Forum posts

Posted 17 years ago2006-06-17 00:23:37 UTC
in Now Playing: ... Post #185434
Recliner - Hey Kid
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-17 00:22:08 UTC
in Rolling Doors Post #185432
Parent a func_rotating that moves really slow with an door that slides covered in NODRAW?

This would make for a cool example map, I'll whip something up when I get home Sunday afternoon.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-16 23:30:29 UTC
in [WIP]Cs_big_city2 Post #185425
They're too high and the cable on the lights is too short and that's why it looks too weird. Additionally those things are only that high on big streets and when they're tall they extend a ways out too (over 4 lanes of traffic or so).
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-16 23:20:47 UTC
in Now Playing: ... Post #185422
Eve 6 - On the Roof Again
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-16 20:23:54 UTC
in 1st time using something's wrong.. Post #185415
press ctrl-a
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-16 20:00:52 UTC
in HL2 Models to Other Mods Post #185414
I'm guessing that they messed up their GameInfo somehow, hmm.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-16 16:45:41 UTC
in HL2 Models to Other Mods Post #185386
Also you dont have to extract HL2 content IIRC, Dys should be mounting the HL2 GCF ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-16 16:40:25 UTC
in Little bits of yourself... Post #185384
Yes, we do. I've had to take a few drug tests for job applications (failed one ;P) - The silly thing is that you can easily just use someone else's urine if it's a UA and drop a clean test. That's for most jobs, too...wanna work at an Amusement Park? Fast food restaurant? Gotta drug test first.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-16 16:35:30 UTC
in Bestest Coolest Great-Comic!!! Post #185383
someone should send me another monitor to put all my reference shit on while I model as a present! what a novel idea!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-15 21:43:25 UTC
in Bestest Coolest Great-Comic!!! Post #185283
lol
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-15 21:35:06 UTC
in Masking a reflection on a model Post #185281
You have a few parameters you can use;

"$basealphaenvmapmask" "1" will use the alpha mask of the base texture as the reflection mask.

"$normalmapalphaenvmapmask" "1" will use the alpha of the normal map as the reflection mask.

Alternatively "$envmapmask" "x" will call an external reflection mask (x).
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-15 00:02:51 UTC
in Now Playing: ... Post #185181
Zombie Nation - Souls at Zero
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-15 00:00:43 UTC
in Skinning a model problems: Post #185180
Yeah, no prob. 's what I get for not checking the forums for a week or so ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-14 18:03:51 UTC
in First XSI model complete and ingame! Post #185169
Envmap it and put a quick normal detailing the weight bits (the angular ones could be modelled alternatively) and its sweet. Looking good, though, and good job, 'cause getting stuff ingame is a pain in the ass. It gets easier from here on out, though, once you've walked yourself thru the process a few times ;)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-14 18:01:55 UTC
in func_percipitation problems Post #185168
The snow sprite should be there, VALVe added it in a SDK update ages ago. Double check on that.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-14 17:59:29 UTC
in Skinning a model problems: Post #185166
The issue with the lines is that they're on the skin itself. A UV image is just a projection of the coordinates - The lines on the skin are used for reference and shouldn't be in the final product. I'm guessing XSI leaves them on there in the skin editor - Try exporting the skin to targa, see if the lines go away, then apply the material again externally.

Not quite sure about the other side not appearing, though. Beats me. In Max I do the same thing, and it works out just fine ;(
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-14 17:55:59 UTC
in The "Warezed over Hamachi" games list Post #185165
I'll play Starcraft BW with anyone who wants to over Hamachi when I get back ;P - I have a legal copy of SC but not BW, I lost my case insert thingo ;(
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-14 17:54:41 UTC
in Steam Friends list, Post your name: Post #185164
RabidMonkey777
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-11 23:50:37 UTC
in Odd func_brush problem Post #184795
Don't use a func_wall_toggle, use a func_brush ;P - It's the same thing. Also it might be the texture. Try using a concrete or metal on it just to test and see if it does the same thing - Also turn off Solid BSP if its not supposed to be solid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-11 23:48:24 UTC
in TWHL3 Post #184791
I get cellphone broadband for cheap too, but hey. It's more of a location issue than anything ;]

