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dm_Tower Beta
Half Life 2 : HL2 Level Design
Your decals look ... strange? As if they are fullbright? How did you create them -- did you use overlays? I'm only getting this from the screenshots you posted.... [more]
11 981 Jan 26, 2005 03:27 pm
by N
General advice: clipper and carve
Half Life 2 : HL2 Level Design
As you make your maps, pay attention to your base geometry and what you are splitting up. In general, don't ever use the carve tool. The clip tool, however, is very, very useful. Rather than explain why, myself, I'll simply point you to read this... [more]
1 599 Jan 26, 2005 03:17 pm
by N
Wires...
Half Life 2 : HL2 Level Design
I know what you're talking about -- and you really don't want to use meshes or brushes for this. What you want to use, is a new feature or effect included in the Hammer editor. This is outlined in my previous post about reading the Valve posted tutor... [more]
8 604 Dec 14, 2004 07:11 pm
by N
Beginning mappers/veterans alike should read over ...
Half Life 2 : HL2 Level Design
Before you start mapping in the Hammer editor/Source, I would highly recommend grabbing a cup of coffee and doing some reading first. What to read? Well, this: Source SDK Documentation and this: Hammer Documentation Now, there are many sec... [more]
1 448 Dec 14, 2004 02:01 pm
by N
Machineguns on vehicle/vis-portals
Half Life 2 : HL2 Level Design
Foyleman, while I don't disbelieve you, did you find anywhere in actual documentation that says that about the no-draw/caulk issue? As in the butting faces of brushes are ignored, as well as surfaces facing 'into the void' being ignored?... [more]
5 643 Dec 14, 2004 01:55 pm
by N
HL2 SDK... Soon.
MODSonline : In The News
50/50 ... Right now you can use the editor to make maps in the fashion of Half-Life 2; meaning the Source technology and 'Hammer 4' is there and can be played with. BUT ... you can as of yet only make maps for Counter-Strike: Source (there is a way t... [more]
16 1203 Nov 23, 2004 01:49 pm
by N
HL2 SDK... Soon.
MODSonline : In The News
Quote:An unsucessful port? Well, it depends on what you're expecting, since you already warn me, there will be no surprise. I was waiting for a new game in Half Life: Source, it seems we can't have it all. It's only unsuccessful from the standp... [more]
16 1203 Nov 21, 2004 12:26 pm
by N
HL2 SDK... Soon.
MODSonline : In The News
See I guess I wouldn't use the term 'remade'. More aptly, it was ported to the Source engine. The experience of playing "Half-Life: Source" isn't going to be much different, as a player, than from playing the original Half-Life as it was.... [more]
16 1203 Nov 20, 2004 07:25 pm
by N
HL2 SDK... Soon.
MODSonline : In The News
I'll respond to both, here: First, Col. J.P.: I'm sorry, I think you are misunderstanding me, let me clarify. :) When you purchase Half-Life 2, you get multiple games in the package. One of them, is what is called Half-Life: Source. Half-Li... [more]
16 1203 Nov 20, 2004 11:49 am
by N
HL2 SDK... Soon.
MODSonline : In The News
Half-Life, the original, was not "re-made" with Source. What they did was the following: the upped or changed the textures and models to be of the quality and definition that they were from Blue Shift, I believe. The other thing they did was change ... [more]
16 1203 Nov 19, 2004 10:41 am
by N
HL2 Level Design: Physics
Half Life 2 : HL2 Level Design
No problem -- I'm going to try and be active here, because I've really been waiting for this for a long time (Hammer 4); I really like the Source engine, and think I'll probably at least tinker around with the engine making silly/personal projects. Her... [more]
12 927 Nov 18, 2004 01:07 pm
by N
Who esle is CSS mapping?
