Type: Posts; User: Magman77
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Maybe make a small pile of trash that has accumulated over by the outflow grates from when there was still water flowing through there.
oh I thought we were suggesting silly unnecessary ideas like usual :v:
remove cubemaps and replace with real time surface reflections pls
Then yes, they should definitely pass through playerclip.
What exactly do you mean by "handheld gravity gun?"
Pretty certain they can.
22nd July 2014
For what game?
Doombuilder is stupidly fun to play with imo.
They don't even make use of those respirators and make their jobs a hundred times simpler by using gas grenades. :v:
Anybody ever thought about the fact that we've never actually seen the combine use the underbarrel attachment? The only possible use I could relate to it that the combine have demonstrated is...
I got my RPi model B from Element 14 for the usual 35 dollar pricetag and then just went to amazon and got a 5v 1A micro usb type-b wall charger. Really any typical SD card will do, I got a maxwall...
There should be a setting for collisions. You can set it to use vphysics, a bounding box, or just have no solidity at all.
21st July 2014
or double click the entity in the 3d perspective viewport
I really want to build one of those out of stock ships sooner or later
Particles can do raytrace suface collisions.
Assuming it doesn't automatically remove the bridge each new round before you respawn it, I'd use some kind of relay gate system to prevent it spawning a duplicate in case somebody doesn't break the...
is there a method of firing outputs when a new round begins? if so, use a point_template, assign the func_breakable to it, and fire the "forcespawn" input.
You will want to have the sky_camera at the map origin and selected when you scale the skybox geometry and when you move it out of the map space.
yes except without the unnecessary copying. make sure texture scale lock is on, and before you scale place a sky_camera at the map origin, then put it in the skybox area in the same relative position...
make the displacements as part of the map then scale them down.
I've never used any of the checkboxes and all of my stuff seems to turn out just fine.
JUST TRY AND STOP ME FROM BUILDING SINGLE-ENGINE CRAFT AND TRYING TO FIND MY RETROGRADE VECTOR
Don't forget a decent meal.
So I can finally set up relay stations!? YESSSS.
did you tell propper not to "shrink wrap" it and allow for concave collision models?
what does your collision mesh look like? did you make it out of separate convex pieces with a separate smoothing group defining each? (assuming you made it in 3ds or blender)
IIRC you can't delete files directly from an archive, you have to repack it. I could be wrong.
When making a selfillum texture, how do I define the selfillum mask? It says on the wiki that it's defined by the alpha channel of the diffuse texture, but how do I do that without making the diffuse...
now I'll have to make a humanoid shaped ship with a piston dick for smashing other's creations
you could use an aiscripted_schedule afaik
16th July 2014
though I've only done that using the point_template method so I don't know if the npc_maker does name fixup
You could also pre-place your npc_zombies and assign them to a point_template, then spawn the group with the forcespawn input.
Handrails and a bigger skylight? :v:
I love the non-bulky layout, I usually try for a similar approach with my free-floating stations.
Most Linux distributions show a little penguin on facepunch though.
I find it odd that Linux is being compared to people who've been dropped on their head. Not gonna name names but I can think of...
While I was looking at it I also noticed that it was of course not scaled for source, it'll have to be changed. Ownage said he wanted it to be about half the height and the full width of tf2's...
the non angled shutter windows that the game used to have as the only form of window now have a version with a centered justification instead of on the edge of a block? :v:
I wouldn't know specifically how he chose those light angles, but typically if the skybox has a light focus you would base the color brightness and angles on it. Here's a list on the valve dev wiki...
I played it for a few hours and it was pretty fun, had a relatively extensive underground which a few hobos had set up quite the hideout in, and generously invited me to join their hobo gang. I'd...
Pitch is the angle relative to the horizon. A positive value would have the sun pointing upward, thus being obstructed by the world.
I think a major contributor to that tf2 look is the matte phong map.
imagine what you want it to look like and lay out the skeleton of the superstructure first.
I think it's the sharp angle. It gives off tiny little slits of light in a few areas that are a bit jarring.
We'll probably discuss what's going to happen in a week or so when he gets back. I've already worked out the cypher plate system, so I'll begin modelling objects from the root and putting together a...
Awesome, I guess I'll dabble with a cypher plate system in the mean time and add you on steam.
11th July 2014
Do you think skutnik would get mad at us if we ripped the ambient melodic sounds...
oh god I splooged
11th July 2014
let's make a map of the root
What hard drive are you planning to use? I'd highly recommend you don't leave long term storage solely to your SSD.
I just love the mystery surrounding the vastness of the subnet edge, the game has me in its grasp. :v:
I don't agree with trivializing or downplaying losses after major events such as the examples in the title, but honestly I feel that people who are oversensitive to it are far worse, because they're...
there's also a separate area in uh.. The edge or The core, which is connected to the root (which is supposed to be massive), I'll grab a screenshot of the ceiling segment there as well