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Posted 6 years ago2017-05-05 20:27:20 UTC
in Post your screenshots! WIP thread Post #334777
All this looks very nice, but I'd never be able to do something like this in Blender.
I hope 3ds max will be easier to use.
Posted 6 years ago2017-05-05 19:42:49 UTC
in Post your screenshots! WIP thread Post #334775
Modelling is fun.
Oh of course it is:
User posted image
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Posted 6 years ago2017-05-05 11:57:43 UTC
in Post your screenshots! WIP thread Post #334768
UV mapping is an art. Takes an hour or so to grasp the basics but then it's a lot of trial and error.
Modelling seems to be not as fun as I imagined.
Posted 6 years ago2017-05-04 21:24:03 UTC
in Post your screenshots! WIP thread Post #334761
Some people just have very old PCs so he is making high poly and low poly variants. If under "Hi-Poly" models you mean even more detailed ones then I guess the engine is probably not optimized for them.
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This post was made on a thread that has been deleted.
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Posted 7 years ago2017-05-03 12:21:30 UTC
in Post your screenshots! WIP thread Post #334738
You can scale the model anyway.

Oh, so darlplaces supports player shadows? You know, it looks too good for quake :D
Posted 7 years ago2017-05-03 11:05:33 UTC
in Post your screenshots! WIP thread Post #334736
It's strange but I like the low-poly model even more! The hands and the torso look better than the high-poly ones.
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Posted 7 years ago2017-05-01 11:08:37 UTC
in Im gonna make a map of my school Post #334704
Am I the only one who loves his school?
Never wanted to kill any of the teachers, they all are good and interesting people. If one hates his school then in future he will probably realize how good it was.
Posted 7 years ago2017-04-30 11:44:17 UTC
in Bots not playing properly Post #334689
Exactly what I wanted to say.
Posted 7 years ago2017-04-30 11:03:30 UTC
in Post your screenshots! WIP thread Post #334687
His head is so low-poly it makes me think it's a cardboard box :D.
Why would you need a low-poly model btw?
Posted 7 years ago2017-04-29 15:20:49 UTC
in Bots not playing properly Post #334682
When you launched your map with bots first time, did something like this show up?
User posted image
Bots use waypoints to navigate through the map, and my cs 1.6 supports auto-waypoint placement ("my" because I pirated the game). Don't know does steam cs support that but you can always put waypoints yourself. There's a lot of tuts across the web.
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Posted 7 years ago2017-04-27 13:28:37 UTC
in Your dream game Post #334653
My dream game would be a game with great replayability, lots of content and which is super easy to create custom content for. The quality of the custom content would depend only on your imagination. Half-Life would be such a game but creating something other than maps for it isn't that easy, and original HL doesn't have a lot of levels, NPCs and gameplay features.
Posted 7 years ago2017-04-27 10:53:53 UTC
in game_text entity does not work as intend Post #334649
Maybe you need to increase the delay before the next game_text is triggered.
Posted 7 years ago2017-04-26 20:56:12 UTC
in hammer error please help Post #334646
This thread should now be called "win10 laptop please buy".
Posted 7 years ago2017-04-25 22:55:22 UTC
in Best dimension for a CS maps Post #334641
I'd suggest you to also try to make a es_ map, as_ map or dm_ map. Those gametypes are dying out as far as I know. There are even some csde_ or asde_ maps I think, I saw two or three once.
Posted 7 years ago2017-04-25 19:40:36 UTC
in Post your screenshots! WIP thread Post #334639
Thank you both for your detailed explanations. However, I already googled everything I wanted to know but you explained it better.

Started making the second part of the map. It's gonna be some kind of GDI Research Facility I think:
User posted image
The mappack has no any particular plot yet, I know only that it will be C&C-themed.
Posted 7 years ago2017-04-25 18:10:27 UTC
in Post your screenshots! WIP thread Post #334635
@Snehk

Oh... Impressive. Can't wait to play Quake 1 Darkplaces port with all those features.
It supports also diffuse color + alpha, specular color + specular exponent
Ok, now I need to figure out what does all this mean...
Posted 7 years ago2017-04-25 16:14:35 UTC
in Post your screenshots! WIP thread Post #334632
@xawari

Ok then. I'll give it a try.

