Rooms (mini co-op project) Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Posted 15 years ago2009-01-24 07:02:01 UTC Post #261928
:D
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-24 07:13:53 UTC Post #261929
not joking.

hope you have a clean guest bedroom and some reel absinthe... the stuff over here is worthless ='(
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-24 07:57:06 UTC Post #261930
No Absinth. 1 Bedroom (mine). No wake up calls.

I would say "Ask Tosse what its like." but he seems to have fallen off the planet.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-24 08:06:25 UTC Post #261931

*No absinthe:     -6 points
*Raping the
spelling of
said sacred
drink
(i think?):      -1 point
*No guest
bedroom:         -3 points
=============================
Grand Total:     -10 points (fail)
how can you not drink absinthe? i thought it standard for europepeopleans....
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-24 08:24:17 UTC Post #261932
Glad you liked it so far. Some moar progress. :hecu:
User posted image
Recycled an old unfinished rotating vault door. The mother of my detail work - each and every one of its vertices are on-grid. D:
And yes, this will be sort of a manufacturing room.

Also, absinthe I don't like. My stomach can't handle it. :<
Daubster DaubsterVault Dweller
Posted 15 years ago2009-01-24 09:05:20 UTC Post #261934
Whoa. You just redefined detailed complex brushwork for me. :zomg: The bevel on the cylinder is cool enough, but you extended the bevel to the teeth as well... just wow. = )

I only care about off-grid if you can see visible errors. It can be amazingly time consuming to labor to keep complex stuff like that perfectly on-grid, but it sure is a great way to sharpen/expand your brushing technique!

Can't wait to see it finished! =>
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-24 11:51:31 UTC Post #261936
Dude, that is looking great! It looks like somekind of high speed underground train.

Win.

And don't worry about off-grid vertices, thanks to HLFIX, these vertices will not get snapped to the most nearby gridpoint.

Yay for HLFIX and the Compilator!
Posted 15 years ago2009-01-24 12:28:59 UTC Post #261938
Nice. I wish I could map like you. :glad:
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-24 13:03:12 UTC Post #261939
What does hlfix do, exactly?
Does it allow for off-grid vertices?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-01-24 13:22:41 UTC Post #261940
Yeah, kinda like that.

When you have off-grid vertices, HLCSG snaps them to the nearest grid point.
This can cause leaks, because a tear or crack is formed.

Lets say you have made a detail prop out of brushes. Then you rotate it. Now pretty much all of its vertices are off-grid. Can you imagine how your prop would look like ingame with all of its vertices snapped to the nearest gridpoint?

HLFIX doesn't snap off-grid vertices, but keeps them in place, so that small rotated detail props still look the same as in Hammer.
Posted 15 years ago2009-01-24 19:13:54 UTC Post #261945
But dont objects have to be on grid?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-01-24 19:36:48 UTC Post #261946
Sure, but when you rotate objects for example, the vertices go off-grid.
Posted 15 years ago2009-01-24 19:37:54 UTC Post #261947
I believe hlcsg was done with floating point numbers not double ones. ( or worse, int values ?!?!)
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-01-24 20:37:22 UTC Post #261950
Bad news guys. Just loaded up hammer first time with my new components and guess what. Cannot select anything in 3D window. The fix causes PC to restart. I'm out. I also have to cancel my 2 mods :(
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-24 21:18:42 UTC Post #261952
Oh wait cmon Daub! I was going to include a type of vault door in my map!

!%$@%#!@%!#@%#

Oh well, I'll figure out some type of other cool door. I'll start brainstorming, if anyone has any cool ideas about what kind of door a facility that goes into a mountain would have, feel free to assist my brainstorming. :D

I probably couldn't get the vault door working anyway. I could see it perfectly in my head, but then I saw the screenshot you posted and suddenly the image of a working vault door was replaced with a compile log, with tons, and tons...of errors. :cry:
Posted 15 years ago2009-01-24 21:20:05 UTC Post #261953
Why don't you just make the vault door connct via hallway to the other vault door
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-01-24 22:29:13 UTC Post #261956
Hooray! I finally had an idea! :D
http://twhl.co.za/vault.php?map=5239

I based it off the bridge of Tantive IV in Star Wars Battlefront 2.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-01-24 22:39:14 UTC Post #261957
Bad news guys. Just loaded up hammer first time with my new components and guess what. Cannot select anything in 3D window. The fix causes PC to restart. I'm out. I also have to cancel my 2 mods
Maybe this will work for you then: http://www.twhl.co.za/wiki.php?id=1072
Posted 15 years ago2009-01-24 22:42:14 UTC Post #261958
I was going to suggest that Muzz, but I thought that was the "fix" urb was refering to.

