Forum posts

Posted 6 years ago2017-07-14 14:15:53 UTC
in Post your screenshots! WIP thread Post #336038
@Trempler

I have an idea...
Posted 6 years ago2017-07-14 12:13:22 UTC
in Now Gaming: ... Post #336033
@rufee
"I love the idea of RPG's I just hate playing them, unless its a series a really like."
Totally agree with you.
Posted 6 years ago2017-07-14 11:07:18 UTC
in Post your screenshots! WIP thread Post #336028
Added fake HDR effect:
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Now the suspicious wall is even more suspicious:
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Added the third ramp along with a boulder with a RL on its top:
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Some additional detailing:
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Posted 6 years ago2017-07-14 10:29:49 UTC
in Now Gaming: ... Post #336027
Only in Knights of the old Republic II you can make a Jedi Master that destroys his enemies with force lightning and uses two blaster pistols instead of a lightsaber. I love that game. Best RPG I ever played.
Posted 6 years ago2017-07-13 20:26:00 UTC
in Post your screenshots! WIP thread Post #336016
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Would be a great example map for newbies.
Posted 6 years ago2017-07-13 18:16:03 UTC
in Now Gaming: ... Post #336014
Morrowind seems boring to me. Maybe that's because I'm more an RTS player. The only RPG games I liked are "Knights of the Old Republic" games.
Posted 6 years ago2017-07-11 18:42:48 UTC
in Post your screenshots! WIP thread Post #335991
"I won't lie, I got some inspiration from Deadlands by Windawz. :3"
Aww, it's so nice :)
Posted 6 years ago2017-07-10 16:34:39 UTC
in I want to make new textures. Post #335980
But I still suggest you to use light_surface or at least info_texlights.
Posted 6 years ago2017-07-10 15:50:35 UTC
in I want to make new textures. Post #335977
Making texlights with lights.rad is obsolete.

There's also a light_surface entity. It's basically an improved info_texlights, but you need to place a separate light_surface for every texlight.
Posted 6 years ago2017-07-10 15:44:03 UTC
in I want to make new textures. Post #335975
Sorry, I meant you need to place that entity. It comes with new ZHLT/newer VHLT compilers.
Posted 6 years ago2017-07-10 15:32:24 UTC
in I want to make new textures. Post #335973
To make a texture emit light, you need to create an info_texlights entity.

Then you need to go into it's properties and turn off SmartEdit. After that you need to create a new key.
The name of your new key must be the name of the texture you need to emit light. In the "value" field you need to specify the amount of Red, Green, and Blue color (with the cap of 255) and the brightness.

There are some other methods, but this is the most newbie-friendly one.

Also, I suggest you to read ALL the Half-Life mapping tutorials on this site. They are really useful.

And check this thread.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-07-09 15:35:00 UTC
in Post your screenshots! WIP thread Post #335956
I remember how I told you about the problem with the spawnpoints, during the first playtest session (I played some rounds with bots before the session started).
Posted 6 years ago2017-07-09 15:20:22 UTC
in monster_generic and path tracks Post #335955
Interesting. Do you have to manually add it to the FGD?
Posted 6 years ago2017-07-09 14:31:52 UTC
in Post your screenshots! WIP thread Post #335952
@Trempler
"Maybe we should do a map compo or challange some day"
Well, the current compo has still not ended.
"If you like such shit"
Of course I do.

@Admer456
"I overhauled the T spawnpoints because two people have complained that their bots always die for no reason"
Am I the one of these two people? :D
"I fixed a major issue here, the buyzone is at the gun shop"
Hmmm, I don't recall any problems with the T spawn buyzone.
Posted 6 years ago2017-07-09 14:31:14 UTC
in Now Gaming: ... Post #335953
Xenonauts is the best TBS I ever played. When the sales start I swear I'll buy it on Steam.
Posted 6 years ago2017-07-08 22:38:18 UTC
in Post your screenshots! WIP thread Post #335944
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Looks like a good T spawn for a tag_ map. I hope that someday this gamemode becomes popular.
Posted 6 years ago2017-07-07 18:02:04 UTC
in Post your screenshots! WIP thread Post #335936
Posted 6 years ago2017-07-07 09:56:13 UTC
in Big List of GoldSrc Links & Resource Post #335932
Great job. Newbies and some experienced mappers will obviously need it! Thank you.
Posted 6 years ago2017-07-06 14:19:35 UTC
in Urby's Multiple Choice Fan Fiction! Post #335928
Posted 6 years ago2017-07-04 20:48:10 UTC
in Post your screenshots! WIP thread Post #335908
AFAIK tetrahedrons affect the performance more, and not in a good way. Yet I can't remember why.
Posted 6 years ago2017-07-04 20:37:38 UTC
in Post your screenshots! WIP thread Post #335906
@SourceSkyBoxer

We probably have misunderstood eachother. I know how to make terrain, I almost mastered this process =)

Also, I have read in some thread that triangular prisms are in some way better than tetrahedrons (triangle pyramids), so you better use triangular prisms instead.

