Alien Swarm: Source Megathread v2 - what's in these eggs OH GOD
913 replies, posted
[QUOTE=K1ngo64;23680925]Here's a map I made yesterday. It is actually quite fun playing with a group of friends.
[B][URL]http://filesmelt.com/dl/asw_queen1.rar[/URL][/B] only 1.2mb[/QUOTE]
[img_thumb]http://i.imgur.com/IfqFK.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/odRqH.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/cLtnU.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/xhSSN.jpg[/img_thumb]
Another screendump
I think he wins the prize for most obvious boss room.
[QUOTE=djshox;23677433]fuck you drones
[IMG]http://img441.imageshack.us/img441/8351/alienswarm2010072800322.jpg[/IMG][/QUOTE]
What map is that?
[QUOTE=Talishmar;23671393]For every file? Wasn't there a way to change VTFEdit?
And sure if there are new features in 7.5 they will be unusable.[/QUOTE]
I have a Python 2.* script that changes every vtf version in a folder if it's too recent:
[code]#lowerVTFVersions.py
#Script by Met48
#Place in tf/materials before running
import os
import struct
from os.path import join
unchanged = 0
changed = 0
print "Modifying files within", os.getcwd(), "(including subdirectories)"
raw_input('Press enter to continue.')
for root, dirs, files in os.walk(os.getcwd()):
print "opening" , root
for name in files:
if 'vtf' in str.lower(name):
f = open(join(root,name), 'r+b') #Open to read & write in binary
if 'VTF' == f.read(3):
#Get version number
f.seek(5,1)
ver = ord(f.read(1))
#Correct
if ver>=5:
f.seek(-1,1)
f.write(struct.pack('i',4))
print '*\tchanged', name, " (was VTF version", ver, ')'
changed+=1
else:
print '\tskipped', name, " (VTF version", ver, ')'
unchanged+=1
print ""
print "Done! Changed", changed, "out of", changed+unchanged, "files!"
print ""
raw_input('Press enter to exit.')
[/code]
I haven't actually tested it for Alien Swarm specifically, but it should work. Just save it as lowerVTFVersions.py, extract the materials you want to update to the same folder (or any subfolder), then run it.
I played the offline practice and the part where you go down the elevator and the game shifts into slow motion with blinking lights and fast paced music was brilliant.
Yay, got the models working in game.. Screenshot soon..
Screenz :
[img]http://img44.imageshack.us/img44/7276/showoff010006.jpg[/img]
[img]http://img443.imageshack.us/img443/4897/showoff010003.jpg[/img]
Ahem, I'm using Romka's Gordon model, so I won't release it without his permission. Credit him for this model :)
Just finished a big tile for my City17 tileset..
[URL]http://img709.imageshack.us/gal.php?g=city17a.jpg[/URL]
Btw those models look great ferdam. ;)
Now if only I could get player models to compile. :argh:
I'm having problems generating levels in the Tilegen. I always get this same error message in console when I try to generate layout:
Beginning generation with random seed 492556797.
Chose room candidate 1x1_rooms\1x1_crossroads at position (60, 20).
Transitioning to state GenerationStep_07.
No more room candidates to choose from.
An error occurred during level generation.
And I should have enough room candidates because this happens with the example tileset too.
I've got a problem with projected textures. (flashlights and env_projectedtextures)
They don't create shadows and shine through everything.
I used to have med-low shader and effects settings but setting everything to high doesn't help either.
[QUOTE=ferdam;23696823]Yay, got the models working in game.. Screenshot soon..
Screenz
[images]
Ahem, I'm using Romka's Gordon model, so I won't release it without his permission. Credit him for this model :)[/QUOTE]
awesome stuff! but one thing, the Gordon model doesn't really fit in with the other guys. is there other ones you can try out?
[QUOTE=Talishmar;23727688]I've got a problem with projected textures. (flashlights and env_projectedtextures)
They don't create shadows and shine through everything.
