TWHL Cubicles Created 14 years ago2010-02-24 14:38:13 UTC by Rimrook Rimrook

Created 14 years ago2010-02-24 14:38:13 UTC by Rimrook Rimrook

Posted 14 years ago2010-03-15 17:16:53 UTC Post #279719
And what is that supposed to be? A texture? Well if it is, it fucking sucks.
Posted 14 years ago2010-03-15 18:04:22 UTC Post #279721
I don't think you understand what's a texture. First of all, easy on the vocabulary, I haven't insulted you to talk like that.
Second, it's meant to be used as a poster\logo, what you want.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-15 20:21:36 UTC Post #279722
Looks like it's that time of the month, eh SpaG?
Posted 14 years ago2010-03-16 01:10:15 UTC Post #279727
Are you kidding? Its friggin awesome.
Posted 14 years ago2010-03-17 20:38:54 UTC Post #279787
Here's my cubicles wip i've been struggling with:
User posted image
I'm really not happy with the direction it's going, and i feel like i'm just jackin' off in the editor... I will probably start over entirely and build a real-world thing rather than something abstract-ish like this....

(

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-17 21:05:20 UTC Post #279788
Are you kidding?

Even if it has devish texture it's brushwork looks fucking awesome! Don't quit... :(
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-03-17 21:45:05 UTC Post #279789
You're in good company, mon capitan. I experimented with 2 short-lived cubicles, one fantasy-themed and another real-world themed, before settling on my current cubicle.
From that screenshot, I can sort of tell you're having troubling finding things to fill your cubicle with, no offense. If you don't have a general idea of what you want your finished cubicle to look like and the theme you're working with just doesn't feel right, it's probably be best to scrap it and try something else.

Also, I fucking love making these wires.
User posted image
~500 brushes in wires right now, with 1414 total brushes in my cubicle.
There's a surprisingly simple way to make these. Maybe I'll submit a tutorial on it.
Posted 14 years ago2010-03-17 21:47:19 UTC Post #279790
:o
Yes, please to that tutorial.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-17 22:10:32 UTC Post #279791
Newdles!
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-17 22:40:17 UTC Post #279792
I HOPE SHE MADE LOTSA SPAGHETTI!
Posted 14 years ago2010-03-18 02:28:42 UTC Post #279795
Just vm the wires, at least that's how I would make them.
Posted 14 years ago2010-03-18 02:28:53 UTC Post #279796
what's wrong with the room captain? I like it....re-texture it dude. That room would really pop with some hl2 textures and some lighting of course.

your a mad man soup...keep up the good work!
Posted 14 years ago2010-03-18 03:00:13 UTC Post #279797
Just vm the wires, at least that's how I would make them.
Simply VMing gives inconsistent width. You don't get a lot of wiggle room because some parts might be 1 unit wide, and other parts might be too fat or way too thin of you move the vertices around too much.
There's a nice trick to keeping a fairly consistent width around corners or large curves.
Posted 14 years ago2010-03-18 03:05:09 UTC Post #279798
I feel like I'm missing out . My universitys web provider blocks viewing of pictures uploaded to imageshack.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-03-18 03:28:28 UTC Post #279799
ive been mapping for cz only since i started mapping. would a .bsp compiled for CZ work or do i need to config hammer for HL?
Posted 14 years ago2010-03-18 04:05:28 UTC Post #279800
So what's the trick in making those natural wires, and how much did it take you to do them? Or does that trick reduce the time?
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-18 19:34:20 UTC Post #279808
Thanks all for nice comments, but i think i agree with Soup Crafter and i'm gonna redo it.

)

Soup: yes please share you're method! (i've always struggled myself making natural looking wires...) Are u using the clip or scaling tool, or doin it all by hand?

TJB: try using a proxy or does your school do a good job of blocking them?

klobb: not sure but you can try wadincluding your textures, and provide all your custom content (non-hl sprites, models, gfx) etc with your room and it might work if you don't use any non-hl entities.. (second thought, just changing the fgd in hammer really wouldn't be that hard)
; )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-23 00:41:37 UTC Post #279853
Mine's finished.
http://twhl.co.za/vault.php?map=5461

I forgot to put my name in it, so I'm recompiling/uploading it right now with a game_text tossed in.

