Half-Life: Static Friction Created 15 years ago2008-06-04 00:16:50 UTC by hlife_hotdog hlife_hotdog

Created 15 years ago2008-06-04 00:16:50 UTC by hlife_hotdog hlife_hotdog

Posted 14 years ago2009-07-08 11:06:08 UTC Post #269680
Yeah it keeps booting me off so I stopped trying.
Penguinboy PenguinboyHaha, I died again!
Posted 14 years ago2009-07-08 13:57:26 UTC Post #269704
My internet is too bad to get netvis working to the point of helping. :(
sorry, I'm out.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-10 08:30:31 UTC Post #269847
Well, good. It's progress. NOW EVERYONE GET ON IT!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-10 09:17:41 UTC Post #269848
Processing map 'helipadv1_01'
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-07-10 21:56:47 UTC Post #269903
why'd it crash?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-10 23:30:08 UTC Post #269905
Power outage....yep, that would do it. Hey vs49688, have you ever thought about investing in a power protection unit (UPS)? It does not have to be expensive, as long as you have one that can give you at least a few minutes of time for you to save any work, before you can properly shut off your PC. Here's what I am talking about: http://www.newegg.com/Store/SubCategory.aspx?SubCategory=72&name=UPS

I have one, and trust me, it will save you plenty of frustrations in the future!
Posted 14 years ago2009-07-11 03:52:47 UTC Post #269906
My UPS has saved me endless frustrations, end has even gotten me through 5-10 minute power outages.
Posted 14 years ago2009-07-11 08:02:08 UTC Post #269911
I tried to get on that thing but I kept getting connection errors.
Posted 14 years ago2009-07-11 10:18:10 UTC Post #269914
Makes you wonder how complex that map actually is...
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-07-11 10:20:52 UTC Post #269915
It's probably just a field with a helicopter pad in the middle. A huge, unoptimized, dark field.
Hotdog, you can do better!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-11 10:26:47 UTC Post #269916
Yeah, his previous maps really performed BAD on OpenGL due to the high level of detail, but it ran fine on Direct3D.
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-07-11 11:20:25 UTC Post #269917
I've seen the map, and Jeff got it pretty right ;o

Except with about a trillion air nodes.
Penguinboy PenguinboyHaha, I died again!
Posted 14 years ago2009-07-11 14:27:18 UTC Post #269920
So, huge helicopter/controller sequence.

Hotdog: If you remake it, make sure you add more floodlights, I should'nt have to tell you that shadows are hard on RAD.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-13 06:20:21 UTC Post #270008
Well I could try to compile it, no promises, but i am heading to sleep in a few hours so I could run it while i'm gone and see the progress when I get back.
Posted 14 years ago2009-07-13 08:56:37 UTC Post #270016
195MB!?!
:pwned:
I guess I won't be looking at the RMF...
EDIT: Your website is...lacking. No media page, no forums (guess it defeats spam bots, though), no news... Only the 'home' link works.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-13 09:02:54 UTC Post #270017
Does it really look like a completed website to you?
Penguinboy PenguinboyHaha, I died again!
Posted 14 years ago2009-07-13 09:07:00 UTC Post #270019
Not to flashy, but yes, it LOOKS completed. Almost.
http://www.staticfrictionmod.co.cc/
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-13 09:24:35 UTC Post #270020
Hehe. Yeah that was a fun download.
And the website is not functional - therefore not completed.
It'll come along.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-13 10:04:19 UTC Post #270023
Anyone care to get a mirror for that file? 200 megs isn't a problem, but the 10kbs download speeds are.
Posted 14 years ago2009-07-13 14:55:51 UTC Post #270047
Jesus Christ!

Seriously.

I just loaded the map in Hammer. No wonder it takes years to compile this. There are lots of detail brushes, handrails and support beams mostly as well as four benches and fences.

All of them are solid world brushes. The black fences at the beginning of the map are already func_walls but i suggest turning them into illusionaries with CLIP brushes over them. The same goes for anything else.

Lots of nodes too. I think you can remove about half of them.

And make use of the BEVEL texture to texture unseen faces, because there are a lot of unseen faces. This also helps decreasing compile time.
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-07-13 15:07:23 UTC Post #270048
Doesnt texturing with bevel also increase clipnodes?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-13 15:11:39 UTC Post #270049
You mean he only func_walled the transparent stuff?
I thought you were better at mapping, hotdog. I expected better. :nya:
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-13 15:41:08 UTC Post #270050
Doesnt texturing with bevel also increase clipnodes?
No it doesn't, it decreases them. NULL doesn't.

