471 Results
It doesn't *sound* that good because the other theater map looked shit. It certainly *looks* good though.
BmB Level Design Reply
If you want to match the angles and colour of those shadows to the light_environment you'll need a shadow controller. Dynamic shadows are cast by props themselves regardless of light situation. Some games like Dark Messiah and L4D have extra code to adjust them on the fly if ...
BmB Level Design Reply
Are you sure you've fixed the leak proper, because it still says leaking in the log.
BmB Level Design Reply
Add a see through render effect and voila: portals? :D
BmB Addons Reply
What would be cool would have been if you'd made a functiona lhelicopter with the fin tool.
BmB Garry's Mod General Reply
Gotta try that out on UT2k4!
BmB Level Design Reply
Honestly all Portal 2 is is more detail, more shaders and more dynamic shadows.
BmB Level Design Reply
I'm pretty sure I saw something about the Xbox being able to tesselate the required level of polygonal detail from a vector base model somewhere.
BmB Programming Reply
NURBS. You could render a geometric shape without converting to polygons, however this would be very slow and done in software as graphics hardware only accelerates polygons. And most offline software renderers are probably made with polygons in mind. [editline]22nd December...
BmB Programming Reply
Panoramas are piss easy these days, just find some panoramic stitcher program that does what you want, take a fuckton of pictures making sure to cover every angle, plug it in and let the stitcher do it's thing. Oh yeah, don't use autofocus, don't use autocolour, don't use aut...
BmB Level Design Reply
Indeed, CellFactor ran pretty fine on CPU's too unless it was something that could tear apart.
BmB Level Design Reply
Are you guys completely retarded or what? Why would you go to the extra trouble of using seperate channels to save on memory instead of just using a single channel format jesus how hard can it be to follow a conversation of more than 10 words?
BmB Level Design Reply
You don't have permission to view this result. It's probably in a forum that your account has no access to.
[QUOTE=Firegod522;26788878]Its per channel.[/QUOTE] That's the thing, greyscale colour spaces have only a single channel.
BmB Level Design Reply
Why would you use a colour format for greyscale in the first place?
BmB Level Design Reply
This is maybe a bit ambitious, but I think having multitrack animation capability in lieu of the animation blending of faceposer would be very, exceedingly useful even.
BmB Developing Reply
Something like the adv dupe preview maybe colour coded for temporal directionality would be nice.
BmB Developing Reply
If Garry's mod was perfect everything would be interoperable and everything would be downloadable on server join. But now nothing works with anything and you have to download a fuckton of mods, probably through SVN just to join a server.
BmB Garry's Mod General Reply
Speaking of, I'm not sure what exactly the UI uses for drawing and how one might prevent that from showing up when recording, short of just cropping it out. Maybe I should just add a long blank frame in the beginning so I have time to hide to UI after pressing play?
BmB Developing Reply
[QUOTE=Snakess;26666483]Yeah there would, you move your mouse slightly to click that confirm button, then just leave the clicker on again until it comes up again. You would still click a hell of a lot faster with an auto clicker.[/QUOTE] What confirm button did you even re...
BmB Programming Reply
[QUOTE=nivek;26661389]You can still use an auto clicker for that, you just need to move the mouse...[/QUOTE] Wouldn't really be a point to having an autoclicker for that though. It's probably the best solution.
BmB Programming Reply
Half lambert, ssbumps, cube mapped bump reflections, the special skin shader, not to mention the water, there's plenty to choose from. Phong however is a fugly overrated piece of, don't know why everyone jizzes over it. The beauty of the other shaders is how much they accompl...
BmB Level Design Reply
Um, Source has some pretty nifty shaders.
BmB Level Design Reply
Why is that even a displacement, it's flat.
BmB Level Design Reply
[QUOTE=HiddenMyst;26594332]Get nDo for photoshop and paint them manually to suit your texture exactly as you want it.[/QUOTE] Well it'd be more intuitive to paint a heightmap and turn it into a normal map than painting a normal map.
BmB Level Design Reply
[QUOTE=-Headcrab-;26559181]Running hammer on half-life 2 2009 works. [editline]8th December 2010[/editline] I have reinstalled ep2 and the sdk. [editline]8th December 2010[/editline] I want fucking faceposer![/QUOTE] Reinstalling does nothing, it's Steam. Start deletin...
BmB Level Design Reply
There are maps for hl2dm and portal that rotate the geometry. It has it's limitations but can be made to look pretty seamless. But yeah, down is always down unless you mod it.
BmB Level Design Reply
Exactly. Lightmass does that better. But Source for some reason had the best one around for a while.
BmB Level Design Reply
UDK. Vrad may have had an advantage with radiosity before, but after lightmass that advantage has evaporated.
