<!--QuoteBegin-eediot+Nov 5 2004, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 5 2004, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Holy MuffinBar, MuffinMan! I demand more pictures and maps.. go go! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Aye, Aye, more pictures coming right up.
Right, i edited the health and damage of the barrels. I also added more of them and created a somewhat safe haven - the barrels have a hard time getting into the small alcove.
Are there any other objects you can spawn to test the physics/new features?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I just tried to play with a magnet or two. After most of the barrels had fallen to the floor, several of the barrels entered orbit around the magnet (the bell model). Screenshots dont do it justice, but the magnet was slowly bounching around the room, with the barrels spinning around it at very high speeds. You definitely had to be there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I will try and get something more impressive and different next , although it will take a while as exploding canisters (in this case, barrels) as very easy to make compared to pretty much everything else.
Quick, make remakes of popular cs maps with huge Natural Selection banner adverts in them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Please make a simple, large terrain based map<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually, most of the CS:S maps already have extensive use of 'terrain' in the skyboxes. Aztec is probably the best example.
Looking good, muffin. Just a question though - is the light source actually directly above them, or does CS:S just assume it is when drawing the shadows?
I love the way how you have to have steam open to use it... in otherwords eating my RAM so i can do **** all on this computer <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> have to wait till january to do anything! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-DOOManiac+Nov 5 2004, 07:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Nov 5 2004, 07:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->MuffinMan: Mind if I give you an assignment?
Please make a simple, large terrain based map. Extra credit if you can see how it performs in a network game w/ other people. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Right, i threw this together in about 5 minutes, so it looks completely crap. It definitely qualifies for big and simple, however. The map is about 6140 game units wide and 6700 long. Ignore the crap skybox, i did not compile with any lights, so it looks horrible. One final thing before i put some pictures up, i have a 9600xt and a amd 64 3200+. I was running this with everything on high at 1280X960
Wow. What other terrain can you do? I assume those are pre-sets that you can modify to provide other shapes but a similar rock type. [Well, try and interpret what I'm trying to say].
<!--QuoteBegin-eediot+Nov 5 2004, 08:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 5 2004, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow. What other terrain can you do? I assume those are pre-sets that you can modify to provide other shapes but a similar rock type. [Well, try and interpret what I'm trying to say].
And why are they a foot off the ground? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Rather than actually model the terrain, i just made a very large brush to act as my ground, put down a dozen cyclers and gave them different models from the wasteland model folder for hl2. They are a foot of the ground because it was a rushed job and i did not check to make sure that they were actually touching the ground and not a dozen or so units above it.
You can also modify or make your own models in XSI and then import them into Hammer, i think.
Anyway, im tired and off to bed now. Hope i helped answer some of your questions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-Caboose+Nov 6 2004, 03:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Caboose @ Nov 6 2004, 03:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any NS mappers have the source to somthing fancy, like... ns_bast *cough*Mendasp*cough* that should convert nicley to source. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> omg the comeback of the revolving door!!
Lets count down the seconds until the flood of nub mappers create de_fugly, or possibly, if they are NS nub mappers, de_freefall_fugly_b15815. Oh, and count down the seconds until someone comes up with a decompiler.
As for hammer, not many improvements [EDIT] that I could see [/EDIT]. I was toying with the displacement brushes for terrain, but since it turns your brush bright white while the modifying tool is active, you can't actually *see* the results (at least I haven't figured it out, but I only spent 5 minutes with it). I'll toy with it more when my computer isn't doing a zillion other things (converting 8GB of music to AAC, compiling Gentoo on a virtual machine, etc) That makes hammer just a *tiny* bit laggy.
Edit: However, the new materials are schmexy. That, and the new 3d renderer is nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I'm having trouble compiling my maps, I keep getting this error:
Memory leak: mempool blocks left in memory: 49
and a little further up there's this (it might be nothing): Can't load skybox file sky_wasteland02 to build the default cubemap!
I'm pretty sure my map is completely enclosed (It's a box), and I have spawn locations in there. Do I need to add some special skybox textures anywhere or what? Or maybe my configuration is wrong?
I haven't made maps before yet I want to take a look at this
how do I set it up (specifically the gameinfo.txt directory since there is none) and how do I give it the list of entities, or is it only materials... etc. etc.