Looking good TJB.
Posted 15 years ago2009-01-24 23:17:34 UTC Post #261959
The fix causes PC to restart
I was refering to that link there muzz. :(
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-25 00:33:40 UTC Post #261960
What urby is your new computer, is it vista or an ATI video card that is your problem. Are you saying you can't goldsource mod anymore?

TJB: Sweet! downloading now... = )

Tetsu0: I don't think it has anything to do with the grid, as i do tons of sub unit verticies all the time, which would be impossible to shift to a 1-unit grid... The best way i can describe hlfix is by it's results in-game. like if you use a railing on a stairway, and if where for example a post meets the railing are not a 45 degree angle, you will see a gap in the game--even if it shows flush in hammer. HLFix makes the the stuff you make in hammer look more or exactly the same in-game, and is useful for anything with weirdly vm'd joints that the hammer compile would normally fuck up and show those ugly gaps. This makes it a lot easier to create complex shapes without ugly visual errors. [/wall of text]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-25 06:10:43 UTC Post #261961
Its the ATI problem. Tried older drivers, tried the fix, tried everything save for yelling at the producers.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-25 06:42:05 UTC Post #261962
ATI fails get Nvidia. Now.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-25 07:24:00 UTC Post #261963
ATD: I'd say we do what Tetsu0 suggested. There's 'nuff vault doors for everyone, methinks. ;)
Daubster DaubsterVault Dweller
Posted 15 years ago2009-01-25 10:59:54 UTC Post #261964
I had NVidia but I got a new ATi for Xmas. I can run all the latest games on Ultra High settings but I can't run a mapping app for a game released in 1998!? It's bollocks.

I would gladly go back to NVidia but that would mean spending vast amounts of money that I do not have. :(
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-25 11:29:04 UTC Post #261967
Just don't eat for a couple weeks and the money you save will more than cover the cost of the new gfx card! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-25 13:01:31 UTC Post #261968
Somehow I don't think he'll be able to spend the money he saves by doing that...
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-25 18:18:22 UTC Post #261979
TJB: Your map has been added and i built your hallway:
User posted image
but... you didn't give me your light data so your room is completely dark!

If you could include the textlight values you used that would be great, or even better include the lights data using info_texlights entity...

Here is your edited map with hallway should you care to update it. Really nice map btw i love Battlefront! = )

@JeffMOD: you can live on crackers and ketchup packets for a couple weeks... i've done it. :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-25 18:22:59 UTC Post #261981
You did'nt have time/money to go shopping, or just did'nt have a car to get to the store in?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-25 18:49:54 UTC Post #261982
Didn't have money, or put another way, i was saving my food budget to buy something else. ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-25 19:27:09 UTC Post #261984
I see. You must have been hungry afterwards.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-26 02:18:08 UTC Post #261987
Yay latest rooms update now available:
Rooms Mappack
Rooms Hammer Files

Contributors include:
captain terror
JeffMOD
Hlife_Hotdog
raver
Rimrook
Tetsu0
SpaG
nefarious
TJB

Please let me know about any bugs or concerns you have with the level (authors especially), and i'll try to address them by the next release.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-26 09:44:23 UTC Post #261993
9 rooms... Source, you have been warned.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-26 10:35:36 UTC Post #261994
pretty boring project btw ..
Posted 15 years ago2009-01-26 10:39:41 UTC Post #261995
Boring because its about eye candy.
Rimrook RimrookSince 2003
Posted 15 years ago2009-01-26 11:54:59 UTC Post #261997
Hey, you want to make it less boring, raver, just make a room with gameplay. I added a bit to mine.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-26 13:54:40 UTC Post #262001
One more map to go until we have ten. If we win, do us goldsource peoples get cake?
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-01-26 14:04:01 UTC Post #262002
I hope so, TJB, I hope so.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-27 00:14:09 UTC Post #262011
I think ill make a room now... Time to start drawing!