Icky, Orph. I hear Satellite is pretty awful anyway, too ;P Any chance they'll install BB lines towards your region anytime soon?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-11 17:23:07 UTC
in TWHL3 Post #184771
Well, sometimes it a price issue or location issue, although lately most areas have Broadband now. I know we didnt have it for a couple of years when BB was the mainstream internets.
YOU finally see the point.
As far as this system you mention, this site has no system that incorporates thumbs. Although, image shack has a link system that serves.
We have an option for thumbnails but it's up to the poster. One can just put an [img] tag in a link to a larger image and manually shrink the image down, which seems to be what you have to do in your thumbnail tag anyway. It's just a little more typing.
[_url=blah.jpg][img]blah_thumbnail.jpg[/img][/url]
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-11 01:39:30 UTC
in 2006 Mapping competition. Post #184640
Looks good pepper, I'll check that out. Cheers ;D - Doesn't look as tacky as the current texturing book I'm using, haha.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-11 01:37:15 UTC
in Scales Post #184639
That doesn't change the measurements, just the display of generic units -> RW units. Trying to translate ingame situations and environments to RW measurements is silly, imo - Work with what looks good in the game and don't be too exact.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-10 14:03:52 UTC
in Nvidia, you have gone to far Post #184573
Leave it to BFG to do such a thing ;P - Those are some good cards.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-10 14:01:45 UTC
in 2006 Mapping competition. Post #184572
But Rabid...Can't you map and skin yourself ;D
Working alone is the true form of mapping.
I'm learning but I wouldn't have time to make my props look good in time for an entry ;P - I find skinning to be more difficult than modelling and mapping ;( - Probably 'cause it's not 3D and I'm not very skilled at photoshop at all.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-10 13:59:05 UTC
in Compiling a model problem Post #184571
%sourcesdk% should be an environment variable for the SDK setup if you didn't modify the existing variables. Try removing the percentage sign from the end and see if that works. Sometimes you have to do:
cd "%sourcesdk%
cd bin
Instead of one giant command. Try a couple of things.

No clue about the cube ;P - Make sure your materials are applied properly in XSI and also make sure that all hidden objects are deleted, unless you use export selected (hidden items get exported as well) - Was that your size reference or something?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-10 13:55:30 UTC
in CS intro Views Post #184570
point_viewcontrol
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-10 13:53:49 UTC
in Best Model Resource Post #184569
Learn to model your own. I don't think many people do community Source models these days.

Alternatively you could tell me what particular models you're looking for and I could have a shot at it when I get back ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-09 19:14:59 UTC
in 2006 Mapping competition. Post #184450
Bahaha, and when I decide that I want to whip something up I can't find any skinners to decorate my props and I won't have enough time anyway, cause I get home on the 19th ;P - Good luck to everyone from here entering, though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-09 19:12:08 UTC
in uehh...? Post #184449
I actually think the shadertest stuff is dynamic ;P

Dynamic meaning prop_dynamic, not physics. Both are dynamics of a sort, hehe.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-09 19:11:24 UTC
in Compiling a model problem Post #184448
I would suggest that you use the default environment variables and environment projects (sourcesdk_content/game name) instead of using your own setup. This greatly reduces the chance for problems to occur due to directory structuring and such, and leaves you the opportunity to isolate problems to the QC file and model itself.

Also I suggest running studiomdl from the commandline - Changing directory with a
cd "%sourcesdk%bin
command and then executing it with the command
studiomdl "C:location of QC file"
. This allows the window to remain open once the program terminates allowing you to view any output it gives you (this includes errors and other problems to take note of.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-09 19:06:52 UTC
in Computer Whiplash Claims Post #184447
1. Nothing I couldn't redo honestly, since I've a goldfish's attention span.
Did someone say "PAK contents listing"?
Hahaha :biggrin:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-09 19:04:30 UTC
in Now Playing: ... Post #184446
NP: I'm in California and my stupid iPod broke (cause its a PoS) and now I have no music ;(
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-07 14:25:19 UTC
in HL2: Episode 2 Post #184208
Well, in that case after HLEpisodes they'll start work on something else. I doubt they'll be done for good after all three are released.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-05 23:51:03 UTC
in Half-life 2: Episode 1. Steamy ham Post #183999
They'll always be able to keep improving upon larger textures, larger usage of normal maps and polygon counts (Unreal 3) etcetera. Nothing innovative, but things that require modifications to engines and codebases. HL1 will lag with high-poly models even if your computer can handle it - Source will start doing the same thing eventually. And so will other engines that are in mainstream use today.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-05 21:17:15 UTC
in source glitch in division of brushes Post #183986
No, don't install DX8. You should always be using the latest SW version. You can force Source alone to run at it's DX8 level (this reduces quality of shaders and models, etcetera) by adding a -dxlevel 80 command line switch on any Source application (including Hammer and Model Viewer.)

