Forum posts

Posted 14 years ago2009-12-21 21:48:53 UTC
in Building a New Rig Post #276849
yeah! we're not all richass doctors.

;)
Trapt Traptlegend
Posted 14 years ago2009-12-01 20:58:43 UTC
in Natural Selection 2 Map-Editor released Post #276216
Step up your game guys! There's some amazing shit goin on at Unknown Worlds forums.

This is your competition!
Trapt Traptlegend
Posted 14 years ago2009-11-26 03:26:02 UTC
in Natural Selection 2 Map-Editor released Post #276059
Given the team worked with Hammer for the original, and were working with Hammer for the second before switching to their own engine, it comes as no surprise that they'd create a similar but more powerful editor.

I think it's pretty clear those demo videos were simply the most basic of tutorials to get people with no prior experience with level designing started. There is absolutely no reason why you would not be able to create complex architecture as you would in Hammer: it's the same interface with the top and side views. The grid on that video was set to 16 but I'm sure you could lower that significantly for more intricacies.

But who gives a shit anyway? Why would you want complex base architecture in the first place? Models are where it's at!

Besides, it's how models and base architecture come together that determines how the map looks. If you can get a map looking as good as theirs do, who gives a shit how it's composed?
User posted image
User posted image
Trapt Traptlegend
Posted 14 years ago2009-11-25 23:34:34 UTC
in Natural Selection 2 Map-Editor released Post #276053
Perfect mix of Sketchup and Hammer imo, will definitely check it out. Can't say I'm overly interested in the game itself though. Will wait for a drop in price on Steam or something.
Trapt Traptlegend
Posted 14 years ago2009-11-23 22:29:24 UTC
in Raindrop Post #275978
these are really olde. also wtf is this doing in site comments and suggestions. am i missing something?
Trapt Traptlegend
Posted 14 years ago2009-11-22 00:57:35 UTC
in Last movie you saw? Post #275917
gay sex scenes? i'm completely lost.

also stop talking shit about me and my girlfriend jeffmod. totally uncool, especially coming from a guy whose balls haven't dropped yet.
Trapt Traptlegend
Posted 14 years ago2009-11-21 22:11:16 UTC
in Last movie you saw? Post #275911
you guys have got to stop shitting on people for seeing twilight movies. some of us have girlfriends you know.
Trapt Traptlegend
Posted 14 years ago2009-11-13 21:35:07 UTC
in How old is everyone!? Post #275608
19, 20 in May.
Trapt Traptlegend
Posted 14 years ago2009-10-31 03:51:23 UTC
in Do I need anything else? (hardware) Post #275010
what you currently have, i mean. just to clear that up.
Trapt Traptlegend
Posted 14 years ago2009-10-30 18:48:23 UTC
in Do I need anything else? (hardware) Post #274998
that is pretty close to what my computer was before parts starting breaking. verrrrrrrrry close. i feel your pain brother.
Trapt Traptlegend
Posted 14 years ago2009-10-18 10:53:06 UTC
in The "Official" Competition 27 Post #274547
grats to everyone who entered and those who placed. zeeba, i really enjoyed your map when i played it on the server, even if you have been an annoying complaining tossbag these past few months.
Trapt Traptlegend
Posted 14 years ago2009-10-17 06:58:54 UTC
in On the rocks Post #274498
singha is the absolute shit. sat around by the pool in phuket drinking those things all day. otherwise i drink pure blonde... or carlton on tap, but THAT is pretty gross.
Trapt Traptlegend
Posted 14 years ago2009-10-17 06:54:21 UTC
in Map ideas for twhl dm server Post #274497
that joke was so awful it sounds like something i'd say.
Trapt Traptlegend
Posted 14 years ago2009-10-15 03:02:13 UTC
in Map ideas for twhl dm server Post #274409
who on earth crams for a trig test? come on... trig is easy!
Trapt Traptlegend
Posted 14 years ago2009-10-15 03:01:00 UTC
in Smoothing displacements Post #274408
upload vmf to the problem maps vault and let us have a look at it for you. it looks like you're doing something horribly wrong, but i can't really say anything till i've seen the vmf...
Trapt Traptlegend
Posted 14 years ago2009-10-14 02:11:23 UTC
in Smoothing displacements Post #274363
are you running full vis and rad?