No JeffMOD, the black fences don't have blue transparent textures, its made entirly out of brushes. A lot.
User posted image
User posted image
User posted image
User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-07-13 17:29:42 UTC Post #270051
WHAT?!
That method should only be used for grates and vents, not big things like fences! (well, unless it's a wooden fence like the bottom screenie)
EDIT: What is that sexy glass texture on the booth and where can I get it?
And func_wall those brush-based details, that's why the compile is never finishing, too many damn vis-leaves to make!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-13 20:38:47 UTC Post #270062
Just func_wall those details and try again.
And where did you get that glass texture?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-13 20:42:07 UTC Post #270063
God damn it...I go away for 4 days and look what happens :walter:
Posted 14 years ago2009-07-13 20:43:42 UTC Post #270064
Yes, the true reason of why your map sucks revealed.
Unoptimization is the only reason.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-13 21:07:52 UTC Post #270067
AWESOMENESS is my downfall!!!! lol :walter: :walter: :walter: :walter:
Posted 14 years ago2009-07-13 23:03:37 UTC Post #270075
Lol, I am...I've just started...my computer is full of crap (as well as your crap which is HUGE!!!! I need a new External Drive ASAP!!
Posted 14 years ago2009-07-14 08:43:17 UTC Post #270097
Just PM me a link to the original RMF proper (no textures, unless you feel like sharing the glass, then just put it into bitmap, plz) and I'll func_wall everything, maybe that will work.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-14 09:47:14 UTC Post #270103
Don't func_wall everything, use func_illusionaries as well.
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-07-14 10:02:47 UTC Post #270104
Yeah, good point. Stuff the player can't get to should usually be illusionary-ed.
So, you know, just send me that RMF and I can take a look, I'd love to help out with this mod more.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-14 10:09:52 UTC Post #270105
I'M FIXING IT OKAY!!!!!! I've actually just done heaps today but had to go to work and now i'm fucked...so i'll do more tomorrow after I've done my tax return...grrrrr :crowbar:
Posted 14 years ago2009-07-14 16:16:08 UTC Post #270125
Fine... I won't help... :cry:
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-23 20:02:54 UTC Post #270743
Your developer site is down... D:
I hope you had backups of everything...
EDIT: Also, lol, 4 pages for one map...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-23 23:46:30 UTC Post #270744
Haha...true :D
Posted 14 years ago2009-07-24 04:29:50 UTC Post #270746
i once had something to do with scifi
i was creating the begining tram ride, then i found out that another guy was doing the SAME DAMN JOB!

ahh thems the days
Posted 14 years ago2009-07-24 04:37:00 UTC Post #270747
Those were the days...young and immature not knowing what we were doing...now...ahem...still young, much more immature but a little more organised and professional. :D
Posted 14 years ago2009-07-24 08:13:41 UTC Post #270748
So, you did have backups of all the data, right?
RIGHT?!
EDIT: The tram ride is the same route as the original HL, isn't it?
Or is it from the other direction, so you don't have to decompile maps?
Also, why the desision to add new weapons, besides the sniper rifle?
And all the new weapon skins?
Question?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-24 08:47:21 UTC Post #270754
It wasn't on the site...nothing important that we don't have on our computers. And the tram is coming from the other direction. And It was an original idea to add new weapons...thats how I met vs...and skins to improve HL overall
Posted 14 years ago2009-07-24 09:40:21 UTC Post #270762
Okay, as long as it's not just random stuff.
Also, what weapon are you using as the 9mmhandgun?
Hey, at least you have something to do...Answer my questions. :P
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-24 09:42:51 UTC Post #270764
haha so true :walter: It's still a 9mmhandgun...just a little more emphasis on 'glock' instead of handgun...it's also properly semi-automatic so you can fire as fast as you can click the mouse
Posted 14 years ago2009-07-24 09:51:13 UTC Post #270768
Glock 20?
If you want a glock 17 that you can give to your barney as well: http://www.fpsbanana.com/skins/download/27454
But I'm with you, berettas suck. Hell, I already made a barney replacement, and two Hgrunt barney models using this baby. Only problem is the shoot animation, looks kinda robotic.
EDIT: Hey, what kind of areas do you need for the mod? I'm bored with my intro I'm working on, maybe I could whip something up for you to use.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-24 09:59:17 UTC Post #270772
I have already given Barney the new Glock and replaced the sounds...I am a little handy with modelling...and I believe it is a Glock 20

and an interesting tram tunnel or two would be great...I need plenty of those
Posted 14 years ago2009-07-24 10:04:25 UTC Post #270773
Like with a station? Any texture requirements, or just generic tunnel a BM tram can fit in?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-24 10:07:16 UTC Post #270774
Use any textures...make whatever your imagination comes up with and yes...fits a BM tram
Posted 14 years ago2009-07-24 10:22:42 UTC Post #270775
Alright, I'm making working as we speak.
I assume you guys have submerged?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-24 10:57:04 UTC Post #270779
Yeah...i can always retexture if needed
Posted 14 years ago2009-07-24 13:34:22 UTC Post #270780
OK.
Feel free to rip apart areas too, if the scale and door textures don't suit you.
EDIT: Okay, got some areas finished.
User posted image
User posted image
These are connected by a tunnel, and I have another tunnel in the RMF that won't be enterable in the BSP.
I think I'll make sections of tunnel with stations and stuff in them, but not connect them so you can have your say where they all go.
No NPCs though, I don't know what you want in there, or what models you're using.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-24 14:50:56 UTC Post #270789
yeah making stuff like railings and complicated stuff world brushes will BURY your vis and rad... I tried joining the netvis session but i guess you guise gave up and opted to redesign? probably a good idea...

anyway, i'm ready to netvis again when you need, just put out the bat signal..

)

Captain Terror Captain Terrorwhen a man loves a woman
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