The face selection problem goes away if you force DXLevel 8 for Hammer, but so does textured shaded rendering mode ;(

The drivers are also great for most things, but per usual, they wreak havok on Source users with NVidia hardware - VALVe uses ATI generally from what I can tell (and considering that they are partners with them, or were.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-05 21:15:41 UTC
in Half-life 2: Episode 1. Steamy ham Post #183985
For now, yes. In a few years, no. I've heard rumors that it will just be a hackjob of Source with new technology (I guess the Source code pipeline makes it easy to implement and overhaul key features such as the graphics pipeline and physics engines, among others) but -> unconfirmed.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-05 21:12:09 UTC
in Half-life 2: Episode 1. Steamy ham Post #183983
it costs a little too much for not being a full-scale expansion like op4 or bs. in fact, it's a fucking rip-off. but I still bought it. 18.90 ?
Yeah.

VALVe has a lot of people working on different projects. They have a rather large team. I'd wager that they've got a team on HL3 or a new engine and a team on Episodic content.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-05 19:16:20 UTC
in source glitch in division of brushes Post #183962
Force DX8, most of these new bugs are DX9 related.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-05 04:20:20 UTC
in Now Playing: ... Post #183833
Stefan Raab - Wir Kiffen
Too late :P! C'mon that's a great song, though I must admit their song titles far outshine the actual tracks themselves.
Haha, yeah, the titles are better than the songs in general ;(
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-31 02:17:34 UTC
in Now Playing: ... Post #182837
Fivespeed - Lost Vegas
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-29 06:47:52 UTC
in The Google Video/YouTube Thread Post #182516
http://youtube.com/watch?v=HAcg-kMC4QA

Give 'im the stick. DONT GIVE IM THE STICK.

http://www.youtube.com/watch?v=FbSpcyhC22o&search=cosby%20bebop

Cosby bebop!

http://www.youtube.com/watch?v=MsRYXBHxUUU&search=gif%20collage

Bunch of SomethingAwful jokes but if you know what they're all about its hilarious.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-29 06:42:31 UTC
in Now Playing: ... Post #182513
Falco - Der Kommissar

#Alles klar, Herr Kommissar?#
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-29 05:52:54 UTC
in Now Playing Post #182501
Jon Hallur - Surplus of Rare Artifacts
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-29 01:49:50 UTC
in Source Experiments Post #182486
Discuss your entity or other experiments here. I'll start!

I've been experimenting with some Lightning effects in Source and initially I had a lot of light entities, brightness 3000, scattered around this room. These were triggered by a relay which also triggers some sound files (selected randomly, logic_case) and fires a small env_shake. Now when I test-fired this relay, there's a bright white flash. Obviously, right? But there are a few areas that don't get light and as such remain pitch black - There's a huge white flash encompassing the room and two surfaces remain pitch black as they normally are when the room is not in lightning state (for .4 of a second.)

Additionally, the room pretty much turns fullbright and as a result of this state some things get buggy - Notably some culling effects on transparency (railings) and the game lags for abit. This is just like being in a mat_fullbright state.

As a result I toned down the lighting (the regular ambience in here is ~75 anyway so some 600 brightness lights will do. Outdoors it can be brighter but we're inside anyway.) Also, I filled in the darker areas that werent being lit with some more point lights. I surmise that the reason these did not get lit is that they're initally dark and the initally dark lights don't get a proper lighting calc for surfaces, as the regular pass does.

Post some of your recent or interesting Source experiements, their issues, solutions (if you fixed it) or leave it open to discussion and answer by others if you can't figure it out yourself!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-28 18:37:37 UTC
in Now Playing Post #182445
Haha, me too. I was just about to post that :P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-27 12:27:13 UTC
in adding ingame messages (HL2DM) Post #182241
game_text should work in MP ;x
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-26 20:12:13 UTC
in Weird buzzing sound, help me Post #182193
Also check your sound settings. Perhaps your mixer is set to record Aux and is unmuted or something. That happens to me sometimes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-26 20:10:15 UTC
in texture transition on floor Post #182192


grass is - trim is + and tiles are =

--------++++========

All you have to do is make multiple brushes at the same level. Not hard.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-26 20:04:39 UTC
in The New VIEW OUT YOUR WINDOW thread Post #182191
wtf your trees bloom fast
RabidMonkey RabidMonkeymapmapmapfapmap