Triangular prisms have a big advantage over pyramids. If you want to make a cliff, it's easier to do with triangular prisms than with tetrahedrons:
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Posted 6 years ago2017-07-04 20:17:24 UTC
in Post your screenshots! WIP thread Post #335904
The 5th screenshot looks good. This map needs more decals
Posted 6 years ago2017-07-04 17:00:03 UTC
in Post your screenshots! WIP thread Post #335898
@SourceSkyBoxer
"But but you can't make terrain, right?"
I'm exactly the opposite:
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There was a trigger_hurt before. But I overcame my laziness.
Posted 6 years ago2017-07-03 11:23:07 UTC
in Now Gaming: ... Post #335881
Played original Deus Ex the first time in my life. Was listening to the main menu theme for about 30 mins. Lol.
Posted 6 years ago2017-07-02 16:03:49 UTC
in Post your screenshots! WIP thread Post #335872
CoD 2 was one of my first games. I played it recently and got stuck so I'll probably go replay HL 5 more times or play CS:GO with bots even more.

I also just came back from a Deus Ex 1 stream so I'm going to try this game out. It appears to be even more interesting than I imagined.

As for industrial maps, well... it's not my style. If you're making an industrial/lab map then every room must have a purpose (like storage room, control room, protosuperblackholeenergy testing room, etc) so designing a layout is critical. While making various castles/temples you mainly focus on the architecture rather than on the layout.
Posted 6 years ago2017-07-02 11:38:45 UTC
in light model which falls Post #335864
@SourceSkyBoxer

Yeah, if you specify a model in cycler_sprite's "Sprite" field then Hammer will crash. But this happens if you use Hammer Editor (Not Jack- or Sledgehammer) and if you map for Sven Co-op (tried to put some shotguns on the weapon rack in SC with cycler_sprites and got a crash).
As for the original HL1, I succesfully placed skull, skeleton and bone models with cycler_sprites on my map.
Russian mapping community is a good one, believe me. Thanks to this site (which is dead, but there's an another one still alive) I learned the basics of mapping.
Posted 6 years ago2017-07-02 11:30:34 UTC
in Post your screenshots! WIP thread Post #335863
@SourceSkyBoxer

Thank you. Such words encourage me to make more good-looking maps.

As for now, I need to take a break from mapping. Can't say when this break is going to end though.
I'll probably just wil be playing CS:GO with bots xd.
Posted 6 years ago2017-07-02 06:16:21 UTC
in Post your screenshots! WIP thread Post #335858
@Trempler

Glad you like it =)

Now it's more obvious that the lights aren't torches. I changed the color so it's not pure white and the sprite to an animated one:
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You can see that I also changed the ceiling texture.

@Snehk

I suggest you to use NULL instead. BEVEL really is glitchy.
Posted 6 years ago2017-07-02 06:06:50 UTC
in light model which falls Post #335857
@SourceSkyBoxer

A model placed with cycler bleeds with gray blood when you shoot at it. Cycler_sprite-based model doesn't bleed, but it also doesn't have collisions at all, so you have to use CLIP-brushes.

Don't know if there's such an entity as env_model in Sven Co-op. At least vanilla HL doesn't have one.

Cycler_sprite is commonly used to place a model in CS 1.6 or HL. Even russian mapping communities suggest to use cycler_sprite.
Posted 6 years ago2017-07-02 00:43:22 UTC
in Duplication of texlights + bad surface e Post #335854
Can't download your map atm, but try using info_texlights/light_surface instead. The .rad files are obsolete now.
It also can be that your textures aren't dividable by 16.
Posted 6 years ago2017-07-01 17:02:03 UTC
in Post your screenshots! WIP thread Post #335850
@Snehk
"It'd be hard for me to reach this level of proficiency"
Thanks but it wasn't too hard to do. The overuse of brushes also affects my Source mapping skill, so I often forget to use props instead of complex brushwork.
"Will post some screenshots once it's worth taking any."
Would be very interesting to look at them =)

@Dr. Orange

Well, the lights aren't torches at all. They are rather... Magical? Anyway, common torches are boring. But you're right about pure white. I'll give them a toxic tint.
Posted 6 years ago2017-07-01 16:06:13 UTC
in Post your screenshots! WIP thread Post #335847
Here you go:
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Tweaked the outdoor lighting:
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Posted 6 years ago2017-07-01 13:01:41 UTC
in Post your screenshots! WIP thread Post #335845
Thanks. If not you all, I'd probably abandon this map.

