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 ago2017-08-01 17:17:46 UTC Post #336644
Would love to participate if this month wasn't ridiculously busy with examinations!
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-08-02 07:07:18 UTC Post #336655
Using a sub directory like that is fine. That's what I'm doing.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-02 11:31:50 UTC Post #336660
Subdirectories for custom content is good.

But why are you merging all the custom textures into a single wad? It seems like unnecessary work - people can just embed their custom textures - that way you don't have to worry about renaming textures or merging wad files.
Posted 6 years ago2017-08-02 12:18:16 UTC Post #336662
"just pockets_<username>.wad"
Oh, so a name like "winwad.wad" is invalid?
Posted 6 years ago2017-08-02 12:31:26 UTC Post #336664
But why are you merging all the custom textures into a single wad? It seems like unnecessary work - people can just embed their custom textures - that way you don't have to worry about renaming textures or merging wad files.
As with TWHL Tower, I would need to compile the maps on my end in order to link up the level changes, so I would need the custom textures. I then merge them into one wad file to keep things tidy. I guess I could compile the maps with the textures embedded however, but I would still need the custom wads people are using.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-02 12:58:28 UTC Post #336667
I didn't realize you were compiling all the maps. If everyone sets up and names the level change stuff correctly you shouldn't need to. :)

edit: yeah that might be a big "if"
Posted 6 years ago2017-08-02 14:15:27 UTC Post #336669
@Urby, if my map is closed source how do you edit my bsp file?
Do you really think Urby is gonna spend hours BSP editing your map just for 2 transitions that will likely fail?

Sending him the map source (RMF/JMF or whatever) is gpnna be way more efficient and faster.
Posted 6 years ago2017-08-02 14:48:39 UTC Post #336671
I've been meaning to check those out, so yes, I'll take a look.

And yeah, I think I'd prefer the RMF/JMF files so that I can make adjustments to the level changes / effects in the airlock as and when needed. :)
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-02 14:57:16 UTC Post #336672
I guess I know what does he mean with "VHLT by Uncle Mike":

https://forums.svencoop.com/showthread.php/44536-Modified-version-of-VHLT-34

A screenshot I found on Reddit:
User posted image
Posted 6 years ago2017-08-02 15:19:54 UTC Post #336674
Yup, that's what I found too.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-02 17:17:15 UTC Post #336676
I must admit that the screenshot is really impressive. I need to try these new compilers.
Posted 6 years ago2017-08-02 19:35:25 UTC Post #336677
It does say xash3d in the corner though... I don't know how it calculates lighting but I imagine direct lighting isn't baked.
Crollo CrolloTrollo
Posted 6 years ago2017-08-02 20:05:47 UTC Post #336678
From the same thread:
"For example: changing lightmap resolutions will kill compatible."
Does it mean that if you change the lightmap's resolution you'll not be able to launch your map in HL anymore?

There's still a reason to try it out:
"Also compiling time on 20% shorter now for x64."
Posted 6 years ago2017-08-02 20:08:21 UTC Post #336679
Doesn't work for me, map is full bright as if it leaked. Compiling with Sledge.
Posted 6 years ago2017-08-02 20:32:21 UTC Post #336680
Worked for me. Don't see any obvious improvements though.
"Quality also depends from lightmap resolution, but for GoldSrc users it's not available."
Dammit.
Posted 6 years ago2017-08-03 00:16:39 UTC Post #336683
I guess the thing you call a "texture hole" is actually called "missing face".
I encountered this problem multiple times while creating terrain, but that mostly was my own fault.
Posted 6 years ago2017-08-03 06:41:37 UTC Post #336687
Yeah, that's a missing face. At least I know what you're talking about now. :D
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-03 07:22:58 UTC Post #336688
Well, there's a point to use the UMVHLT then. Automatic missing face fixing sounds good. I hope 20% faster compilation is also true. Maybe we really should use it.
Posted 6 years ago2017-08-03 09:06:06 UTC Post #336691
@SSB

Well, it's up to Urby whether we are going to use vhlt or umvhlt.
Posted 6 years ago2017-08-03 10:48:28 UTC Post #336693
I don't see anything in the description that says it fixes missing faces.

@SSB

It's great that tiny missing face is fixed. Now you should fix your texturing.
Posted 6 years ago2017-08-05 23:49:31 UTC Post #336741
Posted 6 years ago2017-08-06 13:40:21 UTC Post #336742
Looking good :D
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-06 14:41:17 UTC Post #336743
It appears that you can avoid z-fighting between a world brush and a detail brush embedded into it by setting the detail level of the dbrush to 0:
User posted image
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Something I didn't know until now.
Posted 6 years ago2017-08-06 15:24:10 UTC Post #336745
It's overlapping textures from what the editor looks like. No need for that page at all.

You know, it's easy to fix, just resize the centre brush to fit in the outer edge.
Posted 6 years ago2017-08-06 16:39:18 UTC Post #336746
It's not always easy to fix, and if it's true, it could save wpolys quite often.
Posted 6 years ago2017-08-06 18:04:06 UTC Post #336747
Yep, embedding one brush into another can save you a lot of time. Plus you can use it to place custom decals, I think.

EDIT:

The links SSB are pretty useful though, especially the last one. I wonder if 'zhlt_coplanarpriority' works on other entities too, not just func_detail. It should.
Posted 6 years ago2017-08-06 19:22:29 UTC Post #336749
@SSB

We misunderstood eachother once again. I found out that func_detail with "Detail level" set to 0 won't cause z-fighting (that weird effect when two faces overlap) with world brushes.
Posted 6 years ago2017-08-06 20:55:46 UTC Post #336750
Hey, you're right! That's a cool trick! Saves carving up the wall or adding clip brushes around signs.