i know there's some kind of quirk with displacement lighting...
Trapt Traptlegend
Posted 14 years ago2009-10-12 05:18:14 UTC
in Toy Story 3 Official Poster & Full T Post #274306
sounds kinda like ant
Trapt Traptlegend
Posted 14 years ago2009-10-12 01:34:31 UTC
in Toy Story 3 Official Poster & Full T Post #274298
Posted 14 years ago2009-10-09 07:27:03 UTC
in L4D 2 banned in Aus. Post #274209
it's no longer banned, they've agreed to an edited version. valve are still pushing the original version though, i believe.
Trapt Traptlegend
Posted 14 years ago2009-10-08 03:06:35 UTC
in TWHL's Classic DM Server Post #274179
that was when the bots were removed from the server
Trapt Traptlegend
Posted 14 years ago2009-09-30 03:46:11 UTC
in The "Official" Competition 27 Post #273907
no need to be a sarcastic asshole about it zeeba. that's MY job.

except i don't care.
Trapt Traptlegend
Posted 14 years ago2009-09-29 10:18:56 UTC
in Modeling for source maps... Post #273848
try using sketchup? it's free and REALLY simple, even an idiot like myself managed to get the hang of it and make some reasonable props.
Trapt Traptlegend
Posted 14 years ago2009-09-21 10:37:22 UTC
in L4D 2 banned in Aus. Post #273566
care factor is zero.

i wasn't gonna buy the game till it was dirt cheap anyway because it is totally not worth my money. i actually grinned when i saw the news because it was so ridiculous and i cared so little.

people can still import from new zealand anyway.

it does highlight our need for an 18+ classification though...
Trapt Traptlegend
Posted 14 years ago2009-09-21 05:10:02 UTC
in disappearing brush entities Post #273554
i think you guys are getting the completely wrong idea of what i'm actually doing here, but hey let's all jump to conclusions. there is nothing wrong with my func_walling methods and they have not caused any shadowing issues. you guys are made from fail and aids, i know exactly what i'm doing. more so than most of you it would seem.
Trapt Traptlegend
Posted 14 years ago2009-09-21 03:40:14 UTC
in disappearing brush entities Post #273552
just the sheer quantity of entities is what was causing the problem, it has since been fixed.

func_walling everything that doesn't seal the map from the void and isn't used to block visibility is a good idea because it significantly cuts down on your vis compile time.

truth is i figured out the problem about 30 seconds after posting the thread, the rest of this thread is just you guys arguing about my mapping methods when there is nothing wrong with them, in fact they're quite correct.
Trapt Traptlegend
Posted 14 years ago2009-09-20 10:07:17 UTC
in disappearing brush entities Post #273541
Just don't go overboard with the func_walling. VIS will have a hard time optimizing the map properly if you func_wall larger structures like walls and stuff that otherwise would've functioned as VIS-blockers.
this is 100% true, which is why i was saying to leave the basic geometry. in my mind when you hide all the brush and point entities, all that should be left is very basic geometry used to block-vis and just enclose the map in general.
Also brush-entities doesn't cast shadows if I remember correctly, I think ZHLT supposedly included something like zhlt_customshadow but I, personally, never got it to work satisfactory.
really not a problem for the most part.
Trapt Traptlegend
Posted 14 years ago2009-09-19 21:59:16 UTC
in disappearing brush entities Post #273519
those lights definitly don't need to be func walled. I think you might be going a bit overboard.
Try turning everything back into world brushes, and just func wall the important stuff. (TINY details / handrails / cylinders)
lololol get a clue son. the truth of the matter is that EVERYTHING should be func_walled that is not part of the basic geometry of the map. leaving everything aside from tiny details, handrails and cylinders is just giving vis more to think about entirely unnecessarily.

also, they were cutting the wall below it and causing ugly lighting problems. another reason why really optimised func_walling is an advantage.

i forgive your ignorance though, because you are a nice guy and i feel sorry for you because you enjoy bad music.
Better yet: turn those into illusionaries. If you want people to stand on it, turn them into func_walls instead or just put a CLIP brush over them.
they actually were func_illusionaries, it's the same thing. the problem was that i had too many individual entities in the 'visible packet list.' by combining a whole load of seperate brushes into one entity i have pretty much fixed the problem entirely, as there are less entities on the screen at any one time even though the amount of brushes are the same.
that's what i was going to recommend. Also, a single "leaf-saw" error will cause brushes to sporadically become invisible as well. So obviously, finding and eliminating these if you have any might fix the problem.

