Nevermind. Accidental post
Sandbox - Literal Version. Giant neon toys all over the place and giant feet that run around stomping you.
[QUOTE=Andech;23505092]I would, but I'm reletively new to the forums, and I don't know how to post pictures. And I did decompile a bsp.[/QUOTE] Well theres your problem. Don't decompile unless its for learning, it messes stuff up.
Their textures are unlitgenerics
But hl2's and portal can.
The entity isn't your leak. Load your pointfile and fix that black spot
[QUOTE=Psychokitten;23429425]What they really need to do is increase the ent. limit and the hammer grid size. Would :nsfw: if they signifigantly increased those.[/QUOTE] The only reason they would do that is for gmod so they won't Oh well, gmod gets boring anyway
I'm most excited for DOF. I'm also a photographer and I spend time seeing how vision works vs a camera, and that is one of my biggest beefs with the source engine. It can't look realistic because everything is in perfect focus. Good to see that valve is finally seeing they nee...
Use the water_movingplane texture. It can be tied to a func_water_analog but still refract, be see through, and have proper reflections. Unfortunately it doesn't have fog.
No it wasn't that map. I don't know, maybe my memory is just screwed over.
NO NO NO NO NO You have to have straight lines be only one face. Merge the points that won't change the geometry
This looks very familiar. I'm sorry if I'm wrong but this looks plagiarized. Again, If i am wrong, I sincerely apologize. I just seem to remember a GGB with those sun ray things and the car crash. [editline]06:25PM[/editline] Or maybe you just posted it here before, or maybe...
Its a prop with -textureshadows.
Try running just LDR. Then later you can just compile HDR onto the bsp
I get the feeling you don't know how to optimize then Learn how, Eh?
Whats not working? do they work until you pakrat them? Maybe you aren't pakrating the subfolders, and rather, just the files
Thats your problem. Should be VMT
[QUOTE=Pj The Dj;23261279]It takes time to understand the bsp format and the way brushes work with it, then learn it, then master how to exploit it to pieces so we can make maps that hold up in 2010. I would say it has the same start up of any editor ever. First you need to wo...
Yeah Thats a really bad map. Could be done in literally 2 minutes
I remember something about this being a viewport glitch
No it works outside too. But it would shift a little if you go inside the water brush. And there would be the no gravity and stuff Thats more if you have no reason to go down there and you make a clip brush.
Meh, thats why you do your own shaders
[QUOTE=brerben;23218235]You are correct, expensive water doesn't work in the 3D skybox. However, cheap water using a reflection pulled from a cubemap will work with good results[/QUOTE] Except that it will move when you do/turn when you do. I though expensive water does wo...
I was waiting for someone to ask that :D [url]http://www.youtube.com/watch?v=MaCZN2N6Q_I[/url] Watch the whole thing, even though its at the end. Good song btw.
Check what directory the propper compile tools are in. Sounds like they are in a locked folder to me. Windows vista?
env_screenoverlay with debug/yuv as the texture. Reference: [url]http://developer.valvesoftware.com/wiki/Env_screenoverlay[/url] And next time post in the Sticky
I have to agree. UDK might be more streamlined and easy to use, renders stuff faster, and outrank hammer in most stuff, but when it comes to outright realism and aesthetics, with enough time and effort source wins no question
Its no easier, but it wasn't hard in the first place. Extract the models and textures from their respective GCF's and put them in your css folders, respectively
Thats more for learning how a specific entity works though. Although they do have some very nice tutorials
[QUOTE=minilandstan;22983082][b]This is the GMOD section[/b] But I guess we could add this in too.[/QUOTE] At least they won't be posting their stuff in the other threads anymore
Theres a reason. Flickering lights will never look good because their bounces aren't compiled as accurately.
using the water_movingplane texture would have made it look better. Its cheap, but still decently sexy
[QUOTE=magravn;22919179]Allright, I'm [B]not[/B] editing, but I've tried with some different texture combinations. And I don't think any one of them fits. [img_thumb]http://filesmelt.com/dl/fp_houce00001.jpg[/img_thumb] [img_thumb]http://filesmelt.com/dl/fp_houce0001.jpg[/im...