I wonder if there is any negative impact... I can't imagine so.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-06 21:27:54 UTC Post #336753
Hey, you're right! That's a cool trick! Saves carving up the wall or adding clip brushes around signs.

I wonder if there is any negative impact... I can't imagine so.
I remember optimizing my last completed gs map using this technique. You can take it a bit further and basically use the same concept as in source, when dipping the func_details into a pit of world brushes to optimize your map; i thought everyone was doing this already...
Anyway, when you're dipping into water, the func_detail disappears if it overlaps a world brush, leaving you with an invisible brush as if textured with bevel. Or at least that's what i remember, it has been a while :sarcastic:
Posted 6 years ago2017-08-06 21:30:50 UTC Post #336754
Oh boy, we need to stop; no more tips and tricks... They're gonna iterate the core for the 500th freakin time.
Posted 6 years ago2017-08-06 21:48:30 UTC Post #336755
Oh boy, we need to stop; no more tips and tricks... They're gonna iterate the core for the 500th freakin time.
The Core delayed for 4 years.
Posted 6 years ago2017-08-06 22:41:55 UTC Post #336756
You forgot a 0 there. /s

It's gonna be 2057 while men colonize Mars and we have flying cars, we still won't have The Core; or even AM for that matter.
for( every year passed )
{
self.iterateCode( );
team.delay( 10000 );
Makepost( "%s has been delayed by %d %s. Sorry, doing reiterating of the source code.", mod.name, delayed.amount, delayed.dayormonthoryearsorforever );
}
Posted 6 years ago2017-08-07 02:35:20 UTC Post #336758
Only if I could catch a word of what you're saying.

Perhaps you misunderstand what additive is? It doesn't "throw" light.

Can you provide us a picture of the failed attempt in-game?
Posted 6 years ago2017-08-07 05:18:57 UTC Post #336760
I'm worried that the theme I have in mind for my map will be a little too similar to my last one. I might start typecasting myself.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-08-07 17:17:59 UTC Post #336775
Progress. Been using that func_detail trick a lot :P
User posted image
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monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-07 17:44:21 UTC Post #336778
Urby:
User posted image
User posted image
Lit.

Anyway, I'm pretty much done with my map now. Might polish it up a little more, but other than that, I'm happy with where it is. Should I submit it by sending a PM with a Dropbox link to the map source and WAD?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-08-07 18:44:04 UTC Post #336787
Dropbox is fine...
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-07 22:06:33 UTC Post #336788
@Urby

I think it works not only with func_detail. Did you try the "zhlt_coplanarpriority" value?

EDIT: Nevermind. It seems to be working with func_detail only.
Posted 6 years ago2017-08-07 22:43:24 UTC Post #336795
Mediafire master-race.

Anyways, it doesn't really matter what you host it on as long as it isn't region-specific or makes you go through several pages to get to the download, so the uploader can make a few cents from the ads.

Dropbox is also good. Not Mega.nz though.
Posted 6 years ago2017-08-07 22:48:44 UTC Post #336796
SSB, actually I added an extra brush inside of the lamp that emits light. Thats the magic.
Posted 6 years ago2017-08-08 01:25:11 UTC Post #336801
???... Are you implying Dropbox is an illegal file sharing site? Because Dropbox is not responsible for what their users upload. That's with the copyright holders.

I have a feeling you did something on Dropbox that would get you banned that you aren't mentioning.

I'm just saying, Mega.NZ is not recommended. Neither are uploading sites that give money out from ad revenue.

That won't affect your decision. I'm just pointing something out. You seem to be misunderstanding, Dropbox works just fine for me IMO.

Now can we please get back on topic?
Posted 6 years ago2017-08-08 07:35:10 UTC Post #336805
What about Mediafire?
Posted 6 years ago2017-08-09 02:21:51 UTC Post #336814
User posted image
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EDIT:

More progress
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Posted 6 years ago2017-08-11 21:49:54 UTC Post #336855
Dropbox doesn't have a file size limit, I have SMJ backups on there as well as the music source files.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-12 00:51:21 UTC Post #336856
Storage limit is a different story (Unless you have the cash for Dropbox Pro) but between the basic amount and the additional stuff they give you for referrals and whatnot it's pretty generous.
Notewell NotewellGIASFELFEBREHBER
Posted 6 years ago2017-08-12 14:04:43 UTC Post #336860
A group of friends and I have managed to get our Dropbox to about 30 or so odd GB of space.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 6 years ago2017-08-12 16:18:10 UTC Post #336861
What's with the storage space greed? I have 5.2 gb and I've only used 26% of it.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-12 17:34:22 UTC Post #336864
Posted 6 years ago2017-08-13 19:27:06 UTC Post #336873
I plan on using the stock Track 10, file name Half-Life02.mp3
Posted 6 years ago2017-08-13 19:56:23 UTC Post #336874
Done a little bit more this weekend, but I'm still only on the basement. This is the last area before the player advances up to the next floor however.
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One thing I wasn't sure about. Is there a way to prevent these sprites clipping into the brushwork like that? I know I can use the 'glow' option, but that doesn't look right at all from a distance.
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monster_urby monster_urbyGoldsourcerer
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