<!--QuoteBegin-Gwahir+Nov 5 2004, 09:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwahir @ Nov 5 2004, 09:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I haven't made maps before yet I want to take a look at this
how do I set it up (specifically the gameinfo.txt directory since there is none) and how do I give it the list of entities, or is it only materials... etc. etc. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> When I first opened it up, it was already setup to make CS:S maps, with the entities and materials all ready to go.
Comments
Two topics become one! (Sorry for any confusion that I'm sure this caused among replies)
Aye, Aye, more pictures coming right up.
Right, i edited the health and damage of the barrels. I also added more of them and created a somewhat safe haven - the barrels have a hard time getting into the small alcove.
<img src='http://img106.exs.cx/img106/7865/barrels2.jpg' border='0' alt='user posted image' />
Are there any other objects you can spawn to test the physics/new features?
Are there any other objects you can spawn to test the physics/new features?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I just tried to play with a magnet or two. After most of the barrels had fallen to the floor, several of the barrels entered orbit around the magnet (the bell model). Screenshots dont do it justice, but the magnet was slowly bounching around the room, with the barrels spinning around it at very high speeds. You definitely had to be there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I will try and get something more impressive and different next , although it will take a while as exploding canisters (in this case, barrels) as very easy to make compared to pretty much everything else.
<img src='http://img115.exs.cx/img115/6937/magnet.jpg' border='0' alt='user posted image' />
Please make a simple, large terrain based map. Extra credit if you can see how it performs in a network game w/ other people. :)
Actually, most of the CS:S maps already have extensive use of 'terrain' in the skyboxes. Aztec is probably the best example.
Please make a simple, large terrain based map. Extra credit if you can see how it performs in a network game w/ other people. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Right, i threw this together in about 5 minutes, so it looks completely crap. It definitely qualifies for big and simple, however. The map is about 6140 game units wide and 6700 long. Ignore the crap skybox, i did not compile with any lights, so it looks horrible. One final thing before i put some pictures up, i have a 9600xt and a amd 64 3200+. I was running this with everything on high at 1280X960
<img src='http://img104.exs.cx/img104/76/bigmap1.jpg' border='0' alt='user posted image' />
<img src='http://img104.exs.cx/img104/2519/bigmap2.jpg' border='0' alt='user posted image' />
eediot, the mapper can set where the light source is, though on those maps i just compiled it without lighting.
oops, forgot about that.
No aa, 2 af
And why are they a foot off the ground?
And why are they a foot off the ground? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Rather than actually model the terrain, i just made a very large brush to act as my ground, put down a dozen cyclers and gave them different models from the wasteland model folder for hl2. They are a foot of the ground because it was a rushed job and i did not check to make sure that they were actually touching the ground and not a dozen or so units above it.
You can also modify or make your own models in XSI and then import them into Hammer, i think.
Anyway, im tired and off to bed now. Hope i helped answer some of your questions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
omg the comeback of the revolving door!!
I may need a towel later
As for hammer, not many improvements [EDIT] that I could see [/EDIT]. I was toying with the displacement brushes for terrain, but since it turns your brush bright white while the modifying tool is active, you can't actually *see* the results (at least I haven't figured it out, but I only spent 5 minutes with it). I'll toy with it more when my computer isn't doing a zillion other things (converting 8GB of music to AAC, compiling Gentoo on a virtual machine, etc) That makes hammer just a *tiny* bit laggy.
Edit: However, the new materials are schmexy. That, and the new 3d renderer is nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Iv got one problem though, im still trying to figure out, my textures are all fuzzy like they are not being rendered right o.O
Memory leak: mempool blocks left in memory: 49
and a little further up there's this (it might be nothing): Can't load skybox file sky_wasteland02 to build the default cubemap!
I'm pretty sure my map is completely enclosed (It's a box), and I have spawn locations in there. Do I need to add some special skybox textures anywhere or what? Or maybe my configuration is wrong?
he;lp
how do I set it up (specifically the gameinfo.txt directory since there is none) and how do I give it the list of entities, or is it only materials... etc. etc.
how do I set it up (specifically the gameinfo.txt directory since there is none) and how do I give it the list of entities, or is it only materials... etc. etc. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
When I first opened it up, it was already setup to make CS:S maps, with the entities and materials all ready to go.