[QUOTE=Twistedlink07;22893354]the main reasons i didnt take screens is because A) the work im doing is interior and it is in really early development, im takeing it 1 building at a time and it takes awhile for me to get everything the way i want it and B) [B]the map is a map...
[IMG]http://img25.imageshack.us/img25/1368/21885893.png[/IMG] I don't work like this... It's hard for me to extend on other people's work for some reason. No changes, just use previous link
Hes gone unfortunatley. We sent such a big storm of **** at him he left again. He'll be back. (unfortunatley)
I understand now. 3kliks is actually crying himself to death, while trying to use his shitty logic to prove that hes not a failure. Look 3kliks, where are you getting the fact that we are noobs. (Noob derives from newb, which derives from newbie) Most of us have been here a ...
3kliksphillip always brings out the worst in everyone. There are those that disagree with his methods and have certain opinions about things, and then there are those that think his methods are fine. They get angry, and the thread turns into a storm of shit :fuckyou: And ne...
[QUOTE=Legend286;22751773]Hollowing isn't even carving, all it does is make brushes for you the width you specified and deletes the original block. Unless you're careless, there's nothing wrong with it. I'd rather make my brushes manually though.[/QUOTE] Get your facts straig...
In at least one of his videos he teaches you to make a skybox by hollowing a massive box.
He suggested hollowing. Thats carve.
Putting it up on garrysmod.org, then chatting the link to them rather than making a post about it. And it needs a lot of work.
Can we see your vmt
Cubemaps. Put them near the surfaces that are tinted. (your skybox seems to have a default cubemap, and those surfaces have strong specular reflections. You didn't build your own, so its reflecting the skybox everywhere.)
Did you break it first?
Maybe give us a little break, eh? Wait until the voting's done? Also, what theme should it be? How about oil (interpretable however) in honor of BP and halliburton's little oopsie.
You can drink. Its customary to get excrutiatingly drunk on your 21st birthday. Its pretty much a rite of passage
SGU huh? I would try it by adding a velocity resistance with a negative value (if source has that) That should make the particles increase speed as time goes by.
Look people. I don't care if you talk about other engines. But there's a proper place to do it. Right [B][url=http://www.facepunch.com/forumdisplay.php?f=110]here[/url][/B] And don't come back until you want to discuss the source engine. [highlight](User was banned for ...
Absolutely not. If you look at the forum structure it says "Home > :siren:[B][highlight]Garry's Mod[/highlight][/B]:siren: > Mapping If you want to post something from another engine or game, go do it in the video game section, not this one. [B]edit[/B] Also, adding to wha...
NO NO NO NO I used to think there was a "proper" way to carve. There isn't. Just use the vertex manipulation tool.
[QUOTE=juGGa;22516488]-snipped- There is many detailed tutorials for Hammer. I pretty much learned everything from that channel.[/QUOTE] Not this. This teaches you the wrong stuff. I don't want to start a flame war, but seriously, start out without EVER using a 3kliksp...
Here's why not. I would rather only pay 10-20 bucks for ep2 than pay 50 bucks for this. It uses much more processing power and graphics card capability, so not everyone can run it, especially not fast. Why would we map for NS2 when we want to make stuff for source. It's no...
Stargate map? Sorry if I'm wrong it just looks like that second thing is a ring transporter
[QUOTE=creepyman;22498749]i loathe you all :) a forum is for disguising things not thinking 21 year old people are children i was in a hurry so stop being bitches no offense but really stop[/QUOTE] I wasn't implying you were a child, I was implying that the majority of the ...
No worries. ask anything anytime.
No I'm implying that he is a prepubescent child.
Yeah don't listen to tutorials about water, no entities needed.
Yeah the func_water_analog is your problem. There is no reason to use that unless you want to make the water move (on a planar axis). So just remake it and you should be good. The people that tell you to tie it to a func_water_analog are idiots. sorry for calling it func_w...
Regardless of the fact that this forum is a forum and filled with prepubescent children (Justin Bieber!) doesn't mean it doesn't make you sound like an idiot when you don't use apostrophes, commas, don't capitalize (especially your I's,) when you shorten your words, and when y...
