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Hey so I'm making this map and I want to use Mafia character models. I found these: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=440025477[/url] And extracted them, the problem is none of them are in references pose so it'd be a pain to re-rig them all. I was hop...
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Compile Mafia 1/2 models with HL2 citizens animations
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[QUOTE=oskutin;48335913]Still missing led effects for the servers. [IMG]http://images.akamai.steamusercontent.com/ugc/631979768154921286/04FF63D8C209E56F9A2D1CB081AF14003A47B09B/[/IMG][/QUOTE] [img]http://www.mobilegeeks.com/wp-content/uploads/2014/12/pirate-bay-servers.j...
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Any Unity developers that have worked with XML or Lists in C# pls help. I'm using [URL="http://forum.unity3d.com/threads/xml-parser-in-c.45447/#post-446924"]this[/URL] which is a rewrite of [URL="http://dev.grumpyferret.com/unity/"]this.[/URL] And I'm trying to adapt [UR...
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First try, nifty little tool. Can't do anything major with it though. [video=youtube;z4g-H85GXDU]http://www.youtube.com/watch?v=z4g-H85GXDU[/video]
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[QUOTE=AeonCastle;47206471][video=youtube;fcjdhbNvJhI]http://www.youtube.com/watch?v=fcjdhbNvJhI[/video] i swear it's not just a still image :v:[/QUOTE] I swear these aren't still images. [t]https://dl.dropboxusercontent.com/u/5479044/Vax/15327879612399091930_2015-02...
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Sorry to post here but I'm wondering what happened to all the SFM threads or any of the other removed Facepunch forums, there were a lot of useful references around here.
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[QUOTE=residntevl;46773619] No one taught Gooseman how to func_detail.[/QUOTE] To be fair, decompiling maps tend to mess everything up. It could be that no hint/skip/areaportals were decompiled. It could have also reverted everything back to a standard brush.
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Uhm, is that gravestone a spoiler for the end of GTA5?
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[QUOTE=glitchvid;46554149]Eh, a number of games have done it before: [video=youtube;NUXQN9XkLHo]http://www.youtube.com/watch?v=NUXQN9XkLHo&[/video][/QUOTE] Max Payne 3 did it so well. Rockstar knows how to make those satisfying details. [video=youtube;PCazKAHc3OY]http:...
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[QUOTE=Lamar;46539316]You were the reason why I recommend that he use the rope_fx particle, whats the name of your mod by the way?[/QUOTE] [url=http://www.moddb.com/mods/keys]Keys.[/url]
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[QUOTE=Giraffen93;46534224][t]http://i.imgur.com/qQFqSTB.jpg[/t] damn it's hard to find already made light textures.. but i guess it doesn't look [I]that[/I] bad.. ropes didn't work that well[/QUOTE] I used a particle system, it worked pretty well imo. [t]https://dl...
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[QUOTE=VIOLATION_SNG;46506507][t]http://i.imgur.com/59g39Q1.jpg[/t] Remind anyone of anything? Hoping I captured the look and tone correctly. Not supposed to be an exact remake though.[/QUOTE] Guessing it's Kraken Base?
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[QUOTE=antimonycat;46434230][IMG]http://i675.photobucket.com/albums/vv117/antimonycat/tndr01.jpg[/IMG] Is there a fix for this yet? (The missing reflections on the skybox water)[/QUOTE] Woah is this that cat RP map that got scrapped so long ago?
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[QUOTE=oskutin;46209182]FP special: [T]http://cloud-4.steampowered.com/ugc/545258778354379155/8E580093025E5FF2D9E03FCDD4C6CFC7086AC947/[/T][/QUOTE] Erm, why does he have a propane tank on his shelf?
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[QUOTE=dai;46185729]fiddling around with vray [t]http://i.imgur.com/z7n4OiS.png[/t][/QUOTE] I've been wanting to make a game with this aesthetic for years. Looks really good.
