A Horror Idea, Some Screens Created 19 years ago2004-06-09 10:04:10 UTC by Jahzel Jahzel

Created 19 years ago2004-06-09 10:04:10 UTC by Jahzel Jahzel

Posted 19 years ago2004-08-05 10:42:36 UTC Post #48097
Gets a lil' confusing sometimes ;)
Posted 19 years ago2004-08-05 14:31:00 UTC Post #48140
lol thx for sayin that again hazardous - everyone gets confused at time :P
Also that just made me remember - with hl2 u can link together entity's so that shouldn't be a problem (that is a fact).
I know a way that we could get it to "move" across the sky using a multimanage but the only reason this wouldn't work for half life is that there is no dynamic lighting (there is in hl2) - it would move but the shadows would stay the same - it would look really bad. Making this into an hl2 mod is the best we could do.
Btw, Jahzel if you really want people to keep this up ur going to need to post some more mouth droolin' screenies!!! :D
Posted 19 years ago2004-08-05 16:06:07 UTC Post #48168
Sure, but first there needs to be a Half-Life 2, and secondly there needs to be some decent textures and stuff (I dare say the new HL ones'll look OK, but maybe if we make our own as well)
Posted 19 years ago2004-08-05 17:26:02 UTC Post #48189
Using GFCscape or w/e its called we can make high-def steam textures. Look at my hL2 editor thing and click on the link - textures will be so much easier and better to make in HL2.
Posted 19 years ago2004-08-06 02:54:43 UTC Post #48331
GCFScape is not a graphic tool, it's for reading from Steam's big cache archive things.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-08-06 03:06:06 UTC Post #48337
Ahh, well sorry about that I am sadly mistaken.
Posted 19 years ago2004-08-06 07:57:50 UTC Post #48391
But yes, as soon as Half-Life 2 comes out, we might aswell begin with this thing. There is no point really in mapping yet, wait and see what we could do. Ofcourse (well apparently) old hl maps can be converted, but lets rely on the newer system for now. Modelling however, I suppose can still be done.
Posted 19 years ago2004-08-07 02:24:37 UTC Post #48639
Jahzel, you really should keep mapping and making things - u said it yourself they can be converted. Also, I was poking around and I found a mod just like this (Don't say I told u so). Its a zombie infestation but the plot is different. It isn't about escaping from the city ... yeah ...
Posted 19 years ago2004-08-07 08:52:07 UTC Post #48697
I know about it. I believe it is called 'No More Room in Hell'. Oh well, maybe theres room for us.
Posted 19 years ago2004-08-07 12:36:14 UTC Post #48736
Yes that was the one, but ours is different... Not super but it is.
Posted 19 years ago2004-08-07 20:54:48 UTC Post #48849
Jahzel, you really should keep mapping and making things
I think that we should wait for HL? before we start making things. We do not know the capabilities of HL?, so we do not know how much detail and stuff we can put in and all that type of thing. Be patient, not long to go now.
Trapt Traptlegend
Posted 19 years ago2004-08-08 04:54:40 UTC Post #48956
ya dude! if you need a mapped im available. ill make a quicky map like only 2 hrs. long then place some screenshots up here for you to see..

Aloha ;)
Posted 19 years ago2004-08-08 06:53:54 UTC Post #48970
...Well, sure, but we need to see what you can do (as you said)

And yes, that's my point. Starting on HL1 now would be pointless. traptis quite right about waiting for HL2 to come out, what if major mapping changes have been made and we need to understand them etc???
Posted 19 years ago2004-08-08 11:54:31 UTC Post #49042
Well I just thought that you should just keep making the maps, if you keep making them, when u import them into new Hammer at least you have something to start off with. I'm not talking about adding details, just basic outlines, don't even make entity's :) As I said, that way you at least have some basics / layout and when hl2 comes out then you can edit and add.
Posted 19 years ago2004-08-09 00:43:44 UTC Post #49199
Damnit!! i cant post any screenshots up here! i dont know how to get them on the web to do it...

good day! :badass:
Posted 19 years ago2004-08-09 03:45:19 UTC Post #49262
make a dhost.info account and download an ftp program from download.com - and then just follow website instructions nad upload a picture. then you can do [img*] http://www.dhost.info/uraccountname/nameofpic.jpg [/img*]
I think thats the correct format (WITHOUT THE *'s)
and it has to be a .jpg im assuming.
Posted 19 years ago2004-08-09 04:30:54 UTC Post #49271
heres a quick demo. i made it and all the wads, except for the light in 1hr. while eating lunch :badass: P.S. not to my full potential. oh ya! how do you use zhlt fade and falloff in hammer for lighting effects???
http://img18.exs.cx/img18/851/horror10007.jpg
Posted 19 years ago2004-08-09 05:18:06 UTC Post #49278
sorry its a little dark. must have my gamme alight higher then i thought
Posted 19 years ago2004-08-09 07:15:57 UTC Post #49312
Looks good. Like the textures. Is this a subway map?

