that could actually be interesting. Imagine a Quake mod which brings HL:DM into Quake. xD

Anyway, I heard of QuakeC but I have no experience in it, nor in C, only typing code from a tutorial into a .cpp file. :)

And Quake seriously lacks func_breakable, or I'm blind...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-05 21:06:18 UTC
in Post your screenshots! WIP thread Post #334236
I started some Quake mapping:
User posted image
The 2nd floor hallway...
User posted image
...after getting swept through.
User posted image
This is where the teleport leads to.
User posted image
So, I've realised that mapping for Quake = GoldSrc × 0.5. So yeah, that means that half of the features are gone etc. but that's why it's simpler.

Big thanks to Snehk for inspiring me to actually start Quaking. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-02 18:36:14 UTC
in Post your screenshots! WIP thread Post #334209
For GoldSrc "games", yes. But for usual mods, it's 50/50. If your GoldSrc mod is just a simple level pack with 2 new weapons, then it doesn't need Xash3D. Though, you're right about the limitations. :)

I mean, I was barely able to fit my school map into a 4096^3 space. All entities were inside the space, while some brushwork did slip off into the outer space. ts_untergrund is enormous, and suffers from its size on some locations, too.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-02 13:56:39 UTC
in Post your screenshots! WIP thread Post #334206
Darn, that inspires me to make a Quake map in J.A.C.K. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-23 17:17:14 UTC
in Post your screenshots! WIP thread Post #334109
"but i guarantee any 10 year old system can push a decent 400fps"
My laptop is almost 10 years old, and I am confident that your statement does not apply on my end. :P
Even in 640x480!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-20 16:03:30 UTC
in ERROR usage -wadinclude Post #334061
@Unq
I said it because VHLT is mainstream in GoldSrc mapping. ZHLT is fine too, lol, as long as you've got something that works with the command.
Now, if someone really wants to use those Quake compilers, then I'd say that person is hardcore. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-19 14:24:19 UTC
in ERROR usage -wadinclude Post #334049
You should use VHLT
Incorrect.

You must use VHLT.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-17 19:43:24 UTC
in Valve hammer light fail Post #334021
Darn, seriously?
Let me find another link...

Edit:
http://forums.svencoop.com/showthread.php/42174-Vluzacn-s-ZHLT-v34-Update
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-17 19:17:46 UTC
in Valve hammer light fail Post #334019
Mistake:

You're using the Quake compilers.
You should use VHLT:

http://gamebanana.com/tools/5594

Also:
** Parameters: C:\Program Files (x86)\Steam
You probably put the wrong "Base Game Directory" folder. It should target your Half-Life folder. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 20:37:22 UTC
in Post your screenshots! WIP thread Post #333997
I vote for: GPCT!
(Gold Polyhedron Compiling Tools)

Coming in 1st April, 2033, at 4:20 PM., exactly when Half-Life 3 releases. (OK, you could ignore these 2 sentences because it's a joke xD)

I don't know, it sounds cool!
BSP-based mapping (CSG should be appropriate, too) is basically about polyhedrons. So, I think it's OK.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 17:12:30 UTC
in Post your screenshots! WIP thread Post #333989
Huh, I didn't know that.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 12:31:06 UTC
in Post your screenshots! WIP thread Post #333985
Yeah, I tried HlRad with -high.
My laptop was suffering, and I had to kill hlrad.exe. :(

So yeah, I guess that we came to a conclusion:
If you want a detailed, outdoors map, just be patient and wait until it finishes.

What jacksepticeye said: "Speed is key!" is false.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 12:09:23 UTC
in Post your screenshots! WIP thread Post #333983
Wait, a Pentium 4 with 3.2GHz!? I only thought they were around 2GHz. :P

Yeah, I wonder what if someone makes a GoldSrc version, of the Source compilers? Then some people could easily take incorporate the Lightmap Scale option into a map editor, for example.

And, there's one thing I must say during compiling:
NEVER SET PRIORITY TO 'REALTIME' DURING COMPILING.
Always remember this. This applies to hlcsg, hlbsp, hlvis and hlrad.

Basically, the "realtime" priority is only for the mouse and the keyboard, i.e. the main input devices! If you choose to set the priority to real-time then your mouse, keyboard and the entire system might freeze.
It happened to me once. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 08:37:01 UTC
in Post your screenshots! WIP thread Post #333978
I was talking about GoldSource, not Source.
And it's true, compiling Source maps takes waaay less time than GoldSrc. :D

I was so so surprised that 1 simple room with 1 light took like 2 seconds to compile for Source. Meanwhile, it takes longer for GoldSrc.

And hey, I usually wait 5 or 10 minutes for VIS, and then 30 to 40 minutes for RAD, for GoldSRC.
I guess that's what happens when you have a 10-year-old laptop with a 2.4GHz dual-core processor with 2GB of DDR2 (Shepard gets triggered) memory.