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Unity is best engine. [img]https://dl.dropboxusercontent.com/u/5479044/%21dontbeats.png[/img]
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[img]https://dl.dropboxusercontent.com/u/5479044/crap.jpg[/img]
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Mods that look like this are nostalgia for me, it's like he forgot to release it five years ago. It looks like Dayhard. I'll probably get around to playing it sometime. Shame it's so buggy. First one never launched for me.
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[QUOTE=Shirky;45673928]So is anyone looking to map for a mod? :v:[/QUOTE] I'd give it a try. Again. :rolleyes:
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[QUOTE=Lt_C;45635516]I guess actually I should post this here too. [img]https://dl.dropboxusercontent.com/u/21161113/lowpoly/fan_floor_ani.gif[/img][/QUOTE] I love your style, please write a tutorial. (fan)
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[QUOTE=Shirky;45634641]For the years Ive worked with arches, Ive never once encountered the problem[/QUOTE] Maybe you've never looked close enough. *bu dum-tst*
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[QUOTE=Hellsten;45633992]And by the next time you load up hammer the verticemonster will have scrambled those again.[/QUOTE] It doesn't matter, when vbsp is compiling it snaps every vertex to the nearest 1-unit place anyways.
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[img]https://dl.dropboxusercontent.com/u/5479044/%21unstparty.png[/img] Haben Delivers. Too bad it'll be years before we can actually use it for a game that doesn't suck.
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[QUOTE=AeonCastle;45594699]Wait, which map did this?[/QUOTE] [t]http://media.steampowered.com/apps/csgo/images/operationbreakout/slides/maps_3.png[/t] You can see it on the left side. I don't know how he did the scrolling fog without scrolling the alpha mask. Or maybe it'...
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[QUOTE=Shirky;45591907]You cant have both expensive water and func_reflective_glass in the same map without causing errors.[/QUOTE] Can't have them in the same visleaf. But how did you do the ground fog come on. Is it like the one in that new CS:GO map, a displacement w...
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[QUOTE=Shirky;45585778]Anyone know of a better way for puddle reflections? Currently using a decal with env_cubemaps [t]https://dl.dropboxusercontent.com/u/4112921/test0022.jpg[/t][/QUOTE] [t]https://dl.dropboxusercontent.com/u/5479044/420_2014-08-04_00003.png[/t] ? I...
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Does anyone have a link to a good rigging and weight painting tutorial for 3Ds Max? All the ones I've found use the humanoid bone thing instead of making the bones from scratch, some of the stuff I'm rigging isn't humanoid shaped and the humans I do have are far too low detail...
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[QUOTE=TheInvincible;45537353]Here's a horror map i'm currently working on. It's been 2 months since i've started it, and i've put a lot of work into it. Any opinions/suggestions will be accepted. [IMG]http://cloud-4.steampowered.com/ugc/73500214510902718/CF314AE3DD3D0EA3AB...
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[QUOTE=Shirky;45478844][t]https://dl.dropboxusercontent.com/u/4112921/stairwell0001.jpg[/t][/QUOTE] Full body awareness? But how?!?
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[QUOTE=ChestyMcGee;45409454][img]https://33.media.tumblr.com/1cfca4de73140b05d666bb4671f2db92/tumblr_n8tjnzVYxg1s32mjoo1_1280.jpg[/img] kill me[/QUOTE] What do you use to model and render with? I've noticed a lot of the Facepunch regulars like you and MaxOfS2D all share s...
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Projected textures are broken, don't use them.
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[QUOTE=The Vman;45052641]Another gameplay vid made by our project lead. Right now we're in deep discussion of how we want to market the game now that R6 is out there. [media]http://www.youtube.com/watch?v=gH-UdSpHbL0[/media][/QUOTE] I'm sorry, this is creative work that...