BmB Level Design Reply
[QUOTE=Lord Ned;26554958]There's a difference between "detailed", and having lots to do. You can have a very undetailed map but a very 'detailed' layout that leaves the player lots of places to explore, places to poke into, etc. This still entertains the player even without th...
BmB Level Design Reply
What other pictures? It's two completely different kinds of lights.
BmB Level Design Reply
That's because it's not the same things going on. One is per vertex from vrad lights the other is per pixel from projected textures.
BmB Level Design Reply
There isn't anything to disagree with the models are receiving per vertex lighting right there.
BmB Level Design Reply
[QUOTE=Zally13;26536561]I'm talking about the models, unless I'm misreading what you're saying.[/QUOTE] It is possible though, here's a screenshot from Episode Two: [media]http://imageshack.dk/imagesfree/5Ku93562.jpg[/media]
BmB Level Design Reply
The shadow on the model is from an [url=http://developer.valvesoftware.com/wiki/Env_projectedtexture]env_projectedtexture[/url]
BmB Level Design Reply
Eh, Alien Swarm's system is just direct lighting with no radiosity and liberal use of bloom and projected textures with dynamic shadows. [editline]7th December 2010[/editline] [QUOTE=Zally13;26536460][media]http://playstationlifestyle.net/wp-content/uploads/2010/06/Porta...
BmB Level Design Reply
Pretty sure Portal is main branch.
BmB Level Design Reply
Let's see them upgrade all of HL2 through TF2 with "Source 2011" and break even more shit though.
BmB Level Design Reply
[QUOTE=Disseminate;25750626][url]http://www.facepunch.com/threads/1003812-HOW-TO-Upload-Your-Maps-To-Toybox?p=25303444&viewfull=1#post25303444[/url][/QUOTE] It's not about what Garry thinks it's about what Valve thinks. If it was Garry's content you were porting then his opi...
BmB Level Design Reply
[QUOTE=Freakie;26491589]Oh crap, fixing.[/QUOTE] Cave lightning would be cool though grab the idea before anyone else does!
BmB Level Design Reply
Which entity leaks in the compile log and where does the line point to? [editline]6th December 2010[/editline] Why is that dumb? That is how you find out what is leaking yes?
BmB Level Design Reply
Unless the model is huge it's not going to be noticable. Can always use the model lightmap switch. [editline]6th December 2010[/editline] Dynamic lights are entirely unrelated to the detail of maps btw. Though I would like to slap an ambient fill light on the end of that fla...
BmB Level Design Reply
More details modelled in 3D over putting them in a texture. Higher resolution textures with less stretching. Better light simulation in Vrad, something like what lightmass can do. Better seperation of materials so things that look glass are glass etc. More breakable things. Hi...
BmB Level Design Reply
Try rolling back a DX version or using low shaders?
BmB Garry's Mod General Reply
[url]http://www.google.com/support/youtube/bin/topic.py?topic=16560[/url]
BmB Level Design Reply
Moar content less derailing about the derailer plox.
BmB Level Design Reply
Pretty good, if a little low res on the texture side of things.
BmB Level Design Reply
[QUOTE=WebOfTrust;26340710]WMM can do 1080p in one click assuming it isn't the Windows XP version[/QUOTE] Virtualdub can do 4k, or any resolution really. Your point?
BmB Level Design Reply
I think the subtle refraction of glass + water + air looks far better than the wavey shit. Not to mention it also looks like you would expect it to rather than making you question how retarded the graphics artist (of the bioshock water) is. [editline]28th November 2010[/edi...
BmB Level Design Reply
A bit simplistic.
BmB Level Design Reply
4 if you want it overly detailed surely?
BmB Level Design Reply
ITT: make Black Mesa, win? :P
BmB Level Design Reply
If you're scaling anything but a box, rule of thumb: use vertex editor.
BmB Level Design Reply
[QUOTE=IronPhoenix;26227576]Except that nothing in that sentence was spelt wrong.[/QUOTE] [img]http://www.holosfoods.com/prodimg/431700b.jpg[/img]
BmB Level Design Reply
that's some pretty big wheat.
BmB Level Design Reply
[QUOTE=Firegod522;26215674]You have to make your own. There is no pre-made one.[/QUOTE] Well there are wheat fields in l4d if that's what you're mapping for.
BmB Level Design Reply
Could we do away with the stupid waves on glass fad for once?
BmB Level Design Reply
A new, good, non faggy spyro game would rock my socks. Fuck Elijah Wood and fuck srs business dark story shit and fuck talking sparx. (And fuck ugly new spyro)
BmB Level Design Reply
[url]http://developer.valvesoftware.com/wiki/Category:Level_Design[/url] should come in handy as well.