@Snehk

So Darkplaces supports bump-mapping?
Posted 7 years ago2017-04-24 11:47:47 UTC
in Post your screenshots! WIP thread Post #334608
Gonna try this QuArK editor out. I hope it's as easy to use as VHE.
Posted 7 years ago2017-04-23 22:16:33 UTC
in Post your screenshots! WIP thread Post #334604
Thank you Archie, but it was very easy to make. The hardest part will be modelling and animating GDI and Nod soldiers (If I won't succeed at ripping them off from renegade ;) ).
Posted 7 years ago2017-04-23 21:23:07 UTC
in Post your screenshots! WIP thread Post #334601
@Unq

Thanks, I'll find a use for it.

Tiberium is power!
User posted image
Posted 7 years ago2017-04-23 20:32:23 UTC
in Post your screenshots! WIP thread Post #334599
@Admer456

I did but game_end just doesn't work, at least in singleplayer. Even in the ending sequence you're supposed to get disconnected from the server when the sequence ends. But after credits nothing happens. I think it's a WON Half-Life bug.

Also, you should include a cs 1.6 env_rain tutorial, since I don't get how does this damn thing work. When I put it in one of my map nothing happened. Then I tried to find something about env_rain at the web and found a tutorial at GameBanana but it didn't help. However, env_rain worked in the example map. Copy-pasting the env_rain itself didn't give any results but when I copy-pasted the whole room from the example map, it worked. Resizing and retexturing the room didn't affect anything at all. No idea what the hell was that, but if it wouldn't work then dm_ascension would have no rain at all.
Posted 7 years ago2017-04-23 19:39:59 UTC
in Post your screenshots! WIP thread Post #334597
if you'd be an enemy of this faction
So player will be able to select which faction he will belong to? I think Darkplaces engine is not good enough to handle this but I hope I'm wrong, since all this sounds interesting.
Posted 7 years ago2017-04-23 18:53:24 UTC
in Post your screenshots! WIP thread Post #334595
The sword looks nice indeed, but in my opinion it looks more like a heroic weapon than a common sword used by the guards, unless it's supposed to.
Posted 7 years ago2017-04-23 18:44:41 UTC
in Post your screenshots! WIP thread Post #334593
Interesting. Especially 6.3, 6.4 and 4.7. I wonder how do I make game_end work in WON Half-Life.
Posted 7 years ago2017-04-23 16:30:16 UTC
in Post your screenshots! WIP thread Post #334591
Maybe caves are nice, but I'm really bad at architecture. Play Smog map and you'll see what I mean. You can find it at the "Unfinished Stuff" category.
Posted 7 years ago2017-04-23 15:30:22 UTC
in Post your screenshots! WIP thread Post #334589
Some screenies for you!
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Posted 7 years ago2017-04-23 15:20:19 UTC
in Post your screenshots! WIP thread Post #334588
Those tiberium crystals are models, right? They just look too good to be brush-based. Unfortunately my Blender skills are crap. And this map looks far more pretty than the one I'm making.

Added a fade-textured brush here. I think it looks a bit nicer now:
User posted image
Edit: map is going through the first compile.
Posted 7 years ago2017-04-23 11:27:44 UTC
in Post your screenshots! WIP thread Post #334582
Almost completed the cave. Only need to add some tiberium crystals and figure out what's the purpose of this cave, lol:
User posted image
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Was just flying around the map and noticed this cool effect:
User posted image
Posted 7 years ago2017-04-23 10:06:44 UTC
in Post your screenshots! WIP thread Post #334580
@Admer456

There's no such thing as Alt+Right Click or Shift+F6. There's just a menu with some buttons that move the texture by 16 or 32 in a specified direction. I don't even know is there a "Fit" button. It would be wonderful if you'd be able to edit Unreal levels with a different, hammer-like editor, but I know it sounds stupid.
Posted 7 years ago2017-04-23 09:03:38 UTC
in Post your screenshots! WIP thread Post #334577
@Admer456