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Keys: A HL2 Modification
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Armageddon104 General Games Discussion Reply
This whole enhancement mod is a collective consciousness ARG. The game may never come to actual fruition but it will live on as a collective idea inside all of us. In our minds it is real. And we'll keep refining every detail down to every bird and rock model before it is over.
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Anyone know why Source SDK Base 2013 Singleplayer crashes on map spawn?
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I thought it was the style, pretty jazzy sci-fi. I like it a lot. Makes it feel like the city is built crooked/on a curve.
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Can't wait to see those AAA cubemaps reflected in the real level. :v:
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My .qc file. [code]$modelname props_keys/plane01.mdl $scale 1 $body "Body" "smd/plane01_ref.smd" $surfaceprop metal //$staticprop $cdmaterials "models/props_keys" $sequence idle "smd/plane01_ref.smd" $sequence boat "smd/plane01_plane_rock.smd" loop fps 30 $sequenc...
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Help compiling model with animations.
Armageddon104 Modelling Thread
Unless there is something on the back wall not shown I don't see how or why that truck could be there. The garage door is far too low for the truck to fit under too.
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Okay so I see a lot of you guys are messing with UE4. I'm curious. Is there any global option panel like Unity has to set the quality settings of your game? Turn on/off different post processing effects, set what type of AA you want your game to have, start in window/fullscree...
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Guys let's move this mod to UE4.
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What did you change? Add fog or sprites to the lights?
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Please write a tutorial about how to setup the EYE SDK stuff please.
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[video=youtube;EkXhxiVwVD4]http://www.youtube.com/watch?v=EkXhxiVwVD4[/video] Are frag videos allowed here?
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[t]https://dl.dropboxusercontent.com/u/5479044/13010412153939933202_2014-02-23_00002.png[/t] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=231724629]In other news...[/url]
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[url=http://steamcommunity.com/sharedfiles/filedetails/?id=231724629]Sticker fiasco! I made one too![/url] [t]https://dl.dropboxusercontent.com/u/5479044/preview1.png[/t] [t]https://dl.dropboxusercontent.com/u/5479044/preview2.jpg[/t] [t]https://dl.dropboxusercontent....
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It doesn't look much higher quality than the current model. What's the texture size?
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When the train origin hits the first edge of the 16x16 path_track it triggers the OnPass, not in the middle and not at the end. I spent a whole week struggling with that. Also throw some bright sprites and teslas and big sparks into that please and thank you.
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[QUOTE=Yhrite;43820793]Attempting to create a rapture themed map with TF2 assets for Source Filmmaker, anyone know any good uses for models that come with TF2 that would seem fitting for an underwater city? [t]http://i.imgur.com/qvINolX.jpg[/t] [t]http://i.imgur.com/4ySj5pp....
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[QUOTE=kaine123;43805042]I would take the paintings off the wall in the way of the light beams in the last shot. They kind of break with the whole "not-dynamic light" thing.[/QUOTE] I'd change the lighting to just night time. Or just a regular light_env because sunlight do...
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[QUOTE=Stiffy360;43719070]Do not fear I have more dead trees in the work that are more HL2 themed. [t]http://cloud-4.steampowered.com/ugc/702860642434138651/C2946BC9C928B77D4803A5AA09ACA522EFADB054/[/t][/QUOTE] How is everyone making trees now?
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I can see it 100% clearly on my monitor it looks fine this comes up with any post with a dark map.
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[t]https://dl.dropboxusercontent.com/u/5479044/17058324697638240256_2014-01-21_00013.png[/t] [t]https://dl.dropboxusercontent.com/u/5479044/17058324697638240256_2014-01-21_00015.png[/t] [t]https://dl.dropboxusercontent.com/u/5479044/17058324697638240256_2014-01-21_00016.png[...
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I do remember that. It really inspired me and I'd love to see it finished. You should take the underwater skybox from Dear Esther and use it in your map. Even though it's really pitch black down there.
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Reminded me of Thief at first.
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This is more like how to make your lighting look generic.
