Forum posts

Posted 7 years ago2017-02-21 22:12:12 UTC
in no Gibs BUG? func_breakable Post #333688
heh good thing it's just one of my maps XD can just move that part :>
Another prof not get to ambisius with 1998 game mod ;]
Posted 7 years ago2017-02-21 18:35:07 UTC
in no Gibs BUG? func_breakable Post #333685
Eh nope doesn't look like it helps :( everything still doesn't spawn over the 4096 border :<
Posted 7 years ago2017-02-21 18:22:49 UTC
in no Gibs BUG? func_breakable Post #333683
Eh yeah forgot about this since did use JACK set to default unit size 16384 ;p
Probably this:
https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dlls/cbase.cpp#L706
Im not much of a coder XD but just changing all the positions from 4096 to 8192 and compiling the hl.dll will fix it?
Posted 7 years ago2017-02-21 17:09:33 UTC
in Post your screenshots! WIP thread Post #333679
Why just limit to FPSs?
heh this could be really cool idea for a competition ;]
Posted 7 years ago2017-02-21 16:59:32 UTC
in no Gibs BUG? func_breakable Post #333678
Ok so i think i know what's causing it...

Looks like im working out of the 8192 grid in editor and those func_breakable dont spawn gibs over position -4096 ;p

So i guess that's what can cause it ?
Posted 7 years ago2017-02-21 14:35:38 UTC
in no Gibs BUG? func_breakable Post #333671
Hi, i run in to a strange problem -.- my func_breakable (vent cover) 16x16x64
dosnt spawn metal gibs (any of gibs wood, glass ect even custom ones) in some places on the map ... in some places it works fine but in other it just disepers on brake ;/
Looks like placement of it has some influence, i use same func_breakable
everyware ..did try everything ;/.

I use
JACK 1.1.1064
Vluzacn's ZHLT v34 x64
Posted 7 years ago2016-12-01 18:00:37 UTC
in Detail textures,easy swapping? Post #332507
Yeah im using ZHLTv34 for some time now those are the best comilers now right?
And i moved from VHE to JACK few months ago.
Anyway it works just fine ;] i got prev of textures in editor and compile with grey textures at the same time :>
Posted 7 years ago2016-11-29 21:25:59 UTC
in Detail textures,easy swapping? Post #332486
You could keep two wad files in separate places. One containing low-res textures to map with, that Hammer loads, and another containing white dummy textures in the mod folder. This way you don't need to swap the .wads all the time at least.
Oh cool, didnt try this o_o thought i will get some sort off errors since different WAD files are used ;] heh nice trick, this definitely helps THX!
Posted 7 years ago2016-11-29 14:59:45 UTC
in Detail textures,easy swapping? Post #332484
Yeah, at this stage im sticking to the base source.
Eh so it looks like i need to manually switching the WAD files,
So mapping using 128 pix texture in WAD on 128 units and 512 detail textures
(i use this dimensions on the screenshot) seems ok? did they make it like this in CSCZ? i dont have a copy of it so i'm just guessing XD
Posted 7 years ago2016-11-28 12:16:52 UTC
in Detail textures,easy swapping? Post #332479
Hi, i was thing is there some way to improve workflow with detail textures replaced with main textures?

Now i just use WAD file with rescaled detail textures (512 to 128 ect)
and replace it with WAD that contains same textures but greyed out
this task starts to be a bit tedious..

Can i somehow disabled the WAD texture and enable detailed textures in game without the file renaming thing?

Previously i did use 512 textures in WAD maintaining around 1000wpoly but got Engine Error: Out of Memory .-. too quickly...

Using detail textures like this on whole project is a bit time consuming and repetitive ;p

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image ru
Posted 7 years ago2016-11-02 13:56:40 UTC
in zhlt_noclip blockes bullets? Post #332192
THX
Oh, shame it needs code editing :(
Eh XD i dont like to edit the code since im a bit of a noob with it
(just doing minor editing) ;p
usualy i end up with some bugs ect ...