Also, I've found the latest SHLT tools to be especially good at zapping/fixing those nasty leaf-saw thingies... i don't think i've had one show up in my compile log since using the super half-life tools.

NICE to see you mapping Goldsource! =)
not the problem i was having but thanks anyway.
Trapt Traptlegend
Posted 14 years ago2009-09-19 10:40:39 UTC
in disappearing brush entities Post #273486
i've tried running full vis also.
edit: i've had some success combining my func_walls into larger func_walls with many brushes, along with converting some of them back to world brushes. i imagine this problem was caused by a whole lot of individual func_walls in conjuction with a load of env_glows i'm using. at least i didn't have to remove any detail like i feared.
Trapt Traptlegend
Posted 14 years ago2009-09-19 08:36:47 UTC
in disappearing brush entities Post #273484
been making a dm map which is largely based around one detailed area. i've recently been getting disappearing brush entities, running HL in openGL mode. move to another spot of the map and the brushes come back. i've tried running full vis also.

it's been a while since i've mapped in goldsource, any help would be appreciated. i'm hoping i don't have to remove any detail. >.> maybe i should be less overboard with my func_walling, i think source's func_detail has really altered my mapping methods.

edit: after checking r_speeds with developer on, i notice i'm getting a 'Too many entities in visible packet list' error. guess i was right about doing too much func_walling. guess i'll have to change some back to world brushes and put up with longer compile times.

here are some screenshots of what happens: brushes are missing, move a little to the right and brushes are back.

User posted image

User posted image
Trapt Traptlegend
Posted 14 years ago2009-09-11 09:03:36 UTC
in Now Playing: ... Post #273216
muse - resistance

new album is not too bad, i was expecting a lot worse. i can see it really growing on me. will probs hit up one of their gigs when (if) they come in january for big day out like i did 2 years ago.
Trapt Traptlegend
Posted 14 years ago2009-09-11 01:53:06 UTC
in Freaking gross! Post #273208
huntsmans are fucking scary as shit. when i was like 8 i went to put on my bike helmet and there was a HUEG motherfucker in there, scared the absolute shit out of me.
Trapt Traptlegend
Posted 14 years ago2009-09-09 02:59:30 UTC
in Last movie you saw? Post #273128
i hate when people compare harry potter movies to the books. treat them as seperate entities, they are BOTH much better than way.

last movie i saw was up, in 3d. it was awesome, one of the best movies i've ever seen.
Trapt Traptlegend
Posted 14 years ago2009-09-09 02:58:12 UTC
in Favourite Films Post #273127
the past tense form of bite is bit.
Trapt Traptlegend
Posted 14 years ago2009-09-07 09:41:47 UTC
in Favourite Films Post #273028
Harry Potter 1-4 (5 was so-so, 6 sucked big time)
hilarious. 1 and 2 were pure shit. 3 was awesome. 4 was mediocre. 5 was crap. 6 was amazing. learn to not fail.

though judging by the fact you have scary movie in your post, i'm beginning to think you may be trolling. if so i give you 7/10.
Trapt Traptlegend
Posted 14 years ago2009-09-05 11:18:09 UTC
in Netbook Post #272955
half life runs on my girlfriend's little netbook, though it was kinda choppy and froze up every now and then on opengl. ;o
Trapt Traptlegend
Posted 14 years ago2009-09-03 10:21:12 UTC
in Post Your Desktop (for School/Work) Post #272908
LOL tetsuo. strangely similar to mine. which hasn't changed since last time we had one of these threads and everyone started calling me emo for having chucks and a checkered belt.
Trapt Traptlegend
Posted 14 years ago2009-08-29 05:29:46 UTC
in Black Mesa fixes clone problem! Post #272653
olde
Trapt Traptlegend
Posted 14 years ago2009-08-21 22:46:21 UTC
in Your Best TF2 Screenshots Post #272350
There's a guy called Monkeh at HLFallout who takes some of the best TF2 pictures I've ever seen. You guys should check 'em out, there's pretty much a batch for every page in their TF2 Discussion Thread.
Trapt Traptlegend
Posted 14 years ago2009-08-20 23:50:12 UTC
in a little disturbing... Post #272325
because apparently twhl was too nooby for him and he wanted to move onto bigger and better things. then he came back and apologised which was nice of him.
Trapt Traptlegend
Posted 14 years ago2009-08-20 22:40:00 UTC
in a little disturbing... Post #272321
Penguinboy, I believe you handled yourself admirably in that thread.