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Does CS:GO have a new bloom shader or something. All the maps look very painterly and dreamy.
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[QUOTE=Amsay;43386945]I don't know how I survived this. [video=youtube;Gns6VNYlG7I]http://www.youtube.com/watch?v=Gns6VNYlG7I[/video][/QUOTE] Why do you have Parkinson's?
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Guys he didn't ask for help. He's probably smart enough to know how to fix a leak.
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[QUOTE=doctordarken;43341784][video=youtube;911JkLaTemA]http://www.youtube.com/watch?v=911JkLaTemA[/video][/QUOTE] It would be amazing if you could share how you did the window rain in Trigger. Most games use the refractive cloud render scroll thing for rainy windows but I...
Armageddon104 Source Filmmaker Reply
Yeah if you didn't make every brush it's own trigger_hurt and you tied them all to one brush entity the void will be in the center and it looks like the center origin is probably in the void or in a brush.
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[QUOTE=wauterboi;43366401]I think you all should do what I do when it comes to these things, Half-Life 3, and anything, really: [b]Stop caring so much[/b]. I mean, this project is something to care about, but it's all for fun. There's no need to push so hard on the staff. N...
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This is the worst thing ever. Mod is now dead good job guys. I really mean that, good job.
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[QUOTE=Ott;43321378]You know, I heard Half-Life mirrors textures to reduce repetitiveness. Are we doing that, and if not, why?[/QUOTE] No it does not.
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You got me all excited for per-pixel motion blur in that last shot. And then I remembered it was a SFM rendered .bik that plays at the start of EP2. :(
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I still love the specular on those red tarps in the last image. So pretty for Source. Also, @reepblue, would you be willing to put up the code for that?
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[QUOTE=Ken Chan;43198929]In fact, I have NONE updated textures except NPC facemaps. So petty much there's stock textures, just merged with EP1/EP2 material.[/QUOTE] I remember you saying you added the radial fog from ASW/CS:GO/L4D2 instead of the z-buffer flat fog. I was w...
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[QUOTE=supersoldier58;43180819][url]http://www.moddb.com/mods/korsakovia[/url] It doesn't look like it uses any custom code (the "smoke monster" is a fast zombie with sounds replaced and an invisible model that uses a smoke particle), I ask because it is a good mod that cou...
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[QUOTE=Ken Chan;43169297]So yesterday is my birthday, and I got presents for you guys: [B]Public Demo!!!!111!!![/B] What's your favorite HL2 mod? If you have one, please tell me. If it's easy to port, I'll update it to ASW engine for you guys to play for public demo![/QUOT...
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[QUOTE=:smugspike:;43154400]Have you tried just using two env_lightglows to make a bright core with a dim semi translucent outer area? I'm relatively certain it's alpha level can be changed, am I wrong?[/QUOTE] The problem is that they scale like a Glow sprite so it will l...
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[QUOTE=Sally;43127550]Really needs some bump maps.[/QUOTE] Also bake an AO onto that tree it's looking very flat. I prefer bumpmaps to -staticproplighting myself. Only half the props look good with -staticproplighting but the other half look terrible with the huge block...
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[QUOTE=BMCHa;43130145]But only within 192 units. Also you might want to look into world space glow, as that doesn't do any depth testing when drawing, using an occlusion query on a proxy sphere to set the sprite alpha.[/QUOTE] Yeah soft particles are pretty much nonexiste...
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[QUOTE=Giraffen93;43081638][t]http://i.imgur.com/TiFzkzC.jpg[/t] source engine really pisses me off sometimes i guess i need that fog after all[/QUOTE] Or maybe you're not good at building things in an optimized way.
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How do most people make characters walk around? I've noticed many videos have no walking in them.
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[QUOTE=ColossalSoft;43052485]I can't even tell what this is remaking.[/QUOTE] Well I can so maybe you should learn HL2 better. This isn't a thread for complaining about FakeFactory, that ship is a great asset whether or not he made it.
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