Hey has anyone seen the new 'Desolation' mod -- look over at planethalflife to see it. The levels etc look like the type we would require for this mod
Posted 19 years ago2004-08-09 07:23:12 UTC Post #49315
Not bad, but I think it might look better with texlighting.... You are using point lighting unless I am sadly mistaken.
Trapt Traptlegend
Posted 19 years ago2004-08-09 07:27:09 UTC Post #49317
Sure does look like it...switch to texlighting.
AJ AJGlorious Overlord
Posted 19 years ago2004-08-09 09:31:46 UTC Post #49339
im guessing because the +0 fiftieslgt# textures arn't emiting any light that he hasn't renamed vale.rad to lights.rad and put it in the same place as the compiler programs
Posted 19 years ago2004-08-09 12:48:53 UTC Post #49375
how do i rename the lights.rad? and where do i put it?...and what is texlighting and how do i use it??
Posted 19 years ago2004-08-09 12:55:58 UTC Post #49380
Rename valve.rad to lights.rad by right-clicking and rename. If you have a texture that you want to emit light then you'll need to add to the lights.rad file by opening it up in notepad and adding the name of the texture to the list and the light value (colour)
Posted 19 years ago2004-08-09 13:04:12 UTC Post #49381
ok ill try that! thanks!
Posted 19 years ago2004-08-09 14:23:10 UTC Post #49394
There's a tutorial on it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-08-10 02:40:56 UTC Post #49534
I don wanna sound like a certain some1 but that looks terrible, its 2 textures and real crappy lighting. It might just be the quality of the pic though.
Posted 19 years ago2004-08-10 06:24:09 UTC Post #49573
maybe you guys should look at this when deciding between hl1 and 2:

http://collective.valve-erc.com/index.php?faq=source_mod_faq&section=106159031874671600&question=106159074774468800

also i thought itd be cool in the beginning of the mod if you werent just stuck with melee weapons, maybe have rocks or something of that nature.

-britishobo
Posted 19 years ago2004-08-10 09:51:03 UTC Post #49721
Well the map size and the mapping abilities in general make HL2 the better option ofcourse. I'm not sure about what you mean by saying rocks, because at the beginning you grab whatever you can, be it a chair leg from a smashed chair, a bottle, a pole -- anything. Anything that makes a decent weapon to fight back hordes of zombies.
Posted 19 years ago2004-08-10 14:19:51 UTC Post #49785
can we have some sort of rule that stops counter strike mappers entering this? the devil, i say.
Posted 19 years ago2004-08-10 14:44:27 UTC Post #49796
Not all CS mappers are bad....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 14:47:26 UTC Post #49797
...just most...
Posted 19 years ago2004-08-10 15:37:06 UTC Post #49816
...true.

In regards to the above picture, it looks ok, though out of scale. From the perspective it seems like those handrails are at the level of the player's head and the room seems a little bland to me. Signs, posters, a knocked over rubbish bin, vents....more detail would look good here.
how do you use zhlt fade and falloff in hammer for lighting effects???
I dont think its widely used in Hammer. You're better off getting batch compiler and fiddling with the light options there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 16:32:09 UTC Post #49827
The only reason it looks like the scale is huge in my bad quality pic. is because im crouching to give a better view!
Posted 19 years ago2004-08-10 16:45:53 UTC Post #49832
doesnt explain the terrible crapness of the pics quality.
Posted 19 years ago2004-08-10 17:03:37 UTC Post #49835
Sprites are a bit too visible, try and weaken the value to about 170
Posted 19 years ago2004-08-10 17:10:49 UTC Post #49843
Yes, and a better sprite or smaller light might look better....I've never seen a glow like that from that type of light.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 17:37:49 UTC Post #49856
When HL2 comes out I will make a city section or something (not sure yet) and post it/screen's so that maybe you will use it for the mod.
Posted 19 years ago2004-08-11 06:15:10 UTC Post #50059
...Yea, well, why not
Posted 19 years ago2004-08-11 08:02:35 UTC Post #50094
I might be able to help with any necessary coding. :)
m0p m0pIllogical.
Posted 19 years ago2004-08-11 08:41:26 UTC Post #50110
You would? That would be excellent
Posted 19 years ago2004-08-11 13:18:51 UTC Post #50162
you can make a city for hl2 in 10 mintes, they make heaps of building prefabs.
Posted 19 years ago2004-08-11 15:31:41 UTC Post #50210
Even better
Posted 19 years ago2004-08-12 09:27:52 UTC Post #50393
sensational
Posted 19 years ago2004-08-12 10:32:07 UTC Post #50407
you dont get it dont you?? by the time hl2 is out there will be hugh city maps everywhere, i do not think the mod will be that original then.
Posted 19 years ago2004-08-12 10:38:21 UTC Post #50410
and on half life engine? itll just be crap.
Posted 19 years ago2004-08-12 10:46:54 UTC Post #50411
Well it depends. How else can you go about it?
Posted 19 years ago2004-08-12 20:12:26 UTC Post #50500
You could do this on both, on Hl1 it'd be harder though, but on HL2 you risk become to ......... bland? But that'll also be a challenge, how are you going to make your mod diffrent from the "flood" of mods that release after Hl2 is released. If thier is one, and bye the way I'm been watching this thread for awhile ^^ and I look forward to seeing more about it.
Posted 19 years ago2004-08-13 04:02:44 UTC Post #50541
Exactly the point I tried to make a couple weeks back....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-13 07:32:47 UTC Post #50589
The only problem with doing it on HL1 is the fact that the levels have to be extensively large in order to create the certain atmosphere required. I know about the other zombie horror mods that are coming out in HL2, but if you think about it, ours is alot more purposeful - there is a reason for everything - it's not just a zombie mod for the sake of being a zombie mod.
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