TWHL Pockets Created 6 years ago2017-07-25 13:03:08 UTC by monster_urby monster_urby

Created 6 years ago2017-07-25 13:03:08 UTC by monster_urby monster_urby

Posted 6 years ago2017-07-26 19:50:06 UTC Post #336422
Posted 6 years ago2017-07-26 20:24:35 UTC Post #336423
Ok?
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-26 20:42:55 UTC Post #336424
I think the tools complain about multiple entries if a texture is in both info_texlights and the rad file. But the fact you're using the default is all the info we need. Thanks.

Defaults:
+0~FIFTIES_LGT2 160 170 220 5000
+0~GENERIC85 110 140 235 20000
Posted 6 years ago2017-07-26 21:35:03 UTC Post #336425
I stripped my lights.rad file and added an info_textlights entity to the new airlock map in the zip archive :D

Dimbeak and I have just discovered a potential problem. monster_generic entities appear to crash the game if you attempt to animate them...

False alarm: Appears to be specific to the model we're testing.

Yup. Gearbox models freak out if you rename them and try to use them in monster_generic entities. You learn something every day :rly:
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-26 21:54:36 UTC Post #336426
Yup. Gearbox models freak out if you rename them and try to use them in monster_generic entities. You learn something every day O RLY - :rly:
I'm actually interested in what is actually causing this since I am considering some monster_generic needed stuff (also writing a troubleshooting guide so this would be important info to note down).

As for the regular monsters thing you mentioned, yeah mixing styles is kinda iffy and I also realized that Id probably have to make 2 versions because say if someone checks the "Use HD content" then the custom model would not be loaded.
Posted 6 years ago2017-07-26 22:00:50 UTC Post #336427
I just have to figure out how to justify the presence of these airlocks...
Jessie JessieTrans Rights <3
Posted 6 years ago2017-07-26 22:15:16 UTC Post #336428
Well, when you can't change the model of a monster, here comes your imagination.
Posted 6 years ago2017-07-26 22:36:48 UTC Post #336429
I'm actually interested in what is actually causing this since I am considering some monster_generic needed stuff (also writing a troubleshooting guide so this would be important info to note down).
Recompiling the model in MS3D was enough to fix the problem it seems.
I just have to figure out how to justify the presence of these airlocks...
Because science.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-26 22:45:22 UTC Post #336430
Hopefully you aren't using the milkshape decompiler as its a more outdated version of mdldec.exe that misses stuff like additional skins & at times introduces vertex shading errors in some models.

Also is there going to be a review of areas that may have optimization issues? I did a whole playthrough of TWHL tower and things for the most part were fine but there was an area on one of the cubicle maps that dropped my fps hard and the other end of the wind tunnel seemed to do the same thing (im assuming due to overly error prone brush stuff that could have been done with a model).
Posted 6 years ago2017-07-26 23:13:58 UTC Post #336432
Yup. Gearbox models freak out if you rename them and try to use them in monster_generic entities.
I got some models that have this problem and are unable to be used. Among these are hgrunts with hornet guns and hgrunts that shoot mp5 at full auto
Posted 6 years ago2017-07-26 23:16:17 UTC Post #336433
That shouldn't happen, renaming models doesn't cause problems really... unless the game requires that it loads it.