You tied it to a func_water_analog didn't you?
[QUOTE=geogzm;22487681]neither wiki or the op explain that very well [editline]04:42PM[/editline] I mean I know motiontracking but how does this help with it[/QUOTE] It lets you put floor textures and wall texture on the right plane, or track it to a 3d scene so the c...
Well I'm not sure, I was thinking of using manual track points in AE. But in mocha it might be different, I haven't used mocha much
The textures could have a bit more contrast, and track points at further intervals (If you move to fast, the tracker will switch which tracker its stuck on) And it would actually be better as just a plain hollow box, no supports and stuff. But its a good concept, all the other...
Try path_tracks instead.
I remember when I though there was a correct way to carve. Boy was I an idiot :D And I remember like the 5-10 people in the two years that I have been here that have actually have had good first maps.
I would use parenting, and the brush entity I would use would definitely be func_tracktrain. I get the feeling that you want it to go to multiple floors. Theres a tutorial on half wit 2 somewhere. :siren:For an elevator, most of the time you should be using func_tracktrain, bu...
Actually at the moment the ep1 configuration looks like that. Just use CSS or a source 2009 game.
Looks like its just Ep1 CSS works fine, so do the 2009 configs. Try using something else for the time being
*sigh* valve needs to start bugtesting BEFORE they update, those bastards. Have you tried a config under 2009 engine?
Are you using the gmod config? Or is this something else that valve borked.
No this is something different I'm pretty sure. This looks more like what happens when you try to use the gmod config. [editline]10:21PM[/editline] Unless the update I didn't restart for like 3 hours ago broke something new.
it should be I've done it alot. Oh you know what, what are you using to trigger it If its a trigger_once or a trigger_multiple, you use !activator
Im not likely to log onto your website to find out two words that explain why a map has unimpressive mapping, not compiled, horribly repeating textures, and absolutely no optimization? And its not big. 90% of spacebuild mappers use the entire grid in their maps, so yours can'...
He ported models or had them made. Or he made them himself because hes a beast. They weren't made in hammer zapding. I actually took the 5 minutes to check.
I dont think anything stops a nuke but distance. Dont take my word on that though
You don't have permission to view this result. It's probably in a forum that your account has no access to.
Cool. I remember playing on this map it was pretty fun I say yes, finish it.
Its not that we want it. Its just that if you are going to post it in releases, we expect a download. If its a WIP and you just want to show off post it in the main section or the pimpage thread
You can, but there is a minimum size
[QUOTE=SumDude;22234965]Well it's been more than a year now, do you think you can start this up again? Also, the link to the kit is broken.[/QUOTE] He's not going to finish it. I learned the hard way that bynari doesn't do what other people want, only what he does. (I beg...
[QUOTE=laptopman;22168898]Realistic detail sprites[/QUOTE] Please?
Sculp tool is nice, it's easier to use than the original, and carve is only good for making noise.
Realistic detail sprites
props work better than a brush.
The resonance cascade is not necessarily the black mesa incidence. It's anything that changes the world so much so fast that looking through it either way you do not recognize life before/after the incidence. I think I would be fun to not have it have to be the combine taking ...
Most of the ones that are tropical blue are custom made
I'm pretty sure its the nolod and not the nonexistent ignorez thats causing it.
Its the $nolod 1 dont use that in the vmt, just check no mipmaps and no lod in the vtf [editline]09:42PM[/editline] [QUOTE=Magman77;21997800]Isn't it "$ignorez" "1" ?[/QUOTE] That would only cause it to ignore the far z clip plane, which would do no good in this case
:420: Helllll yeahhh
I had an idea to make the ai nodes slightly less dodgy. Ad BLOCKLOS brushes parented to the wall panels. That should make it so the ai roams around, but doesn't try to walk through a wall. also just adding 1 node in each square should do fine (if thats not already what you've ...
Do you mean grayscale? Or do you mean like Only two shades
I love this map. But without other people its kinda lame. especially since npcs just stand there. Node it, and ad an npc clip on top of the maze, and i will be your slave