Half Life 2 : HL2 Level Design
I will be playing around with CSS mapping, to be sure. The editor -- all you need is Hammer. It really is a fantastic editor, especially with the features in the newest version. It'll perform all your lighting, compiling, etc; it's the one stop shop... [more]
9 667 Nov 18, 2004 12:56 pm
by N
HL2 Level Design: Physics
Half Life 2 : HL2 Level Design
I tell ya what, here's a link: Snarkpit That'll answer some questions. But you can make brushes that have physics by making them a func_physbox; and if you give it prop data you'll be able to make it breakable. Also, you can use func_breakable... [more]
12 927 Nov 18, 2004 12:54 pm
by N
HL2 Level Design: Physics
Half Life 2 : HL2 Level Design
Including a lot of the heavy physics is expensive: both in terms of calculations, and bandwidth. That is because the physics of the objects need to be synchronized between the server and the clients. Anyway, all that aside, think of it this way: ... [more]
12 927 Nov 18, 2004 11:41 am
by N
HL2 SDK... Soon.
MODSonline : In The News
Essentially you can start practicing or making maps for it already. What you need to do, though, is make maps for Counter-Strike: Souce instead of Half-Life 2. Many of the entities and techniques will be the same from one to the other. There are tu... [more]
16 1203 Nov 18, 2004 11:14 am
by N
HL2 Level Design: Physics
Half Life 2 : HL2 Level Design
Make sure you pay attention to both the game type you are playing, and what entities you put into a map. For example, if you are making a Counter-Strike map, you do not want to go crazy on the physics props. And even then, if you are putting in some ... [more]
12 927 Nov 18, 2004 11:12 am
by N
Battlefield Vietnam is Gold
MODSonline : In The News
Overrated, overrated, overrated. I just think again, that because of all the vehicles, people just taut it as this pinnacle of gaming. When I could go on about all the things that I think are crap about the game: especially the engine, performance, ... [more]
7 1257 Mar 3, 2004 01:11 pm
by N
Battlefield Vietnam is Gold
MODSonline : In The News
After having been in a clan for sometime for BF 1942 (and leaving because I just got completely sick of and fed up with the game), there needs to be some SERIOUS work, IMO, on the game and the way it flows, for me to get excited and/or purchase it again. ... [more]
7 1257 Mar 3, 2004 11:13 am
by N
call of duty
General Gaming Topics : General Gaming
Call of Duty was indeed incredible....can't wait to see what some modding/mapping folks make with this game!... [more]
16 1170 Nov 3, 2003 03:26 pm
by N
What's your favorite gaming news site?
General Gaming Topics : General Gaming
I also go to BluesNews, and the occasional followed link to GameSpy -- but, one site that is really run by some great folks, has a nice layout, etc, is: HomeLan Federation... [more]
7 1003 Sep 30, 2003 10:32 pm
by N
a few questions
Soldier of Fortune : SoFII Editing, Gaming, and Design
4. The GIMP should be just fine. The textures need to be in 'squares', or like, of a certain size like 256x256, or 512x512, 256x512, etc. While some textures might be created by hand, I'm sure that some of them are touched up digital photographs, o... [more]
4 351 Dec 9, 2002 06:33 pm
by N
A tired ole gal with a few miles left?
General Gaming Topics : General Gaming
Yeah, that's exactly where I'm at, Fox -- even moreso with the number of mods that are out there, texture packs, etc. I think I'm going to work on some of those cooperative levels, since me and a few friends have started playing it, and it's a lot of fun... [more]
6 610 Dec 9, 2002 01:53 pm
by N
A tired ole gal with a few miles left?
General Gaming Topics : General Gaming
The editor, tools, and resources seem to have come a looong way since then, foyle. ;) There's an interesting mod that allows you to play cooperatively with folks over the internet, on these special maps: a LOT of fun.... [more]
6 610 Dec 9, 2002 01:37 pm
by N
A tired ole gal with a few miles left?
General Gaming Topics : General Gaming
I'm just wondering if any of you here ever did any mapping for Half-Life? Or if you did or didn't like the game and any of it's various mods. The other day I really just wanted to mess around with some map editing, and since I no longer own SoF2, and ... [more]
6 610 Dec 9, 2002 12:56 pm
by N
A few things
Soldier of Fortune : SoFII Editing, Gaming, and Design
Shaders... Let's say you have a texture, and it looks like a squarish light fixture. A shader is like an 'information' script that the compiler uses to give that texture extra function. For example, the shader can say, "this texture has a surface t... [more]
3 443 Dec 2, 2002 11:37 am
by N
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