But yeah did do as you suggested with a minor difference

#define SF_TANK_PASSABLE 8
if ( FBitSet (pev->spawnflags, SF_TANK_PASSABLE) )
	pev->solid		= SOLID_NOT;
else
	pev->solid		= SOLID_BSP;
in FGD

@BaseClass base(Targetname, Target, RenderFields, Global, Angles) = BaseTank
[
spawnflags(flags) =
[
	1 : "Active" : 0
	8 : "Not Solid" : 0
	16: "Only Direct" : 0
	32: "Controllable" : 0
]
Since might need to be solid sometimes i made it switchable.

Im not sure... if its the right way? but seems to wrok ;] ..or will it? XD
Posted 7 years ago2016-11-01 22:43:37 UTC
in zhlt_noclip blockes bullets? Post #332189
I needed to make func_tank not solid and i achiwed it by adding zhlt_noclip 1 but still to my suprise the brush blockes bullets and shows bullet decals :(

I use Vluzacn's ZHLT v34
Posted 7 years ago2016-10-11 13:33:00 UTC
in Post your screenshots! WIP thread Post #331980
Loulimi

You can control the light position on the models just by adding "zhlt_copylight" in SmartEdit
so the models in map dont rly contsrain you and fit as you need.

Highlander

Heh XD im now redoing some of my own old work for a mode i whant to finish
Got smilar isues now with lack of color wariations with the textures i made;p
User posted image

trying to use some color on light but at the end i will need to do more color variations and more textures.
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The more i work with the mod the more i whant to fix ;p
strted with character that is ..6 years old 0-o since i dont have the source files but i go the mdl with all animations ;p
just trying to retexture it with prerendering the light, did a base test with no colors just the shapes and light.
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Posible will redo as more as i can since it seems to work ok in game?
Posted 7 years ago2016-10-09 10:07:46 UTC
in Bone rigging issues in 3ds max. Post #331950
Skin wrap if for assigning mesh to a different deforming rigged mesh,
think of it as auto rigging a clothes to a working body.

Skin is just a recent modyfier made after physique sometime ago, so just use skin since it always updated.

Attach function?

Just add a Skin modifier on the mesh, pess "Bones: Add" and fix the vertex weight, 1 bone per vertex with Weight solver-Abs.Effeckt:1
for goldsrc

this might help
https://www.youtube.com/watch?v=lE6DXlersZM
Posted 7 years ago2016-10-04 21:58:59 UTC
in Bone rigging issues in 3ds max. Post #331895
What i ment is working on max 2012 Jeds plugins didnt change the smd files on import, so you can decompile a mdl import the reference mesh rexport and it recompiles with other non modified smd files.
And no the 2012 plugins dont work with 2016.
As i said Jed is planning to release plugins for 2016

With wallworm i dont know why on import i get isues like aditional bones, unwelded mesh renamed materials so you need to do some cleaning up.

And if i understand correctly you have some basic problems with rigging in max? so first question do you work with skin or physique modifier?
how to get the skeleton and the mesh on the same level
I don't really understand what do you mean with this one.
Posted 7 years ago2016-10-01 08:14:24 UTC
in editor clipping 3d view Post #331851
Wow you guys are giving a lot of interesting information, never rly did try to expand on map over the 4096 ^^'just needed to see the additional 512 units in my 3d view XD But now i'm getting some new ideas >:3
JACK has an integrated option of choosing your world's size limit
Oh? thot its just to expand the 2d grid but looks like it works on the 3d too ;] cool thx, im a bit new to JACK ;p i recently switched since i got a sub model preview in editor and some other useful features.

