Created 17 years ago2007-12-16 00:58:58 UTC by doodle
those models seem to be just thin detail on top of brush pillarsyep, its just that
Very WIP, but I'm pleased with how this is turning out. Needs a HLFIX compile, for sure.Archie, do you need custom prop models for that scene? I can make some if you want. That would fix some floating point error post-compile (if using HLFIX still don't fix it).
Don't worry about the repetitive textures, I'm going for the method used in the first DOOM games.Psuedo-3D?
A standard lane is 3m wide. Except in the US where it's more like 4m. At ~40 units per metre, each lane would be between 120 and 160 units depending on whether you want International or American size.By the way, have you heard of this FAN-TAS-TIC tool allowing you to convert meters to hammer units?
This could be used for fake waterTried that 2 years ago already. Didn't work that well since the model needs to be animated to give the needed effect (I don't know how to animate).
you could maybe trigger an env_render entityGood catch! Will try that soon.
the reflection became unusually bright. Have you found a way around that?Since Half-Life models have a single point-light origin, if you point the flashlight on it, it will be brighter. To avoid that just move the model away from the origin (in a modeling software) and let it be lit by a light entity placed on a place that the player can't reach (like a hollowed brush outside the map with a light in it). That way you can decide which light color and brightness amount you want your model to have without being affected by any sort of light, either dynamic or not.
winners uses true reflective surfaces/mirrors/specularThis is literally not possible as that would mean I'd need to make a mod and release a map for it since vanilla Goldsource doesn't support that stuff.
If you don't know how to animate, then don't do it for GoldSource.I never wanted to animate for Goldsource, indeed. So I can't understand why you say that, since I've never stated that I want to animate.
Instead, look for some tutorials on general animation, and then expand that knowledge to GoldSource.Probably not gonna happen. I want to focus myself on level design, not modelling. If I'd really need a specific model for a map, I'd ask help to someone else that's definitely better than me in accomplish such task.
To be a man with free time or not to be a man with free time? That is the questionThat too, indeed.
To be a man with free time or not to be a man with free time? That is the questionI don't know about you, but I never have free time even when I'm not at my "beloved" laptop. There's always something.
Hello guys, if you use metarenderer than you can metahook -game <yourmod> -lightmaps 512 +map your map ( over than 100 % allocblock is full from 64 )Never managed to get this working on both my laptop and my desktop PC.
That is like to Xash 3D - I know Valve doesn't support because initial Xash released to Steam than Valve Software stopped to Xash. They are very sad because Xash is like vanilla half-life. I know reason because Valve Software is a very stubborn cowboy unhappy -Xash3D is NOT like vanilla Half-Life, there are a lot of differences between the standard Gold Source and Xash3D itself.
I have tested meta renderer 1.5c and it works fine with standalone mod spirit of half-life 1.9.1SoHL is dead since Laurie Cheers abandoned it, the Gold Source modding community killed it. People should downgrade to 1.2 (or 1.5 because it's the only not messed up community release) or even better, not use SoHL at all.
spirit of half-life 1.9.1 = So close Source Engine with -/+ 32768 or -/+65536!Does SoHL 1.9.1 has Havok ? Does it has HL2 arsenal and NPCs ? No, so your comparison of Gold Source VS Source Engine is invalid (especially the word "so close"). Question about the map size, that "additional space" works for everything or just for a "Source style skybos" ? Because in the past, someone already extended the map's limits but only world brushes would work (player/entities were not "allowed" in that space).
meta renderer has support to up 2048x2048 testures details2048x2048 is just pointless, you are wasting a ton of CPU/GPU memory for something that the player won't stare at it for 15 minutes. Even if we do have in ARRANGEMENT an enhanced PARANOIA renderer and such, we're not some crazy details maniacs, we still limit ourselves to 512x512 and 1024x1024. Nobody would like to play a game with 1 FPS even on a very recent hardware.
If you create custom shader vertex and fragment example fire effects or aurora effects and it can render to normalmap and specular to models...Unless I'm drunk (or stupid), Aurora is the name of particle system within SoHL, so I don't know how you could render normal maps and specular maps on particles.
How do we get flashlight from shader? If somebody knows to write fragment- and vertex-shader - If who knows than it sees awesome vanilla half-life mod smile -Friendly advice: keep the standard HL flashlight, make a VGUI overlay (similar to PARANOIA), it will only cost you a TGA image and it will look pretty. It also saves you the time of writing the shader.
Why do we love "vanilla half-life" because it is stabler than Source Engine, right?No, I love HL1 because it's one of the first FPS games I've played and modded and I have little (not none) interest with Unity/UE3/UE4.
Thanks for suggestion with meta renderer because meta renderer can crack lightmapsWhat do you mean by "cracking lightmaps" ?