Are you sure you're also renaming the T models as well appropriately?
Posted 6 years ago2017-07-27 00:08:59 UTC Post #336435
Oiy, where did my post saying I'm in disappear to? I feel ditched..
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 6 years ago2017-07-27 01:06:34 UTC Post #336436
raises hand
I volunteer to miss this deadline.
Posted 6 years ago2017-07-27 04:53:36 UTC Post #336437
@DiscoStu : it wouldn't be TWHLesque without a month of deadline extension ^^
Posted 6 years ago2017-07-27 06:11:51 UTC Post #336439
Hopefully you aren't using the milkshape decompiler as its a more outdated version of mdldec.exe that misses stuff like additional skins & at times introduces vertex shading errors in some models.
I was using that, but it fixed the issue so who cares? :P
Also is there going to be a review of areas that may have optimization issues? I did a whole playthrough of TWHL tower and things for the most part were fine but there was an area on one of the cubicle maps that dropped my fps hard and the other end of the wind tunnel seemed to do the same thing (im assuming due to overly error prone brush stuff that could have been done with a model).
I never experienced these issues in TWHL Tower, but I know a lot of people did. The brushwork was fine. i think it might have been an issue with the particle effects used on the vents. A moot point in Vanilla HL. But essentially yes, if a map has issues it will be down to the mapper to correct them after testing.
That shouldn't happen, renaming models doesn't cause problems really... unless the game requires that it loads it. Are you sure you're also renaming the T models as well appropriately?
You're welcome to replicate it. Take the Blue-Shift scientist model, save it under a new name, assign it to a monster_generic entity and try a scripted sequence. As I said, recompiling the model worked, so Gearbox must have created the model by some other method. (They also have spaces in texture BMP names which also freaks out in Milkshape, so... yeah)
Oiy, where did my post saying I'm in disappear to? I feel ditched...
You put it in the wrong thread. Added you.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-27 07:23:10 UTC Post #336440
Yes please I'd like to join
Posted 6 years ago2017-07-27 09:53:29 UTC Post #336441
Stupid question, but will airlock be retextured in the future?
Posted 6 years ago2017-07-27 10:01:53 UTC Post #336443
It's not a competition, SSB. There won't be a winner.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-07-27 10:34:14 UTC Post #336446
Started working on the layout and the architecture:
User posted image
Posted 6 years ago2017-07-27 11:22:58 UTC Post #336447
Count me in as well. Will try to find some time for this one... :)
Posted 6 years ago2017-07-27 12:11:51 UTC Post #336450
Yes please I'd like to join
Count me in as well. Will try to find some time for this one...
Glad to hear it. Added you both to the first post.
Stupid question, but will airlock be retextured in the future?
I don't intend to. You can change it in your map though, since the airlocks in the maps either side are technically separate places. :P
Good luck for everyone! Please win, Trempler because he is king of mapping with Half-Life.
There are no winners. It's a collaboration, not a competition. I'm also yet to receive official word from Trempler... I didn't quite understand his first post. Would be good to have him on board, but for now he's a maybe.
Started working on the layout and the architecture:
Intriguing :D
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-27 12:17:59 UTC Post #336452
Hold on. I'm confused. The plot says TWHL eggheads opened a portal to an alternate dimension. In that dimension, they opened up another portal that lead to an hostile alien world. So there are two portals right?
Send one man through the portals, sealing them behind him.
That's a quick and easy job, sealing only two portals.

So what's the idea behind having all those airlocks if there's only one portal going to the alien world? That doesn't make sense to me.

Also, can you define "The theme is pockets of reality, hopping between dimensions."? What does that really mean?
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 years ago2017-07-27 12:44:09 UTC Post #336454
Hold on. I'm confused. The plot says TWHL eggheads opened a portal to an alternate dimension. In that dimension, they opened up another portal that lead to an hostile alien world. So there are two portals right?

That's a quick and easy job, sealing only two portals.

So what's the idea behind having all those airlocks if there's only one portal going to the alien world? That doesn't make sense to me.
I need to clean up the first post. The essentially opened a portal in each dimension, a sort of inception style thing.

If we consider string theory, the first portal goes from string 1 to string 2, then a portal in that string leads to string 3, then to string 4 and so on.
Also, can you define "The theme is pockets of reality, hopping between dimensions."? What does that really mean?
Basically, what I mean by that is, the map is set in it's own universe. You can make it's own lore and build a map with it's own theme completely unrelated to everything else in the pack. The pocket is just a reference to the 1024 cubed space that the player has access to. :)

...I'll update the plot with the version I have on Google later. :P
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-27 12:51:46 UTC Post #336455
PS: Where is Half-Life Vanille? Just made by Sam's Hl-SDK? But I don't see where is Vanille. Thanks!
Vanilla HL is the standard HL SDK, not Sam's. Regular hl.dll.
Posted 6 years ago2017-07-27 13:22:11 UTC Post #336457
:confused:
Jessie JessieTrans Rights <3
Posted 6 years ago2017-07-27 14:03:08 UTC Post #336459
I think Jessie is referring to your broken image link, which doesn't surprise me, with such a long url...