Overall thx for the quick replies XD
Posted 7 years ago2016-09-30 21:38:02 UTC
in Bone rigging issues in 3ds max. Post #331834
W8...So both smd can store bone influence weights per vertex over 1 ??
Posted 7 years ago2016-09-30 20:40:51 UTC
in editor clipping 3d view Post #331828
I went over the 4096 map borders and surprising the map did compile with the extra geo outside 0o but in the 3d view geo if pivot is out clips ;/
In the config i got clipping up to 6000 so i gues the 3d view clipping is a norm if pivot position is over 4096?
(same thing in VHE and JACK)

User posted image
forum image hosting
Posted 7 years ago2016-09-30 20:02:42 UTC
in Bone rigging issues in 3ds max. Post #331824
Wallworm for importing goldsrc smd?
dosnt it just imports source engine smd?
those smd dont have the same data, i tried to import a character but the vertex weight was broken base mesh unwelded and bone hierarchy different.

He specifically made a option just for exports "Goldsrc Format SMD"
as s check box in the exporter. Never did find any info on imports.
You can mail him, its possible he will answer.

So yea didnt find any importing and reexporting goldsrc smd on
max2016 atm. Prev i did use Jed for max2012

btw Jed announced a re release of his importers and exporters for max2015up What i remember the 2012 version did work perfectly for both imp/reexp of goldsrc smd
https://www.wunderboy.org/
Or you can try max 2012 import and export with Jeds old plugins ;]
This post was made on a thread that has been deleted.
Posted 7 years ago2016-09-28 21:49:28 UTC
in Bone rigging issues in 3ds max. Post #331797
Noxxx i might help but first thing, what max you use and what plugins for import and export of SMD
some max smd exporters/importers change the structure of the file and the new exported smd dosnt compile with old ones
(you dont get this with milkshape)
Posted 7 years ago2016-09-18 13:29:29 UTC
in DUSK retro 90's fps for 2017 anyone? Post #331718
Would be rly great to paly a stylized 3d pixelart with alot of work put in to, DeadlockedPrime looks sweet XD
Once i did a character basing it on this art style ..took more time and effort then i thot ;p
http://kruku.deviantart.com/art/Nemesis-175435416?q=gallery%3AKruku%2F22661739&qo=50
Posted 7 years ago2016-09-17 19:01:30 UTC
in DUSK retro 90's fps for 2017 anyone? Post #331709
I was surprised it's getting so much attention since it looks like a mediocre quake 1 mod and usualy you can find more interesting stuff on MOD DB.
Posted 7 years ago2016-09-16 21:37:44 UTC
in DUSK retro 90's fps for 2017 anyone? Post #331700
http://www.pcgamer.com/brutal-new-fps-mixes-hexen-doom-and-quake/

yeah i stumbled on this anyone heard about it?
Posted 7 years ago2016-09-14 20:27:09 UTC
in Post your screenshots! WIP thread Post #331678
hmm looks really decent, maybe add a dark green light in the middle of the trees? will be a bit brighter and could support the color of the trees.
BTW what mod is it?
Posted 7 years ago2016-08-23 17:34:07 UTC
in vis noclip brush entity ? Post #331394
No you can't.
eh ;/ that what i was afraid of :(

I think valve made it for hl2 right?
Oh well, will have to do somesort of a visual portal to hide it.
Posted 7 years ago2016-08-23 15:22:07 UTC
in vis noclip brush entity ? Post #331391
Is it possible to create a brush entity that will block vis?

I use NOCLIP texture on a regular brush for optimization but was it posisible to disable and enable it?
Posted 7 years ago2016-08-23 13:11:49 UTC
in Post your screenshots! WIP thread Post #331390
those models seem to be just thin detail on top of brush pillars
yep, its just that
you can do some funn things if you use some tricks with models
User posted image
image upload no size limit
Posted 7 years ago2016-08-17 22:11:18 UTC
in Reusing model textures? Post #331289
Well will have to work with the inconvenience XD
Anyway thx for your time ;]
Posted 7 years ago2016-08-17 18:52:40 UTC
in Reusing model textures? Post #331286
So i guess there is no way to view mdl body groups in hammer :(
Posted 7 years ago2016-08-16 20:25:30 UTC
in Reusing model textures? Post #331283
eh cant get those body groups to change in hammer viewport in any way ;/
23-down what were you suggesting?
Posted 7 years ago2016-08-16 12:24:16 UTC
in Reusing model textures? Post #331273
Hmm still i cant see the sub model change in the hammer 3d view just in game and that makes it tricky to work with in editor.