BmB Garry's Mod General Reply
Third seems to be best exposed. And is the most believable. I'm not sure how you did these, but you probably fucked with the gamma for the other two.
BmB Stuff You've Made Reply
Maybe if you upped the levels to Source standard of graphics.
BmB Level Design Reply
No, people have to learn that SVN is not a distribution method.
BmB Garry's Mod General Reply
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
[QUOTE=ROFLBURGER;24759592]I think it would be buggy on tools that hasn't come with garrysmod. Because I think you would have to recall all the variables that was once on that constraint/spawned entity, like the constraints position and other variables. It would also be lagg...
BmB Garry's Mod General Reply
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
It's easy to set it to compile for C. I think the problem with the lack of documentation is they figure the kind of people who want to set it that way already know what they are doing.
BmB Programming Reply
One unit is .75 inches for geometry, 1 inch for people. Add in standard texture sizes for extra confusion.
BmB Level Design Reply
This is hilarious. ITT: Noob comes on with shit and pretends to be the only one who knows about 3D.
BmB Modelling Reply
[QUOTE=Kurit;23851094]That's the look I'm going for, A CGI looking Eye. I'm advertising it on L4D characters but who cares? I'm showing you the eye, not the characters. Go troll someone else.[/QUOTE] Should have used TF2 models then.
BmB Modelling Reply
Looks completely unrealistic.
BmB Modelling Reply
You are no Breen.
BmB Level Design Reply
Haven't you run out of combinations of "grass" "build" "struct" "water" and "flat" yet?
BmB Level Design Reply
[QUOTE=Cuel;23786292]not really, he didn't say anything informative carve hasn't been accepted by the community nor by valve, since hammer 3.3 and probably even before that. all carve does is showing other people what a terrible mapper someone is. clip & vertex manip. a...
BmB Level Design Reply
He's saying this is computer illiterates who think they know things v6.
BmB Level Design Reply
Then explain my screenshots.
BmB Level Design Reply
Either use an NPC clip or look at the deima example map to see how they did it.
BmB Level Design Reply
[QUOTE=Firegod522;23771187]You aren't making the arch right. 1024x1024 with 360 degrees makes the complete circle 1024x1024. 1024x1024 with 180 degrees makes an arch, so that would end as 1024x512 If you want to make it higher make the height of the brush twice the size of ...
BmB Level Design Reply
If you scale it, it could go off grid.
BmB Level Design Reply
No shit.
BmB Level Design Reply
It makes a perfect half circle if the block tool is a perfect square from the top view.
BmB Level Design Reply
[QUOTE=Firegod522;23764540]Now that I look at it. It looks like you did something wrong;[/QUOTE] I did exactly what you see in the image. [editline]12:15AM[/editline] [QUOTE=Yiffox;23765019]This is where you are doing it wrong.[/QUOTE] [img]http://imageshack.dk/imagesfre...
BmB Level Design Reply
If you make it half sized a half circle will get squeezed. Look again Firegod, not only is it oriented towards to the top viewport no matter what, it also [i]distorts[/i] the shape and [i]exceeds[/i] the boundaries of my designated area. In fact it is entirely [i]offset.[/i...
BmB Level Design Reply
[QUOTE=Firegod522;23757584]I can do it in any viewport and any degrees and it would still work. [img]http://img833.imageshack.us/img833/4273/41163732.jpg[/img][/QUOTE] Nope. [img]http://imageshack.dk/imagesfree/r0887486.png[/img]
BmB Level Design Reply
[QUOTE=Firegod522;23751477]Arch tool always works for me... [img]http://img341.imageshack.us/img341/3247/68443440.jpg[/img][/QUOTE] Yeah sure, when doing exact circles. From one viewport.
BmB Level Design Reply
[QUOTE=Magman77;23735318]Arch tool -> Multiple sizes -> So much fucking better looking in 2d and 3d (3d for texturing.)[/QUOTE] Arch tool never bloody works.
BmB Level Design Reply
Make a bomb you can ride. :D
BmB Level Design Reply
Func_detail that shit and it will probably compile fine. [editline]09:15PM[/editline] I'd like to see you clip that btw.
BmB Level Design Reply
[QUOTE=Firegod522;23730435]:barf: [editline]10:41AM[/editline] I could do that in clip and be a lot neater.[/QUOTE] Source doesn't care how neat you are. [editline]06:44PM[/editline] Same to above, nothing wrong with either solution. And one requires you to fidd...
BmB Level Design Reply
Yeah whatever, cuboid.
BmB Level Design Reply
Cylinders work too. But you might have to func_detail the result. Which you should with anything cylindrical anyway.
BmB Level Design Reply
Inb4 standard neutral response to the word "carve" without second thought given to either the OP or any other post. Congratulations you are now as smart as a spambot.
BmB Level Design Reply