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    Welcome to the mapping community, Xanoxis! I'd...

    Welcome to the mapping community, Xanoxis!

    I'd also suggest that you do your first map for hl2 or Gmod, since you are very free in your map design and gameplay there and you can try and find out...
  • Thrown prop_physics with "onworldimpact stick" behaves strangely

    I made a sword, which is supposed to act like the harpoon from halflife 2 when thrown with the physgun (stick to the wall and pin NPCs)

    Sometimes the sword sticks to the wall without even touching...
  • What are good polycounts/ texturesizes for small prop- models?

    I've gotten into modelling (Blender) a few days ago (examples below).

    I'm currently making props for my steampunk-themed map and I was wondering if the polycounts- and texturesizes I'm using are...
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    Is it maybe a texture that was originally made...

    Is it maybe a texture that was originally made for a model? I know that can cause lighting problems.
    It could also be a too high lightmapscale or a leak.

    Unfortunately that's all I can see in my...
  • After you extrude it, select the vertical edges...

    After you extrude it, select the vertical edges and bevel them all (W -> Bevel). It's probably not 100% precise, but should do the job without making the whole cylinder unnecessary complex...
    (Hope...
  • Correct me if I'm wrong, but I think it's because...

    Correct me if I'm wrong, but I think it's because of the new addon-format of the workshop.
    All maps from the workshop are no longer saved as a .bsp, but as a different kind of archive.
    This archive...
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    I can't wait for tomorrows release of...

    I can't wait for tomorrows release of theplayer232s next map.
    Those threads are just priceless...
  • I was able to convert it to a .dmx-file, but I...

    I was able to convert it to a .dmx-file, but I have no idea how to compile it. Even if I would, I doubt it would work with Source 2009.
    I'm currently working on adding a sh*tload of rigs to the...
  • Specularmask for Blendtexture with $blendmodulatetexture ?

    I'm currently working on a snow-rock-blendtexture using a $blendmodulatetexture:
    ...
  • If you get the permission of the author and the...

    If you get the permission of the author and the original .vmf-file, you might have a chance of finding someone...
  • Yeah, I want to bake the animation, then port it...

    Yeah, I want to bake the animation, then port it to source.
    I know source doesn't support actual cloth-simulation, sorry if I wasn't precise enough...
  • Export Blender cloth-simulated animation to Source

    I made a cloth-simulated flag in Blender.
    How can I export the baked animation to Source, since it has no skeletal animation?
    I've been working with Blender and Source for a while, but I have few...
  • The WIP-version of some songs I've been working...

    The WIP-version of some songs I've been working on recently. I'm trying to get better at mixing and mastering, so any feedback is greatly appreciated :)

    http://soundcloud.com/tim-ri-1/reset...
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    Use a wide angled spotlight pointed away from the...

    Use a wide angled spotlight pointed away from the screen or make a block light brush inside the TV, so light can't go trough...
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    Do you want to control the NPC-player-detection...

    Do you want to control the NPC-player-detection for e.g. a sneaking passage?

    I don't think, you can edit the FOV of an NPC, but you can adjust if the NPC can percieve the player at all

    Inputs:...
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    I a streetcar doesn't really fit the setting, but...

    I a streetcar doesn't really fit the setting, but I guess a tram (partly over- and underground) would be possible. I'd like to implement the feature but I'll keep it on lower priority, since it'll...
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    I'll include extensive ground-noding à la Floatingworlds_3, including jump- and tactical nodes (I'll see if I can get the NPC's to enter roofs).
    I also want to include airnoding, but since gmod 13 I...
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    Yes. The map will have a small harbor with some...

    Yes. The map will have a small harbor with some cranes and containers and maybe a ship. There will also be space for selfbuilt boats...

    (I hope I don't run out of geometry oo' )
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    The city will have at least 2 coast-sides, maybe...

    The city will have at least 2 coast-sides, maybe more


    I'm currently adding service-areas to the map, so it will have some underground hiding-spots and hidden passages
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    Trees and park-like areas are planned. I'm making...

    Trees and park-like areas are planned. I'm making them from scratch though, so I have to get into 3ds Max first^^


    That's a feature i really liked about Bigcity too. I'll probably do something...
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    [WIP] gm_WaveCity

    Here's my first progress-report on my currently 20% finished map "gm_WaveCity" (working title- other suggestions are appreciated).

    The map features a very clean urban setting featuring mainly...
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    The mapname "tf_whitebox_blacklightmap (1)" might...

    The mapname "tf_whitebox_blacklightmap (1)" might have crashed the compiler...
  • Great. I got the Everything_SDK-2005.sln and...

    Great. I got the Everything_SDK-2005.sln and found exactly the variables I was looking for:

    float gamma = 0.5;
    float indirect_sun = 1.0;
    float reflectivityScale = 1.0;
    Now, I'll see if I can...
  • That sounds like a good option. Probably hard to...