I use cycler with Smart Edit on, key body Value 1,2 ect
Posted 7 years ago2016-08-16 11:06:56 UTC
in Reusing model textures? Post #331266
I'm almost positive it's not possible but i wanted to be sure.

Since $externaltextures saves separate mdl with texture file for optymilization isues it means mdl files can use textures outside of their own file. Maybe there is a trick to use one texture mdl with other mdl files?

ATM im using sub models for variations with one texture but it's a bit inconvenient since i don't see different sub models in Hammer (just body 0).

Or is it posible to see model body variation with cycler?
Posted 7 years ago2016-08-16 10:47:59 UTC
in Half-Life Model Viewer 2.0 Post #331269
Damn this is nice, definytly using for my work thx ;]
Posted 7 years ago2016-08-14 09:59:32 UTC
in High ammount of Low poly NPCs vs Low amm Post #331227
Cool, im rly interested how this turns out and i was keeping my eye on your mod for awhile now XD
Posted 7 years ago2016-08-06 20:43:03 UTC
in Post your screenshots! WIP thread Post #331100
so you saying this really dons't work in case scenarios as the screenshots?
btw i plan to disable flashlight overall it looks poor.
The idea is to use big models for certain parts of the map with consistent light like arenas ect.
Posted 7 years ago2016-08-05 20:42:14 UTC
in Post your screenshots! WIP thread Post #331095
STRESS TEST!
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the idea of mass using models in maps isn't dead for me XD
Posted 7 years ago2016-08-03 19:28:44 UTC
in Model Issues Post #331071
do you got $hbox 10 for the head?
Posted 7 years ago2016-07-24 08:15:34 UTC
in TWHL Cake Decorating Contest 2016 Post #330939
If you have to ask that question, you probably shouldn't post it. Use your head. Warning 1 - Mod

rly ;/ making a image based on a old meme is a problem ;/
someone is rly sensitive...
Posted 7 years ago2016-07-23 21:51:51 UTC
in TWHL Cake Decorating Contest 2016 Post #330935
let's hope i wont get banned for this :>

If you have to ask that question, you probably shouldn't post it. Use your head. Warning 1 - Mod
Posted 7 years ago2016-07-04 08:39:25 UTC
in dynamic ambient_generic/sounds ? Post #330675
Cool, looks like it works with adding trigger relay to earth monster ;]
Strange it doesn't work when i try to use monster - multisource directly, hmm

Anywahy thx guys ;] now i can have a nice control with ambient in game :>
Posted 7 years ago2016-07-03 21:30:35 UTC
in dynamic ambient_generic/sounds ? Post #330668
Hmm, yea using trigger_once is a good idea and gives me nice control overall thx ;]
Unfortunately i got into a second obstacle :( was thinking of triggering
multisource with fiew monsters with Condition Death (something like kill all targets making the ambient play or stop) does not work as expected ;/
It triggers as soon as one monster dies :(

Will search for the mod but it was a old one ..sometime from 2005 XD
Posted 7 years ago2016-07-03 19:08:48 UTC
in dynamic ambient_generic/sounds ? Post #330662
Ok didnt know how to name this thread..
let's hope someone will get the idea ^^

So i'm trying to control ambient_generic by monster actions.

