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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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[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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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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[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=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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[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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Projected textures are broken, don't use them.
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Anyone know why Source SDK Base 2013 Singleplayer crashes on map spawn?
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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.
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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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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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[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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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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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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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...
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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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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=: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=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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Source SDK is broken, also the model browser is now black. Also I doubt you can map for EYE anymore.
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[QUOTE=Shirky;42994919]Any improvements I can add to the kitchen? [t]https://dl.dropboxusercontent.com/u/4112921/am_kitchen0011.jpg[/t][/QUOTE] Do you play as a baby? Also that light bouncing happens when you use light_spot's instead of light_environment's to light your w...
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So this is more of a Source question than a mapping question but here goes. How do I make custom sounds pause when you open the menu? Like music and dialogue? I've made a sound script and it works perfectly and loads the sound in-game. But it still doesn't pause the sound w...
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I can't see half the image it's too dark.
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[QUOTE=pac0master;42849337]Some work in progress. Don't mind the lighting. ( compiled with default ) [t]http://cloud-2.steampowered.com/ugc/902139149590438221/3986D58E5A540C3FC90E17D18B74437E49BDA01C/[/t] [t]http://cloud-2.steampowered.com/ugc/902139149590436381/9B83E42...
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[img]https://dl.dropboxusercontent.com/u/5479044/420_2013-11-12_00002.png[/img]
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Bloooooooooooooooom. [t]https://dl.dropboxusercontent.com/u/5479044/13010412153939933202_2013-11-10_00014.png[/t]
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[QUOTE=redBadger;42798904] Still can't figure out the best way to use those damn env_lightglow things on the lights. It's either too bright from far away or non existent.[/QUOTE] Use env_sprites, env_lightglow isn't for small lights like that.
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[QUOTE=opti2000;42791119]The last 3 looks like the map "Sovereign" from CoD: Ghost[/QUOTE] Someone bought Ghosts?
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[QUOTE=redBadger;42770985]There would still be light on the ceiling from a light like that. Just not that bright. Also, lighting isn't exactly an easy thing to master.[/QUOTE] He's helping him maser it by showing a mistake. Don't make the excuse that because it's hard i...
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[QUOTE=Matt2468rv;42729903]All you need to do is open the BSP in Pakrat, delete everything labeled "Texture" and then run "buildcubemaps" in console with HDR turned on and then again with it turned off. Not that hard. Although I wish Valve didn't break it in the first pl...
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[img]http://cloud.steampowered.com/ugc/919026388595625351/4A6B3C1B350A3B485ABB0A534122024F41AC4085/[/img] Getting happy with this, brown and green are my favourite.
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The best you could do to replicate something like this outside of Portal 2 is to use a teleport trigger and use an info_landmark with it and duplicate the rooms multiple time with teleport_destinations. It could get messy and you won't be able to totally do something this adva...
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[QUOTE=glitchvid;42582809].... I can make more if needed ?[/QUOTE] That would be great. But the current one still has a very strong bump to the normal map that sometimes gives black lines from certain angles. Check out this modulate texture. [t]http://cloud-2.steampow...
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[QUOTE=glitchvid;42580823]You should use that texture I made for the water normalmap earlier.[/QUOTE] No I'm using that. You can't just go around giving it to every single mod.
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I'd like my credit for pointing out the VTF point cloud method to make the texture actually pixelly.
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yeah but you have to pack in the ui stuff into your mod too. And you have to cache a lot of shaders he made because if you remove them it stops working. Slows the game down quite a bit.
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[QUOTE=wazanator;42567214] No reason you couldn't make a shader for it :)[/QUOTE] I can't. Because I can't code and I certainly can't write shader code. And I don't want to use the shader editor it's to obulky and lags quite a bit. Also I couldn't recreate it perfectly be...
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[QUOTE=azgag;42564920]it was as easy as using Biohazard's deferred lighting code, it was the only way I could find that would make models cast shadows onto themselves and other models.[/QUOTE] I should have known those shadows were too good to be true. And the Deagle. I wi...
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[QUOTE=azgag;42560755]havn't posted here in a while [t]http://files.1337upload.net/2013-10-17_00003.jpg[/t][t]http://files.1337upload.net/2013-10-17_00004.jpg[/t] All models besides the dev-textured brushes, still playing with the specular values.[/QUOTE] Alright, how'...
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jpeg_quality 100, cl_drawhud 0/crosshair 0, r_drawviewmodel 0.
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[QUOTE=:smugspike:;42402494]What's a good dark water texture? Setting is a lake with dark lighting but will be reflecting the sky, if that helps with specifics.[/QUOTE] You can type water into the texture browser search bar and choose one.
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[QUOTE=Whitby;42352735]witchcraft[/QUOTE] Burn the witch!
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[t]http://cloud-2.steampowered.com/ugc/1099167284514638561/92E3A8E38264DB8B101D122CC7EDBEED3C4A96E1/[/t] Much better, but could be toned down a bit more, when viewing from a standing angle in Source there's a lot of black spots from over refraction.