    That sounds like a good option. Probably hard to find though.
    (Not quite the gentleman way, but I don't intend to pass it on to anyone)
  • Help with disassembling an .exe to find a variable name/adress

    Following situation:

    I'd like to change Valves vrad.exe to customise the generation of lightmaps a little more.
    I'm not going to disassemble and recompile it (I have some basic knowledge about...
  • Do you have permission from the original authors?...

    Do you have permission from the original authors?
    Maybe you should ask them first, because they're most likely to have the original mapfile.
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    When you start mapping, there will very soon come...

    When you start mapping, there will very soon come a point where something doesn't work and you don't know why.
    Basically you need someone to answer you all the small beginner-questions about hammer...
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    I have no idea what a floodmap is, but if you...

    I have no idea what a floodmap is, but if you don't want to make a map that looks good, I don't really see the point of making a map at all...
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    Looks pretty useful and something just occurred...

    Looks pretty useful and something just occurred to me. Might be a little offtopic, but here's the idea:

    Since vRAD is not very versatile regarding intensive radiosity rendering à la Mirrors Edge,...
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    Me too. Also: http://youtu.be/9Km_mqS9PCc ...

    Me too. Also:
    http://youtu.be/9Km_mqS9PCc

    http://www.youtube.com/watch?v=9Km_mqS9PCc
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    Try "mat_picmip 5". If the FPS still are not high...

    Try "mat_picmip 5". If the FPS still are not high enough, go higher...
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    I'm pretty sure one intelligently placed...

    I'm pretty sure one intelligently placed areaportal would do the trick.
    Alternatively, you could just make a 3D Skybox (buildings or just a flat plane) to cover the rooms...
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    I'm not familiar with the CS:GO SDK, but you...

    I'm not familiar with the CS:GO SDK, but you should fix "NODRAW on terrain surface", since that can cause some weird issues in Source.

    Again, the cordon-tool is your firend. Compile various...
  • If a map is leaked, it can produce all kinds of...

    If a map is leaked, it can produce all kinds of errors.
    The first thing you do with a map is seal it. After that, 90% of all errors will disappear...
  • I don't know if it's mentioned. If you post the...

    I don't know if it's mentioned. If you post the log here, I'll take a look

    What you can do is trying to isolate different materials and compile them to see if they cause the error.
    The...
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    But 4096px² ?
    That's 16x the size of a 1024px² texture.

    Way too much if you ask me. Better use a lower res and add a $detail-texture.
    Also, good normal maps add a lot of detail to textures. Even...
  • The problem is caused by a texture. The game...

    The problem is caused by a texture.

    The game expects a RGB-vector ($envmaptint [1 1 1]) to color a specularity-map, but gets something else instead (probably a value). Check your custom materials...
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    Just tried my method with images from CGtextures....

    Just tried my method with images from CGtextures.
    It looks so good, I'll definitely use it in my next map.
    Of course, you can alter everything a little. You can make the clouds rotate instead of...
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    I'd suggest a scrolling cloud-texture and...

    I'd suggest a scrolling cloud-texture and 2D-Cardboard mountains above them in the 3D skybox.
    The mountains should become transparent towards the bottom though, so it looks like the clouds are...
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    Have you modified them, like including files with...

    Have you modified them, like including files with PackBSP or Packrat?
  • The $selfillummask-parameter didn't work for me....

    The $selfillummask-parameter didn't work for me.

    I had do add "$selfillum 1" to the vmt and make the selfillummask the alphachannel of the albedomap to get it to work (At least for Half-life2 /...
  • Wouldn't that make the entire texture bright...

    Wouldn't that make the entire texture bright instead of only the actual bright spots in the lava?
  • I expreimented with lava a little for my map...

    I expreimented with lava a little for my map gm_lair. if you want completely liquid lava, it's best to use an unlit/ light emitting texture.
    In my case, where there were solid areas in the lava,...
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    Not at all. I'd be honored :)

    Not at all. I'd be honored :)
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    Okay, fixed the addon.txt. Thanks for the...

    Okay, fixed the addon.txt.
    Thanks for the heads-up :)
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    You can also download it from here...

    You can also download it from here in addon-format, which won't overwrite the default hl²-content...
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    That happens because of the new...

    That happens because of the new workshop-structure, which seems to put all contents (here materials) from games and workshops into one big bowl and pick them blindfolded when loading maps.

    The...
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    It's the bloodvessels inside the human eye that...

    It's the bloodvessels inside the human eye that reflect red when exposed to bright light.
    A lot of games use that effect, but people always ask me about it all the time. Maybe I just overdid it a...
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    gm_Floatingworlds_3

    I know that the map has been online for... quite a while now, but I just consider it finished after the latest update, which added fully enterable buildings.
    So here I am finally presenting...
  • The displacements don't share an edge and...

    The displacements don't share an edge and therefore produce this lighting.
    Make sure the two adjacent displacement-bushes do share an edge...
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