I used to have med-low shader and effects settings but setting everything to high doesn't help either.[/QUOTE]
That's due to the dynamic shadows using a branch of env_projectedtexture
[QUOTE=Shounic;23729344]awesome stuff! but one thing, the Gordon model doesn't really fit in with the other guys. is there other ones you can try out?[/QUOTE]
Well, just finished Zoey port, it looks ok from distance..
And yeah, I think I can port all HL2 Characters. Which ones would you like to see ported ?
When you port these characters, does it replace the player models in game or will it be able to replace them specifically to a map?
Probably replaces them ingame.
[QUOTE=ferdam;23736382]Well, just finished Zoey port, it looks ok from distance..
And yeah, I think I can port all HL2 Characters. Which ones would you like to see ported ?[/QUOTE]
Why not port the Combine? Officers would be Elites, Special Weapons would be Shotgunners, Techs/Medics would be your basic Soldier, and whoever's left would be a CP/Prison Guard.
[QUOTE=eatdembeanz;23742240]Why not port the Combine? Officers would be Elites, Special Weapons would be Shotgunners, Techs/Medics would be your basic Soldier, and whoever's left would be a CP/Prison Guard.[/QUOTE]
o.O, already ported a Combine, but yeah, I had in mind porting all combines...
Trying to port Pyro, but I'm pretty sure I'll fail hard because their Bone Structure have some differences..
[QUOTE=eatdembeanz;23742240]Why not port the Combine? Officers would be Elites, Special Weapons would be Shotgunners, Techs/Medics would be your basic Soldier, and whoever's left would be a CP/Prison Guard.[/QUOTE]
I think the Elites should be the Medic, due to the white color.
The Metrocop could be the Officer. The Soldiers the Special Weapons, and the Prison Guards would be the Tech guys...
That's just me.
Anyone know how to move the reload bar to the crosshair/cursor/centre of screen?
[QUOTE=ThePunisher1;23744920]Anyone know how to move the reload bar to the crosshair/cursor/centre of screen?[/QUOTE]
asw_fast_reload_under_marine 1
Haha the Pyro, rebel, and zoey look so out of place.
[QUOTE=superdinoman;23745339]Haha the Pyro, rebel, and zoey look so out of place.[/QUOTE]
Yeah, Zoey port is fucked up... Also, it was just a test..
Trying to import heavy.. Let's see how buggy it will look like..
[QUOTE=ferdam;23746785]Yeah, Zoey port is fucked up... Also, it was just a test..
Trying to import heavy.. Let's see how buggy it will look like..[/QUOTE]
So what other models are you going to do, and may I ask where are the alien swarm character models at?
[QUOTE=superdinoman;23746951]So what other models are you going to do, and may I ask where are the alien swarm character models at?[/QUOTE]
Inside pak01_dir.vpk file, you can find all ASW models (..swarm\marine\marine.mdl)
Also, dunno, I wanted to port some models to ASW, but I don't have a list to do..
[QUOTE=ferdam;23747037]Inside pak01_dir.vpk file, you can find all ASW models (..swarm\marine\marine.mdl)
Also, dunno, I wanted to port some models to ASW, but I don't have a list to do..[/QUOTE]
Thanks been looking for the model files. I think Im gonna give a go at some models.
Got heavy working (a bit buggy, but looks very funny in-game):
[img]http://a.imageshack.us/img441/2759/asijac1landingbaypract0.jpg[/img]
[img]http://a.imageshack.us/img13/2759/asijac1landingbaypract0.jpg[/img]
Pyro bonus :
[img]http://a.imageshack.us/img815/7624/asijac4residential0019.jpg[/img]
Thats just awesome, it looks pretty good too but it almost looks like anything looks good with the nifty shaders and lighting.
Holy crap, are you going to release a tutorial on how to do that?
[QUOTE=G71tc4;23748039]Holy crap, are you going to release a tutorial on how to do that?[/QUOTE]
From what i can tell it seems to be similar to doing an L4D model.
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