User posted image


There we go..
Posted 15 years ago2009-01-27 00:57:07 UTC Post #262014
pretty boring project btw ..
I want to add a puzzle to mine, or at least a simple sequence you must perform to move on, but yeah, simple rooms with no objective is a bit boring, but at leasst it's something everyone can be a part of and actually complete. (unlike mods that go on for years with and are never completed)

I was thinking of adding a trigger_camera to the beginning to each room that would show a picture/avatar of the author and maybe show a description or what not, maybe audio? I dunno it would add a little more dimension to it?

If you have any ideas how to "spruce" it up, lemme know! = )
One more map to go until we have ten. If we win, do us goldsource peoples get cake?
no cake that i'm aware of = )

@Zeeba: Sweet! = )

@all: i'm having trouble preserving the same lighting level from one trigger_changelevel to another on some maps. I've tried using the zhlt light flag "opaque" and adjusting RAD values, but there are still major differences in the brightness levels going from one map to another. Any hints or suggestions would be greatly appreciated!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-27 01:03:20 UTC Post #262015
Everyone should give you a list of there light.rad file's lights they used and you can make one big lights.rad file when you compile them..?
Posted 15 years ago2009-01-27 01:59:35 UTC Post #262016
just use info_texlights as described earlier in the thread. here's a quick recap:

1. Take any point-based entity and rename it "info_texlights"
2. use smart edit to add the name of the texture in the first field and the color/brightness in the second
3. you can add as many texlights in that same point entiy as you want. Check rooms4.rmf or rooms5.rmf, and search info_texlights if you want to see mine as example.

NOTE: if you want to add effects like blinking or strobing, you must turn the brush that has the texture light on it and make it a func_wall (works on func_doors too). 2nd from the bottom of the list of attributes should be "texture light style". Pick the type of effect you want like "flouresent flicker" from the dropdown, and you should be good to go.

FINALLY: to make a texture light switchable, again you must turn the brush with the texture light to be switchable to a func_wall, and you must give it a name. Under "texture light properties" pick "grouped". Now create a pointlight with the same name as the func_wall with a brightness value of "1 1 1 0.1" Now, when that light is activated by a button or a trigger calling it's name, the light will turn on or off.

If i've left something out pleez someone lemme know. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-27 02:15:09 UTC Post #262017
yay. You're using a camera sequence like mine?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-01-27 02:22:15 UTC Post #262018
ya kinda, for each author you could view a "profile room" maybe with a bio and possibly music too. the trigger camera would be activated as you entered that author's room... what do you think?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-27 11:12:29 UTC Post #262023
I was thinking of adding a trigger_camera to the beginning to each room that would show a picture/avatar of the author and maybe show a description or what not, maybe audio? I dunno it would add a little more dimension to it?
Yeah, I'm all for that. a little box textured with black and a single face with the author's avatar, and a text message saying 'Created by _____' The pic needs to be a texlite, though.
zeeba-G : Looks nice.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-27 18:40:32 UTC Post #262029
Nice blueprints, Zeeba. ;o

Been busy myself..
User posted image
User posted image
Figured I'd deviate a bit from my usual copypasted symmetry for once and try something more interesting. Also managed establishing a texture theme, as well as most of the architectural style. Only side walls and floor left.

Those supports took forever to get right - the final result is quite pleasing. The circular holes in the ceiling are meant to look look the glowing holes in the ceiling/walls seen in Portal. Will try to replicate that glow effect. They'll serve as a path for the heavy machinery to come out (just like in Portal), which will manufacture.. nevermind, I'll keep that as a surprise. ;)

EDIT: Current map figures are pretty scary. I'll be hitting 1000 solids soon and the main detail stuff's only ~60% done. :gak:
Daubster DaubsterVault Dweller
Posted 15 years ago2009-01-27 19:04:05 UTC Post #262034
Jeez Daub that screenie is so pretty i want to rub my man parts on it holy shitballz! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-27 21:10:30 UTC Post #262045
I'll be hitting 1000 solids soon and the main detail stuff's only ~60% done.
Jeez. way to add unnessisary details, Daubster. Now I feel like my mod project is plain, and I think I've added more detail than a lot of valve maps. :cry:
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-27 21:51:49 UTC Post #262047
Lookin nice daubstah.. I may post a screenie once I get a little bit more in.
Posted 15 years ago2009-01-27 23:55:11 UTC Post #262050
I see some clipping in the third junction from the left.
Dunno if you want it like that or not.

Other than that, first impression is: Holy fuckballs batman. That's some wonderful architecture!
Tetsu0 Tetsu0Positive Chaos
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