I find that thread especially funny because it was, as always, his perception of my hatred and jealousy of his mad skillz that started the whole thing. Kasperg can say what he wants, but he was a very mediocre source mapper.

Plus he's the only person in this world that didn't enjoy R&D, further proof that he is in fact mentally retarded.
Trapt Traptlegend
Posted 14 years ago2009-08-18 02:36:19 UTC
in Your wishlist Post #272141
[quote]Looking forward to:
  • Black Mesa
  • Natural Selection 2
  • Any and all TF2 updates
  • New season of "It's Always Sunny in Philadelphia"
  • Last season of Lost (it's in January, I do believe)[/quote]
stop stealing my identity, asshole.
Trapt Traptlegend
Posted 14 years ago2009-08-14 04:36:48 UTC
in TF2 Classless Update Post #271963
bullshit, ctf_sawmill is absolute shit. valve decided to block off two side routes with is fair enough but they left it as a dead end which is just stupid. add to that the intelligence room which is really small and narrow that a couple sentries makes shit nearly impossible and you begin to realise that valve cannot make a reasonable ctf map to save their lives.

on the flipside, the new arena map offblast is actually really good and probably the best arena map available. still not a huge fan of the game mode but it's getting a little better with new maps.
Trapt Traptlegend
Posted 14 years ago2009-08-14 02:14:11 UTC
in TF2 Classless Update Post #271961
Yukon is easily one of the best CP maps the game has to offer. Actually makes symmetrical CP seem really good fun again.

KOTH is also really enjoyable, though it is an absolute bloodbath with too many people...

Viaduct looks fantastic but the gameplay is pretty rough and the snow hits my FPS like crazy. Once a team gets on top and sets up a couple sentries there's just no way to stop them. Regardless, it's still relatively fun.

Overall probably one of the best TF2 updates yet, I really am pleased. Now all I want is a hat. ANY hat. I have absolutely none whatsoever. :(

edit: oh shit, forgot about ctf sawmill... will have to try it out
Trapt Traptlegend
Posted 14 years ago2009-07-30 01:46:56 UTC
in TWHL's Classic DM Server Post #271175
any chance we could get weebl and abandoned on the server? weebl is essentially a fullbright pink killbox with a pie in the middle but it's quite good fun for what it is. feel free to check out the maps beforehand and knock them back if you don't like them. :>
Trapt Traptlegend
Posted 14 years ago2009-07-29 03:21:06 UTC
in Complements on TWHL Website Post #271085
it was mostly ant and penguinboy but ant's a fag.
Trapt Traptlegend
Posted 14 years ago2009-07-29 03:20:03 UTC
in Glowing wall textures ? Post #271084
well you can make parts of your texture fullbright to give a glowing effect using alpha maps, check out the valve dev community wiki.

to make textures emit light you need to use texlighting which I don't think is very common in source mapping. and i'm not sure how you'd use it in conjunction with the first effect. but yeah...
Trapt Traptlegend
Posted 14 years ago2009-07-25 10:24:26 UTC
in TWHL's Classic DM Server Post #270839
played a bit on it today, the bots are stupid as fuck. i was quite impressed by flow_control though.
Trapt Traptlegend
Posted 14 years ago2009-07-20 22:51:17 UTC
in Shadow problems Post #270596
shadows are controlled by your ambient value most of the time.

here is the list of TF2 skies: http://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf

find the sky you're using and use the recommended properties (brightness, ambient, pitch, angle, etc.)

hopefully that works for you.
Trapt Traptlegend
Posted 14 years ago2009-07-17 00:04:43 UTC
in The origin of life Post #270340
I'm catholic and agree with everything zombieloffe has said in this thread.
Trapt Traptlegend
Posted 14 years ago2009-07-08 04:58:56 UTC
in Removing steam Post #269662
use control panel -> add and remove programs? seriously.
Trapt Traptlegend