@Urbs, Thanks for clearing that up. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 years ago2017-07-27 14:10:23 UTC Post #336461
Don't know what you're talking about. I can see the picture.
Posted 6 years ago2017-07-27 16:05:54 UTC Post #336465
An early snippet to bring up curiosity....
User posted image
User posted image
Posted 6 years ago2017-07-27 16:26:16 UTC Post #336467
Looks trippy...
Posted 6 years ago2017-07-27 16:46:02 UTC Post #336468
I cannot see SSB's image either...
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-27 17:49:06 UTC Post #336473
Oh... Those smooth trims look sweet! Something I haven't fully mastered yet.
Posted 6 years ago2017-07-27 18:20:28 UTC Post #336475
That's right SSB, you can do whatever you like with that space. You can make a tower if you like :P

I've made an URBTEC suit charger for my maps. :D
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-27 18:25:47 UTC Post #336476
While some people are jealous of my mapping skill, I'm jealous of your texture making skill xd.
Really, every time I try to make something good-looking in Photoshop, I fail.
Posted 6 years ago2017-07-27 18:40:41 UTC Post #336478
Heh, I've been working on The Core for nearly 9 years... I've had a lot of practice. :P

It's still mediocre compared to others that I've seen
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-27 18:53:37 UTC Post #336480
Here's the today's progress:
User posted image
User posted image
And, uhh, why would a suit charger need a numpad?
Posted 6 years ago2017-07-27 19:00:36 UTC Post #336481
You could ask Valve the same thing. :P

Maybe they don't want just anybody draining all their charging stations. :P
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-27 19:00:40 UTC Post #336482
Should be home by monday and home free for a while, not sure if i'll have enough time to come up with something or take another trip soon after.
50/50 for me.
Posted 6 years ago2017-07-27 19:33:46 UTC Post #336486
Wish I could make a decent map, I could hardly make a box.

Just too many problems with how I do it, guess I'm more technical. :/
Posted 6 years ago2017-07-27 20:52:32 UTC Post #336489
And again, I have no inspiration...
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 years ago2017-07-27 21:13:46 UTC Post #336492
For the record, my earlier use of a smilie was because I had no idea what SSB was talking about. No offence, but you could stand to work on your English. It's quite difficult to understand you most of the time.

I've got a rough idea of the theme of my map, but no real idea of the structure.

Urby, do you see these airlocks as being pre-existing? Like, do you think they should be built into the architecture, or are they just... I dunno.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-07-27 21:21:45 UTC Post #336493
Even though your sentences are... screwed up, that actually looks pretty damn good.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 years ago2017-07-27 22:02:39 UTC Post #336494
I wonder how did SSB make those curved pipes. It must have taken a lot of time...
Posted 6 years ago2017-07-27 22:06:03 UTC Post #336495
I have a big problem with scope control
Posted 6 years ago2017-07-27 22:54:39 UTC Post #336497
User posted image
Not a lot of progress this evening other than texture work.
Urby, do you see these airlocks as being pre-existing? Like, do you think they should be built into the architecture, or are they just... I dunno.
As per my above screenshot, I'm playing with the idea that the structures would have been put in place by a previous expedition team. They're essentially prefabricated, flat-packed chambers. You set one up, hit the power and generate a portal that takes you to a new dimension. The process duplicates the chamber at the point of arrival. In my case, burned into the wall of a bathroom. :)
I have a big problem with scope control
Just right-click to zoom in and right click again to zoom out. :walter:
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-28 04:44:37 UTC Post #336501
In my case, burned into the wall of a bathroom.
I've been brainstorming ideas for my map and I had a similar idea in mind, that the airlock chambers just sort of obliterate whatever is in the way when it materializes.
Posted 6 years ago2017-07-28 09:31:27 UTC Post #336502
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-28 09:49:16 UTC Post #336503
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?
Do whatever you like outside of the 1024 cube, as long as the player is always enclosed in it.
Posted 6 years ago2017-07-28 10:19:42 UTC Post #336504
Or directly on top of it, as Urby ruled.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-07-28 11:06:17 UTC Post #336506
Actually, I think you couldn't have anything outside of the space in TWHL Tower. Hence the question here. (Unless I forced that restriction upon myself.)
Jessie JessieTrans Rights <3
Posted 6 years ago2017-07-28 11:18:28 UTC Post #336507
Yes, the rules as written are different here. I think Tower allowed minimal stuff outside the volume, 128 units I think. Here it's a totally different story.
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