[QUOTE=agent98;14734036]Lawl I feel sorry for you.
I was making this rp map and spent like 3 hours on it
and it crashed. Worst part was I didn't save it. :([/QUOTE]
always use autosave
[QUOTE=Technopath;16668068]Doesn't divide by zero imply that the result is both positive infinity and negative infinity, so dividing something by 0 implies that the result is every number possible.[/QUOTE]
Dividing by zero generates a number that is infinitely [B]small[/B]. Go figure.
:byodood:
[B]Edit[/B]
Damn, I'm stupid. I was thinking about derivative :downs:
Dividing by zero is zero
:byodood:
Oh shnapp if that was ever compiled, it'd create a leak in the real world
:byodood:
:byodood:
[QUOTE=SEKCobra;16674065]Dividing by zero is zero[/QUOTE]
6 divided by 0. How many zeros go into six. NONE! :saddowns:
[QUOTE=Technopath;16668068]Doesn't divide by zero imply that the result is both positive infinity and negative infinity, so dividing something by 0 implies that the result is every number possible.[/QUOTE]
So if there is a negative amount of infinity, and a positive amount of infinity, wouldn't that make a neutral infinity, 0?
Dividing something by nothing means there was nothing to divide anything by nothing anyway :byodood:
[QUOTE=nardix;16674999]So if there is a negative amount of infinity, and a positive amount of infinity, wouldn't that make a neutral infinity, 0?[/QUOTE]
No, only if you add them together :downs:
Damn you Lime, you're too smart.
[QUOTE=LimEJET;16674018]Dividing by zero generates a number that is infinitely [B]small[/B]. Go figure.
:byodood:[/QUOTE]
What are you on about?
1/0.000000...1 = +infinity
1/-0.000000...1 = -infinity
[QUOTE=Technopath;16690458]What are you on about?
1/0.000000...1 = +infinity
1/-0.000000...1 = -infinity[/QUOTE]
No offence, but why is everyone caring so much about dividing by 0?
Wead du fred.
The OP's attempt to hollow failed. Mine was successful:
[img]http://i27.tinypic.com/xonznp.png[/img]
[QUOTE=SnakeFace;16698484]The OP's attempt to hollow failed. Mine was successful:
-Snipped for hueg-[/QUOTE]
I can see the edges. Do it again with the brush the OP had.
[QUOTE=Technopath;16690458]What are you on about?
1/0.000000...1 = +infinity
1/-0.000000...1 = -infinity[/QUOTE]
What [I]were[/I] I on about? You're right, I'm wrong.
[QUOTE=LimEJET;16698757]I can see the edges. Do it again with the brush the OP had.
What [I]were[/I] I on about? You're right, I'm wrong.[/QUOTE]
hollowing pretty much undid the effects of subdividing.
[QUOTE=SnakeFace;16699899]hollowing pretty much undid the effects of subdividing.[/QUOTE]
Ah.
HOLY SHIT! That is epic. :byodood:
Now compile.
[img]http://img207.imageshack.us/img207/2854/screen1qnn.png[/img]
[img]http://img41.imageshack.us/img41/244/screen2mmw.png[/img]
[img]http://img232.imageshack.us/img232/5992/screen3rvd.png[/img]
Not really as pretty as expected, mainly due to the fact it doesn't draw the places where the window
squares meet properly like Hammer does. :v: And I couldn't compile it very high-poly either, due to
the fact Hammer whined about the max brush faces.
It looks brilliant in hammer.
Make it an entity of func_reflected_glass. :v:
I mean... :q:
[QUOTE=Sourcegamer8;16717236]Make it an entity of func_reflected_glass. :v:
I mean... :q:[/QUOTE]
I can't, I have to tie the whole thing to a func_detail so that it can even run with areaportals. :v:
More content!
[img]http://img30.imageshack.us/img30/8630/screen5bmo.png[/img]
My friends and I had a giant rainbow torus zero-gravity airboat battle (zero-gravity so that you could
literally drive up the walls and stay put even on the ceiling, because your forward momentum against
the curve would hold you there.) It was pretty disorientating and trippy after a while, but SO AWESOME.
Edit:
Okay, seriously, who is spamming this thread with "dumb"? It's getting a bit annoying now.
It's an exploit/bug with the forums. Even the newest post you make gets a box.
[QUOTE=Lord Ned;16717825]It's an exploit/bug with the forums. Even the newest post you make gets a box.[/QUOTE]
Hoo boy. :V
Anyway, I don't really have any more ideas with the whole torus thing, but I was maybe thinking putting toruses in toruses.
And maybe putting some toruses in those.
And - *spasm*
[QUOTE=SolarGames;16717850]Hoo boy. :V
Anyway, I don't really have any more ideas with the whole torus thing, but I was maybe thinking putting toruses in toruses.
And maybe putting some toruses in those.
And - *spasm*[/QUOTE]
:byodood:
RELEASE!
It would be epic to combine multiple of them for some kind of deathmatch or CTF.
[QUOTE=SolarGames;16717766]I can't, I have to tie the whole thing to a func_detail so that it can even run with areaportals. :v:[/QUOTE]
All entities are skipped by vvis =/ not just func_detail
-snip-
[QUOTE=hiyougami;16719880]All entities are skipped by vvis =/ not just func_detail[/QUOTE]
I said "areaportals". Areaportals are run in vbsp, not vvis.
[code]
** Executing...
** Command: "c:\program files\steam\steamapps\steveflanagan\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\steveflanagan\half-life 2\hl2" "C:\Documents and Settings\Sean.06BE97858926487\Desktop\gm_giant_torus"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\steveflanagan\half-life 2\hl2\materials
Loading C:\Documents and Settings\Sean.06BE97858926487\Desktop\gm_giant_torus.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2566.6, 2195.2, -6002.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 13804:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2630.4, 2103.3, -5994.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 13804:
[/code]
See? VBSP starts complaining about portal errors, VVIS didn't even start yet.
surround it by a space skybox texture and i want it!
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