As for the map itself, let me find it...
It's basically a map from Rainbow Six: Siege ported to CS 1.6.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-16 06:34:10 UTC
in Post your screenshots! WIP thread Post #333975
@Shepard62700FR
I saw a map on GameBanana which took 15 days to compile. Guess because of who? HlVis!
To be honest, I would be fine with letting my laptop compile a map as long as that, lol.

Interestingly, I have a Half-Life map, FILLED with these triangles (inside a 2048^3 area) and HlVis runs it all in under 4 minutes.

Well, I admit, it doesn't have very high-poly terrain. They're in the parts of the map. One part is very detailed, the other part isn't so detailed. I.e. one is higer-poly, and one is lesser-poly.

And this is where problems start...
Some triangles (even if they're covered with a non-null texture) still appear invisible.
But, other than that, I haven't had any major problems with triangular terrain.

Mmm, yeah. There's 1 additional problem. This long compile time is in fact very needy and greedy.
I compiled ts_untergrund with fast HlVis. triggers everyone
So, when I'm standing on one specific place, all the entities go invisible.
I only experienced these problems:
  • Long compile time (although, I am patient and willing to wait :3)
Well, I have an almost-10-year-old laptop! Of course it takes forever. I wonder, though, how quick would the Core i3-6100 do the job. ;D
______________________
  • Some missing faces (not a HlVis bug)
I don't know. Locate the brush and cover it entirely with non-null textures? I can always try.
______________________
  • Invisible entities, if standing on a specific spot (fast HlVis)
This one could also be that the player exits the 4096^3 area, but I doubt that.
______________________
  • Max clipnodes exceeded if I turn my terrain into a func_detail
So, the clipnodes one was fixed this way:
I selected it and turned on "passable". Then I copied the whole terrain on the same spot and covered the copied one in CLIP (only the top faces, the rest was in Bevel).
Yeah, much effort for a not-so-great improvement.
______________________

But still, us mappers can find a way out, most of the time. :3
Right?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-14 13:07:08 UTC
in Post your screenshots! WIP thread Post #333949
@Shepard62700FR
"nice try son, you forgot one thing : clipnodes."
Nice try, and that "try" had its success in one of my maps.
If you've seen my The Specialists map, ts_untergrund, you'd have noticed that it has a lot of triangles and tetrahedrons. The rest are, well, 4-sided prisms, i.e. usual brushes.

I only had the clipnodes problem when I converted the terrain into a func_detail. But then we have the bevel texture which supposedly removes clipping from the surface it's applied onto.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-13 17:03:29 UTC
in Post your screenshots! WIP thread Post #333936
I have an idea for the terrain:

1. Make a model of a random mountain or something
2. Place that into the map
3. Cover (if necessary) with CLIP brushes on appropriate spots

Easy peasy. Or just use the old-fashioned "fake displacements".
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-13 11:54:06 UTC
in Post your screenshots! WIP thread Post #333931
"enjoy it while it's still easy to learn."
Well, to be honest I believe that I'm already approaching the end of my ability to learn things easier. (I mean, new skills)
I learned so much when I was 12, 13 and 14, although the real progress started when I was 13. (regarding mapping, modelling, texturing etc.)

Or maybe I just feel too old because 15 (my age) is a nice number, lol.
But I definitely know that I need to find some tutorials for Blender, because where on Earth is the material editor!? (that's just an example :3)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-12 17:37:59 UTC
in Post your screenshots! WIP thread Post #333927
Meanwhile, I found an older version of Blender (i.e. version 2.60) and it seems to not minimally require OpenGL 2.1, but something that my laptop is actually able to support.
User posted image
I seriously love the sculpting tools which Blender has to offer.
Though, for some of my projects, I'll still stay with 3ds Max 6 and 9. ;)

And @Crollo, holy ship, you've made something that would cause a "R.I.P. my laptop".
Good job.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-07 21:36:57 UTC
in We are 100K!! Post #333901
Congratulations!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-07 16:42:50 UTC
in Post Your Photos Post #333898
The school photos are just reference photos for my school map. ;)
There's nothing special about them.

And, lol, the only "OK" camera I have is the one on my phone. But hey, it's good enough for sufficient texture extraction, and that's all that matters.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-07 15:39:11 UTC
in Post Your Photos Post #333896
Well, let's see what my room looked like a year or two ago:
User posted image
Huh, it hasn't changed almost anyhow, except I added a blanket under my table, on the wooden floor, to avoid getting cold.