The problem is not the substractive space. I like it a lot and it's so bad HL lacks it. UnrealEd is just... Too complex. Also editing geometry is not as easy and quick as in hammer, that's why Epics even added 2D shape editor there. And of course some weird bugs. When I create a mover and compile the map, the mover has no collisions. UT is one of the best shooters ever, but the editor... I hate it. Now I only use it to change the music on a map.
Posted 7 years ago2017-04-23 01:47:31 UTC
in Post your screenshots! WIP thread Post #334573
@xawari

I watched a vid on Youtube and... No offense but all those "memefaces" along with lots of strange weapons have ruined my expectations from this mod. I thought it turns Half-Life to some kind of an UT alternative so I'd be able to make UT-Styled maps without learning how to use the dreadful UnrealEd (this is the most inconvinient editor I've seen). Sorry about that.
Posted 7 years ago2017-04-22 22:59:55 UTC
in Post your screenshots! WIP thread Post #334568
I've discovered so many new words thanks to you lol. What's funny is that I didn't know the meaning of some of these even in russian. Yep, I seem to be that stupid xD.

Also, how do you apply a texture on a model? Do you, uhm, paint on the model itself?
Posted 7 years ago2017-04-22 18:53:19 UTC
in how to reset doors after round is won? Post #334569
Another door is opening as an area is being captured but needs to close if
capture fails.
I guess you want the door to open while players are in a specified area like trigger_multiple, and start closing when there's nobody at this area. As far as I know you can do this only in Source.

What about closing a door/activating an entity when the specified team wins... I've never mapped for DoD and never played it so I can't help you with this. Maybe it's even impossible without coding.
Posted 7 years ago2017-04-22 17:59:36 UTC
in Post your screenshots! WIP thread Post #334566
You should make the blade longer and scale down the handle.
Posted 7 years ago2017-04-22 14:57:36 UTC
in Post your screenshots! WIP thread Post #334563
@Snehk

You should strap the scabbard to the back I think since it's a longsword I suppose.
Posted 7 years ago2017-04-22 13:26:49 UTC
in Post your screenshots! WIP thread Post #334561
@Dr. Orange

Uhh... How could I not think about that? Damn it, it sounds so simple and I haven't been able to understand how it works for a really long time until now.
What's interesting is there's no info at the web how it's done, except TWHL of course.

@Snehk

As always - nice. But can you use smoothing on a certain part of a model or you can only smooth the whole model?
Posted 7 years ago2017-04-22 11:14:00 UTC
in Post your screenshots! WIP thread Post #334558
@Admer456

I don't think Gearbox had at least Zoners Half-Life Tools at that moment, but maybe I'm wrong.
And still, how did they make skybox to change during the ending sequence without changing the level?
Posted 7 years ago2017-04-22 08:53:30 UTC
in Post your screenshots! WIP thread Post #334556
@Admer456

You can make a great map/mappack/mod without such effects like moving terrain.
You could make it move slower, then add an env_fade and trigger_teleport with master, and then make an another moving terrain near the first one, so player teleports there, so the scene will take more time.

Also, did you use ZHLT Lightflags for the shadows? Because I wonder how it was made in Op4 along with changing skybox at the ending cutscene.
Posted 7 years ago2017-04-22 07:57:16 UTC
in Post your screenshots! WIP thread Post #334554
@Admer456

Yes, Half-Life indeed was supposed to have a coop mode. You can find some info_nodes on valve's hldm maps and even a level change on boot_camp which makes the game crash.
What about sven coop... I doubt I'll ever switch to it anyway because I will need to adapt my levels for multiple players and I just don't like sven coop. It's not as satisfying to play as Half-Life is. And I don't think that mapping for a game you don't like is a good idea.
I don't even know will my map compile without problems like missing faces anyway so first I need to compile it, fix all errors I can find and maybe then I'll think about SC.
However if I could make sp maps for sc with it's features I'd switch.