Edit: Reworking some things in my cubicle. I'll resubmit it when I'm finished.
Posted 14 years ago2010-03-23 02:34:49 UTC Post #279940
Simply VMing gives inconsistent width. You don't get a lot of wiggle room because some parts might be 1 unit wide, and other parts might be too fat or way too thin of you move the vertices around too much.
There's a nice trick to keeping a fairly consistent width around corners or large curves.
Would be interesting to see that trick of yours. The last time I did something like that, I used to move the verticles according to the angle the wires are touching, so visually it would look like it still is as wide/fat as they should be.
Posted 14 years ago2010-03-23 03:39:17 UTC Post #279943
Iam gonna try make something for this, but not sure it will be as great as the others :D

Still kind of a new mapper, coos I only made some poor looking maps :S

Is there a deadline on this? I looked through all posts but no date..?
Posted 14 years ago2010-03-24 20:35:10 UTC Post #279983
My cubicle is almost finished - almost. Just checking the final details.

I'd really like to have the player enter and leave through doors, but I guess I'll have it end when you step next to the exit door.

How do I make it change levels? Will that be added by whoever compiles the submissions?
Posted 14 years ago2010-03-24 20:39:26 UTC Post #279984
Rimrook said he wouldn't be recompiling maps somewhere in this thread.

Maybe you could request that it be put before and after specific people so you can target their maps beforehand.
Posted 14 years ago2010-03-26 12:57:02 UTC Post #280013
New wip:
User posted image
tho i must say i'm getting sick of this one too.. maybe 3rd time's a charm?!

)

How do you "move" from one cubicle to another btw? (sorry if it's already been covered)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-26 14:08:59 UTC Post #280014
Using the magic button.

[EDIT] Here's a snapshot of mine:
User posted image
I don't know where this is going, and with the truckload of entities, I can only hope that everyone will be able to run this(it runs smoothly on my pc though).
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-26 14:18:54 UTC Post #280015
It begs for an ingame screenshot.
Posted 14 years ago2010-03-26 15:01:08 UTC Post #280018
At a later time. Oh and, the guy from your avatar(has to do with c&c4 I think, which received a lower metacritic rating than supreme commander2) makes me want to punch his face. idk why...

I will promote in my map 2 of my favorite programs :))
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-26 15:17:18 UTC Post #280019
"I wil promote two of my favorite programs in my map. :)"

Fixed.
Posted 14 years ago2010-03-26 16:06:49 UTC Post #280020
"I will promote two of my favorite programs in my map. :)"

Double fixed. :D

[EDIT]
Fast question: Does everybody has these two textures in the lights.rad, or it's just compile dependent?
User posted image
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-26 16:38:43 UTC Post #280021
Yup, those texers are in lights.rad by default.
Posted 14 years ago2010-03-26 16:59:23 UTC Post #280022
When in doubt, include your texlights file with the rest of the map source.
Posted 14 years ago2010-03-26 17:11:01 UTC Post #280023
Or even better, use an info_texlights.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-03-26 17:36:07 UTC Post #280024
I think it will work without including them. Thanks for the tip potatis_invalid. I forgot about that entity :D
I also mention I've got a shiploadbattlecruiserload of "Too many light styles on a face" errors :biggrin:
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-26 17:46:21 UTC Post #280025
When I was looking at that screenshot, I was thinking you'd probably get that.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-03-26 17:57:35 UTC Post #280026
How do you "move" from one cubicle to another btw? (sorry if it's already been covered)
He said that he would make a script and bind keys to move to the next/previous cubicle.

"I will promote, in my map, two of my favorite programs. :) "
Alternate fixed :)
Posted 14 years ago2010-03-26 18:00:27 UTC Post #280027
Those little green pointlights above the steps of the stairs, do they have any kind of dynamic animation applied? If yes, then there's the problem.
Posted 14 years ago2010-03-26 18:19:16 UTC Post #280028
They are controled by a multimanager. It's for the effect. But I can ignore anyway those errors. The map is running just fine.

I also discovered the secret of making realistic wires. It is called "patience".
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-26 23:26:06 UTC Post #280029
Looks neat Striker! (can't wait to see what all that does.)