So yeah, that pretty much represents my work conditions.
The only problem I have here is that I share my room with my grandma, but that's not such a big deal, except it limits me from using the voice chat on Discord :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-06 22:05:21 UTC
in a bit news about my mod Post #333889
Nice. I'll check it out possibly tomorrow. Uhh, it's 23:05 at my place right now, so I can't do it now.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-03 17:16:41 UTC
in Post your screenshots! WIP thread Post #333846
The texture problems are temporary, I will fix that ;)
However, I will not map with the grid in that map!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-02 20:16:42 UTC
in Post your screenshots! WIP thread Post #333826
Mapping without the grid lines:
User posted image
The snap-to-grid feature is still on, though. Apparently, it's easier than I thought.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-26 21:50:58 UTC
in Post Your Photos Post #333767
There's more:
User posted image
The STALKER + HL2 part. I know it doesn't look like them, but it is really cloudy.
User posted image
Well, this is something I might make for Sven Co-op ;)
After all, I love "train rides" (not limited to trains, hence the quotation signs).
User posted image
Hah, look at that. I could extract a texture or two from it.
Oh, those hills and trees. Sadly, I'll leave my village someday. :(

Now, time for some school photos!
User posted image
This is a hallway on the 1st floor.
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And this is the other side. Since I can't select Large Thumbnail etc. on mobile Imgur, I decided to manually scale the images ;)

There's even more...
Somewhen in the future, I'll perhaps need them as reference pictures. About the school pictures, well, I'll need them very soon, and I've already extracted 6 textures, I think.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-26 18:45:57 UTC
in weapon lost issue Post #333761
Nice :D
It's best when you fix it by yourself, that's a sign of a good potential mapper.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-26 14:29:50 UTC
in weapon lost issue Post #333753
Are you testing the map in Half-Life multiplayer? That might be the reason why you lose weapons. Just enter the console and type: map name

Also, it's Xen, not exen :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-26 11:49:13 UTC
in Post Your Photos Post #333751
So, Far Cry and Crysis should somewhat resemble the mentioned photos?

I'm just saying that I live in an environment where the vegetation has that look of a blend of Crysis, Far Cry 2 and 4.

However, once the winter comes, it looks like a mix of STALKER, and Half-Life 2. I'll post a photo of that, too ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-26 08:16:27 UTC
in Post Your Photos Post #333748
In my opinion, the photos taken in May and June somewhat resemble the Far Cry and Crysis games :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-25 22:32:27 UTC
in Post Your Photos Post #333744
I collected some stuff over the past year:
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This was in... May.
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This was in June.
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This was in August.
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This was in October.

And then in December:
User posted image
I've got more.
This was in March:
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User posted image
This was in May.

Hmm, yeah. Now I can keep doing that over the months, and ultimately track down the vegetational periods in my area :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-24 20:33:12 UTC
in {Masked Textures - Cast Shadow Post #333733
What are you talking about? LOOK at those smexy, flexy shadows! MAN.... if I could compile that on my laptop...

Also, try -notexscale -texchop 8 -chop 16 -extra in the HLRAD compile parameters :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-24 19:46:40 UTC
in {Masked Textures - Cast Shadow Post #333731
Well, I set Light Flags to "Opaque + Concave Fix" almost always :P
I rarely use "Opaque (Blocks Light)".
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-24 18:55:20 UTC
in {Masked Textures - Cast Shadow Post #333729
Nope, texture lighting works for me:
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-21 21:16:54 UTC
in no Gibs BUG? func_breakable Post #333687
Had that problem with a map of mine. Looks like you'll have to work within the limits :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-21 14:04:23 UTC
in Justin Dejong Post #333666
This seems to have gone off-topic :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-17 13:21:32 UTC
in Justin Dejong Post #333581
The human body itself is amazing :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-16 12:13:57 UTC
in Post your screenshots! WIP thread Post #333545
1 smokes, 1 drinks beer, 1 takes drugs, and everyone else drinks rakia (south-Slav version of vodka). Except me, I am the only guy who is quiet and unnoticeable.
Hmm, maybe I could add some details into the map which tell a mini story for themselves :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-15 12:54:57 UTC
in Is my mapping way very old? Post #333529
I remember when I mapped with a standard of 6-unit thick walls.
I remember when I mapped with a standard of:
32-unit thick walls
8-unit thick fences
64-unit thick floors and ceilings
16-unit thick doors (NEVER again)

Now I am so glad that I reduced it to a much more realistic scale:
4 to 16-unit thick walls
2 or 4-unit thick fences
32-unit thick floors and ceilings
4 or 8-unit thick doors

That is so visible in my school map. In the old version, everything was so thick, and unrealistic. Now, I made much better improvements to dimensions :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-15 06:10:17 UTC
in Post your screenshots! WIP thread Post #333525
Exactly!
But the school looks more like a jail, rather than a school xD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-14 21:48:54 UTC
in Is my mapping way very old? Post #333515
LoL, this would be so sad in real life.
Fortunately, it's never going to happen.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-14 18:00:58 UTC
in Is my mapping way very old? Post #333512
And a matrix is useful when projecting 3D stuff on a 2D screen XD
At least I heard so :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-14 17:46:36 UTC
in Post your screenshots! WIP thread Post #333511
Taking a second look at them, they probably look like half-burnt planks, but they're too thick.
Let's take a look again:
User posted image
User posted image
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Come on, these are concrete slabs :P
Admer456 Admer456If it ain't broken, don't fox it!