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I already tried that, lowered it down to ".1", anyways I'll try and figure out how to render something like this. [t]http://cloud-2.steampowered.com/ugc/848077718594681400/F278E60A6C7FF6D9B3DB37A4ED186F65FDF39703/[/t] How did you make your's glitchvid?
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[QUOTE=TFlippy;42333079]With the release of this ([url]http://facepunch.com/showthread.php?t=1308695[/url]), you can also replace your VBSP with his version and add a -nocubemap flag to the compiler, so the map doesn't build it's own default cubemaps.[/QUOTE] This is the b...
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[t]http://cloud-2.steampowered.com/ugc/1099167284479778624/C68B24DD765FF4BED2A48606CDB619094E27EC05/[/t] Refract went from '2' to '.1'. Not much change. Also lowered reflection, nothing's changing the intensity. Also the VTFEdit thing is broken.
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That's great of you to do but I knew it would be way too powerful from the amount of green. [img]http://cloud-2.steampowered.com/ugc/1099167284451163392/F4CE4C3D766DD57E7A12CED3807DD7AC470CA0C5/[/img] The pattern is nice though, it just needs to be toned down. And EP2 ne...
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Uncharted 3
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That still doesn't answer my question. So if I .vpk a file called materials the root directory of the .vpk will have the brick, concrete, etc. So should I .vpk my main mod folder name so that the root of the .vpk will have materials?
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[QUOTE=Joey1;42295538]Just started training some more advanced and realistic crossings, it's entirely based on gta v.. It's funny to try using only those three textures on those squares, rest is overlays :v: [T]https://dl.dropboxusercontent.com/u/23199863/hl2%202013-09-24%...
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[QUOTE=azgag;42290435]So we found out that LODs don't work at all in CS:GO, it's pretty infuriating when you've spent 2 days making LODs... and Blackgold would probably be in the current Operation Bravo if LODs were working like in any other Source-based games. We find area...
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Why wouldn't the settlers just mount lights on the opposite cliff and shine upon whole buildings?
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[QUOTE=Azzator;42281362]looks gorgeous. how much of an impact does it have on performance?[/QUOTE] None at all, they're just Additive sprites really.
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Wow, looks really good man.
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[t]http://cloud-3.steampowered.com/ugc/1101418703181064632/93FD6ED3F226F3141D293017080E57A1A917B629/[/t] Still dev textures, but it's getting there. If anyone wants to help and make a couple of nature textures for me that would be the greatest thing. Also playing with my C...
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[QUOTE=Stiffy360;42272070]some kind of sci-fi subway? nice nice. Just remember that CS:GO has no LODs, so keep the polycounts down and use Fade.[/QUOTE] Right, because having 10, 10,000+ poly player models with no LODs on screen is Valve keeping the count low.
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[QUOTE=wazanator;42250425]Yes drop them into common/gamename/custom[/QUOTE] But when building a .vpk, let's say I want a .vpk for my materials folder right. Do I make a folder called materials and turn that into a .vpk and it will treat it as that folder in the .vpk is in th...
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Could you possibly write a tutorial about using .vpk's? The mod Estranged just released with .vpk's for materials and other things but I can't open them to see what's supposed to be inside, also can Hammer access the stuff inside the .vpk files? Or do I have to work with my ma...
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[QUOTE=someguyihate;42142318][img]http://filesmelt.com/dl/2013-09-11_000041.jpg[/img] Just started putting this scene together since I started learning how to model the other day, I'm going for a cozy feel.[/QUOTE] Did you make all the models there? Because if you did I...
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[QUOTE=SimplePlanz69;42134165]People are integrating ray-tracing into Source now if you could get your hands on that[/QUOTE] What? Where? That's not really something you can add without changing the engine code.
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[thumb]http://cloud-3.steampowered.com/ugc/1100291190080029674/7B1ECE3615331637571D8C6B5241996BD848F777/[/thumb]
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[QUOTE=pac0master;42116797]I downloaded a program for making Flowmaps a while ago but I didn't figure out how to add it to Source. It's making Images like that. [img]http://lh5.ggpht.com/_VelpN_FHzhk/TFfR5wtG9WI/AAAAAAAAArA/6OAS0TSTZC8/flowmap_thumb2.png?imgmax=800[/img] ...
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Can't find the map reference thread, thought this was really cool, built during the cold war 26 feet underground. [url]http://imgur.com/a/M60PQ?gallery[/url] I'll be too lazy to make something like it and I know people are always looking for ideas.
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Off-topic but since this is the only thread I really go to who bought my title. D:
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If you put some sway animations in the trees it would make the map 80000x more better. That video was pretty static looking.
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[QUOTE=bloocobalt;41946136]It's not Sam Fisher, it's Wes Fisher, his brother! Younger, faster, stronger, and ready to steal his identity to get a new full priced game! That or Isaac Clarke got tired of space. The game both looks and plays great, is a ton of fun. The only...
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