)

and yea about the texlights, i agree with Potato. I never use the stock lights.rad file, and only the info_texlight entity. (My rad values are ALWAYS lower than the stock ones, and i don't want to inadvertently included a "lit" texture accidentally to throw off my lighting)

I dunno it's just simpler/better imo.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-27 02:13:31 UTC Post #280033
i was wondering about that myself. so....even if you compile the texlights the actual values for them are not? does this apply to source as well. you would figure with all the values it already saves for the textures that it would be able to do this with the rad file. i like texlights...i think they give off more even lighting. I am not good at lights anyways so I am lazy.
Posted 14 years ago2010-03-27 02:51:09 UTC Post #280036
I couldn't understand anything you just posted. I'm not even kidding.
Posted 14 years ago2010-03-27 03:22:33 UTC Post #280038
yeah, i'm not gonna touch that one.. :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-27 04:03:47 UTC Post #280039
if I was to -wadinclude will the texlight info be included or not?

or would you have to include the rad file as well when uploading?

for new textures of course...maybe that's where you got lost. obviously anyone using a stock hl1 or hl2 texture would already have the base rad file.

you sort of answered it already soup. stop scratching your head.

thanks for the vote of confidence captain....
Posted 14 years ago2010-03-27 04:14:20 UTC Post #280040
yeah just kiddin man... = )

HL1
Texlights using lights.rad or mapname.rad:
In order for the lights to be processed, you must have the a lights.rad file, or have the mapname.rad file (expert compile only) in your vhe/maps directory. There is no way to wadiclude your light values using this method

Texlights using info_texlights(my preferred method):
-Delete the lights.rad file from your zhlt directory
-mapname.rad file is unnecessary
Simply include the info_texlights entity(rename any entity to "info_texlights") and add the texurename and light values in there. If you have A LOT of texlights, i would recommend using multiple info_texlights to avoid bugs (i usually put about 8 per entity. sometimes if you put more than that, the lights won't work fsr).
Using this method, your texlights will in effect be "wadincluded", in the sense that anywhere your rmf goes, your light values will be there.

HL2
I honestly don't know. sorry...

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-27 04:26:45 UTC Post #280041
Your wads and your texlights have nothing to do with each other. Regardless of whether you use the entity or a rad file, the same thing is happening: if a face is applied with a texture that has a name that matches one of the texture names in the list, the face will emit light.

The only reason you would include a rad file is if you were posting your map's source files. Its not needed to run the map, and it won't affect the map if you have a different file by the same name, because texlights, like all other lights, are precalculated. The same goes for texlights in Source.

And don't get pissy at us for calling out your post. Nobody ever said anything about including texlight information in a bsp, so how were we supposed to deduce that from what you posted?
You also asked a question and ended it with a period.
You also said that you are lazy because you aren't good with lights.

Edit: Ninja'd by 6 minutes.

Edit Edit:
I also discovered the secret of making realistic wires. It is called "patience".
Nah, it's 1x1unit triangles for curves.
Posted 14 years ago2010-03-27 05:36:55 UTC Post #280042
For the first time in ages, I have been in the right mood to map. Shock!
And for the first time since I made that shitty cave map I deleted a short time later, I have something worth showing you (or, at least I think so). Horror!
Behold!
User posted image
User posted image
User posted image
Sure, it's not incredibly well made, it's not the best to look at, and its only a WIP. But behold anyway.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-03-27 05:59:30 UTC Post #280043
Is that 512x512x512? :\
Nah, it's 1x1unit triangles for curves.
Never would've thought about that.

[EDIT] Added a "hologram" custom animated texture effect in my map. It's on the second floor. Don't know why... just for the "laboratory" effect.
[EDIT2] I hope it's not a problem if I have half a dozen custom sounds included :D.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-27 09:38:42 UTC Post #280044
I still don't have a clue what to make out of mine. D:
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-03-27 10:29:06 UTC Post #280045
Soup Miner:
"When in doubt, include your texlights file with the rest of the map source"

I think the Captain answered the question quite adequately and I think he understood me. I work for a living and was a little tired last night so excuse my poor message--it was a little confusing--I had to read it again.

and excuse me soupy...but this is a hard place to be sometimes. Not like ANYONE gets any slack around here. People like to point out every little things. Let's stop reviewing the people and stick with reviewing the maps!
Posted 14 years ago2010-03-27 13:32:19 UTC Post #280046
I still don't have a clue what to make out of mine. D:
TJB.. Same here :S I tried alot of stuff, but everything is like to newbie to look at :S
Now i dont even got an idea anymore :S
Posted 14 years ago2010-03-27 14:19:27 UTC Post #280047
Same here. Restarted three times over. I just can't create something that i like...
Posted 14 years ago2010-03-27 14:22:05 UTC Post #280048
I will give it a try next week, quite busy. Will there be any deadline?
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