The main idea is to play ambient "A" and when monster is in TriggerCondition
See Player, Mad at Player he stops the ambient "A" triggeres ambient "B"
But the problem is that i cant start ambient "A" after i kill the monster :(
... Eh i don't really know how clearly explain it

Simply i need to go from default map ambient to battle ambient when in combat and after i kill a group of monster it will go back to default map ambient ;p
Did play a mod sometime ago that had ambient based on combat so i wonder how they did it 0-o

It's rly important for me to change sounds in game base on events.
Posted 7 years ago2016-06-26 08:38:42 UTC
in WIP mod maps, textures any TIPs? Post #330612
well to play cs or hl online properly you need at least 100 stable
W8..is it just me or you cant go over 60fps on steam version and can juse just software and opengl?

Did try with the detail maps trick, its rly neet, but needs some aditional planing and work, didnt did anyone use it in SP mod? rly wanted to see it not just in one MP map ;] and isnt there some limit to it? what worries me the 60 TGA files (512x512) can be heavy.
Posted 7 years ago2016-06-25 19:06:39 UTC
in WIP mod maps, textures any TIPs? Post #330605
I understand this is the base tech usage for this engine mapping in 1999
(i made maps for cs similar in 2001).
But rly? cuting on texture resolution just to get a low wpoly on SP in 2016? i dont think its a isue i 2016 even for goldsource.

User posted image


Sure i can lower wpoly but with cost of texture detail and why you say the texture resolution must be same as units?
Posted 7 years ago2016-06-25 15:29:05 UTC
in WIP mod maps, textures any TIPs? Post #330603
128x128 units higher, I would use a 128x128.
Sure i understand it's more what the engine is designed for, but my issue is the quality atm i know using 512 tex on 128 units is limiting in some cases but i try to use it as much as i can by creating the levels "claustrophobic"
Now i dont go over 1kw poly but is going to 2k woly rly a issue in SP?
Thats why i am planning to do for bigger places.

some aditional screenshots with wireframe
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btw didnt compile it as final and didnt make any optimizations with null ect
Posted 7 years ago2016-06-25 11:17:44 UTC
in WIP mod maps, textures any TIPs? Post #330597
Ok so was working and trying to push the engine to max with my mod with keeping a reasonable fps XD
Trying to get majoryty of textures to be 512x512 and did managed it ration on 128x128 gid in editior with a variations of textures 512x256, 512x128, 256x256 to 64 grid ect.. ect..(atm got 60 modular textures)
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And actualy the map compiles rly fast dosnt, go over 1000 wpoly (still will create more open spaces, my max i think will be 2000wpoly with lifts ladders variations of going up/down on lvl) still need to make some deco models not going over 2000tri per model.
Will see if it runs 60fps.

screanshots
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The textures are pretty similar with some occasional base coloring per level, white light will indicate a door.
So what do you guys think? will this be manageable for a whole mod?
Any gues what obsticle i can encounter with this approach,
ides to improve on this?

THX ;]
Posted 7 years ago2016-05-31 20:42:30 UTC
in Post your screenshots! WIP thread Post #330275
@Alberto309

Cool ;] So you didnt run to any major compiling issues or in game fps drops?

So i dont have to worry much if i base maps on 4-8 512x512 textures like this

User posted image

Stil hopefully getting some nice variations not going above 2000 wpoly
(its for SP MOD)
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Posted 7 years ago2016-05-30 13:46:53 UTC
in Post your screenshots! WIP thread Post #330251
Elo, not much of map atm XD im just trying to squise max out of texture size to build the majority of the map. 256x256 pix texture on 64x64 grid units thats the scale i will try to hold for the first plan+detailed textures.

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Planing to make the maps "densest" just testing texture look and some tricks to make grid fiting textures more quick.
I dont know how big of a map i can pull of with this.

Did anyone had any issues with similar idea?
Posted 7 years ago2016-05-19 10:10:30 UTC
in Texture for Goldsrc needed Post #330158
Yeah, but with some leafy brushes on base of texture, and delete the sand.
Thanks for ur help.
heh well you can fake it ;)

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upload