Tried to make the map as gauss-friendly as possible. There are gauss ammo packs everywhere, but to get them you have to use the gaussgun itself. All players initially have a shotgun, but there aren't any ammo for it since in certain locations it feels too overpowered. I wanted to hide a crossbow somewhere but on such an open map it would be even more overpowered than the shotgun.

Also, it looks like BEVEL is indeed a bit buggy, so I had to use NULL instead in certain places. Because of BEVEL ammo and weapons sometimes fall through the geometry.

Now all I need to do is to scatter some human bones around the map and add the ambience sounds. Maybe I will also place some grass.
Posted 6 years ago2017-07-01 07:27:45 UTC
in Post your screenshots! WIP thread Post #335841
I'm so sorry xd.
That's what happens when you try to make every single corner look smooth.

I didn't compile it at full VIS and without the -extra parameter for HLRAD so it doesn't look too good.
Posted 6 years ago2017-07-01 06:47:25 UTC
in Post your screenshots! WIP thread Post #335839
I think it's time to compile the map. Finally...

EDIT:
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4500 wpolies at some spots.
Posted 6 years ago2017-07-01 03:58:02 UTC
in Post your screenshots! WIP thread Post #335837
Alright Snehk, I'll try to make something like that.
Looks not saturated enough
That's exactly what I'm trying to achieve.

EDIT:
User posted image
Looks better now?
Posted 6 years ago2017-06-30 18:05:18 UTC
in Post your screenshots! WIP thread Post #335831
Did some really basic work in photoshop and here's what I have:
User posted image
Posted 6 years ago2017-06-30 17:25:49 UTC
in Post your screenshots! WIP thread Post #335829
The map is not too far from the first compile:
User posted image
I will later change the hue of the sky so it will look more greenish.

I guess I should also credit the Counter-Strike dev team since I use their skypics and textures.
Posted 6 years ago2017-06-30 10:34:36 UTC
in Why my sprite dont work? Post #335821
But isn't Additive render mode supposed to make all the black color become transparent?
Hammer will still render all the black parts anyway, even if you change the render mode and the FX amount. All you have to do is to compile your map.
Posted 6 years ago2017-06-29 14:26:14 UTC
in TWHL Collaborations Post #335811
"But don't worry an xmas one should be happening this year."
Wonderful.
Posted 6 years ago2017-06-29 12:46:02 UTC
in TWHL Collaborations Post #335809
"I believe Rufee is the one who arranged those previously."
Oh... Sorry, I thought it was your idea xd. Thanks anyway. I'll be waiting.
Posted 6 years ago2017-06-29 12:36:03 UTC
in TWHL Collaborations Post #335807
Oh, will we have any CS tourneys like before? It's so bad I didn't know about TWHL back then.
Posted 6 years ago2017-06-29 02:54:15 UTC
in Post your screenshots! WIP thread Post #335797
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Working on two projects isn't as hard as I imagined it.
Posted 6 years ago2017-06-28 17:09:19 UTC
in TWHL Collaborations Post #335783
It looks like this time it will not even be a tower. And I hoped for a skyscraper... Lol
Posted 6 years ago2017-06-28 13:03:40 UTC
in TWHL Collaborations Post #335778
I'm in.

__

What about a CS 1.6 mapping collab? Like, every participant makes a separate section of a de_ map (Plant A, Plant B, Mid, etc.) with a specified size and a specified .wad file.
Posted 6 years ago2017-06-28 09:14:49 UTC
in Competition 34: HL Re-Imagined Post #335776
I played surf maps before, but they looked so ugly that I just lost any interest to them. Some even didn't have any lights at all!

Also, do you have the .rmf of that stalkyard remake? I could finish it for you, even without the models.
Posted 6 years ago2017-06-27 15:20:37 UTC
in Post your screenshots! WIP thread Post #335770
I mean it's dark for a Black Mesa section. I can clearly see the image but I remember that Black Mesa wasn't so dark. It looks cool anyway.
Posted 6 years ago2017-06-27 15:15:14 UTC
in Competition 34: HL Re-Imagined Post #335769
@zeeba-G

What's with your stalkyard remake btw?
Posted 6 years ago2017-06-27 14:34:51 UTC
in Post your screenshots! WIP thread Post #335766
Looks a bit darker than needed to IMO. But who I'm to judge your work =)

A collaboration would be nice, but I think I'll not participate since I realized that I'm only good at making various castles, temples, ruins, etc.