Hypergrip · Suspect

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Username
Hypergrip
Location
Germany
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Members, NS1 Playtester, Contributor
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Comments

  • (Quote) Here are the materials, go have fun playing around with them yourself.

  • Long eventless night. Decided to dust off the Spark Editor and fool around, create and import custom textures,,,
    spark_custom_textures_test.jpg
  • (Quote) Yeah, because the combination of paint and face did really really well last time...

  • Quick feedback:
    The NS1 contributor/playtester badge doesn't show up in Hive after syncing, and (as expected) in game.
    Not sure if you actually want it to show up, given it's a NS1 thing, but so is Constellation *shrug*
  • I've been playing around with Vanilla a while ago and it's ok. It could really use some "quality of life" stuff for developers/admins, but maybe I'm just lazy
  • nice concept, I like this clean style. I'm not sure if the scale might be a bit too big, the ceiling seems to be very high for a corrdidor, but maybe that's exactly what you planned.
    in Ns2_Mamba Comment by Hypergrip May 2013
  • (Quote) It seems they removed a biolab_floor texture/material, at least that's what caused some geometry to turn transparent in my current project to turn transparent. You should see error messages in the editors output window.
  • I think there already was a thread about the "file not found" error with mods that were set to private or friends-only. I don't know the technical reason, I just hope this will be fixed soon.
    Right now I manually zipped the relevant files of t…
  • I highly doubt it does, but just to be sure: Does/Could this override occlusion geometry?

    (I wonder if there are cases in which overriding occlusion geometry might actually be a good/useful thing. Hmm...)
  • (Quote) If you actually read the complete text of the email you'd had noticed that only 4 people have the current beta build right now for some initial feedback. So my magic crystal ball says the answer to your question is no
  • Thanks! The more you know...
  • Just dropping by to add my "+1" to the request for location specific stats. With the numbers for Marine kills, Alien kill and the total alone it could greatly help mappers itentifying "hotspots" and areas that greatly seem to favour one team.
  • Yeah, I wish there was a way to do something like "mount local mod", where you'd simply specifiy the path to your mod's output folder and the game will then treat it just like the Workshop mods until you exit the game. Maybe some day...
  • (Quote) Thanks, that did the trick. Kinda sad how a subversion can cause incompatibility. (And one more reason for documentation. If you need a legacy version of a legacy program the info should be somewhere easy to find, imho...)
  • I created a simple test .fdp containing a single simple event.
    Using builder to convert doesn't seem to work at all, it seems to start the conversion twice at the same time and both processes keep on running ad infinitum (stopped it after 20min…
  • (Quote) The way it seems to be intended: You save your map in /source/mapsrc/, builder copies it to /output/maps/. Then you use Launch Pad to publish your mod to the Steam Workshop.
  • In general you should not copy your mod files directly into the /ns2/ directory to keep a "clean base".
    The best practice would be to:
    1.) Create all your stuff and put it into the /source/ subfolders of your mod directory.
    2.)…
  • I'd be interested in this, too.

    I downloaded the FMOD Studio from their website and tried to open \Steam\SteamApps\common\natural selection 2\assets\soundsrc\NS2.fpd but it crashes at 10% >_<
    Since .fdp is "FMOD Designer Projec…
  • The Mapping Guidelines are from the Alpha days. While quite a lot of the genereal stuff (gameflow, etc.) is still valid, a lot of the technical stuff is simply outdated.
  • (Quote) In theory you put your .level file into /source/mapsrc/ and builder will automatically copy it into /output/maps/ for you. If you want to do it manually you could just save your .level into /output/maps/ directly from the start.
  • Now it should be a matter of adjusting your camera and lighting.

    As I said before I didn't bother to create a normal map for the hive artwork texture (I was kinda hoping you'd do that yourself in Main Menu Replacement Project Comment by Hypergrip May 2013
  • Ok, let me try. Might not be 100% accurate though:

    The output folder of your mod directory prepresents to the \Steam\SteamApps\common\Natural Selection 2\ns2\ directory and its subfolders.
    The source direc…
  • Hey JimWest,
    I really appreciate all the work you put into this mod.
    One thing I wonder: Will things like the func_plattform become "smoother" in the future or is this simply not possible without the devs making additions/changes to the Sp…
  • (Quote) I know of problems loading maps if the mod is set to private. To make it work you have to make the mod public (which is really bad imho). Maybe the same problem applies to your skin mod, too.
  • Here is how I understand it works. Might not be 100% correct though:

    The output folder of your mod directory prepresents to the \Steam\SteamApps\common\Natural Selection 2\ns2\ directory and its subfolders.
    The <…

  • (Quote) I haven't played around with the cinematic editor yet, but I wonder how hard it would be to create a "starfield" (like that old Windows screensaver) or "warp speed" effect. Then it's not only in space, it's in HYPER space …
  • Love those chandeliers, very nice blend of classical and sci-fi design. They seem to hang quite low though, I would put them on about the same level than the "windows" or Onos heads, but that's personal taste.
  • Oh, co_angst sounds like fun, looking forward to see how it's turning out. Are you aiming for a "port" or more of an "reimagination"?
    If the playtest is at a somewhat good time for us EU players, give me a heads-up and I'll drop by.
  • Are the textures in the right place, too?

    Open the console after your game started and have a look. There should be two error messages, because the textures/materials I created for you are missing the normal maps the shader expects. but tha…

  • A wild RAR file appears!

    Well, it would appear if the forum would accept my upload...
    Here is a link: http://www.sendspace.com/file/v4k80y

    (can anybody reco…