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Posts by insta

  • Collaborative SP game?

    • insta
    • August 8, 2006 at 4:33 PM
    Quote from twiz

    However to do this we'd have to have someone do some coding, we'd need the rebels to act like enemies and the combine guys to act as teammates.. I don't know how hard that'd be to switch them around.. maybe as simple as re-naming the models so they get switched in-game?

    That's not necessary, just use an ai_relationship entity in Hammer and set the rebels to hate the player and the combine to adore him.

  • LOST (Imminent Spoilers)

    • insta
    • August 8, 2006 at 2:09 PM
    Quote from Pericolos0

    i stopped watching it after realising its nothing but a soap opera in an extraordinary setting. Not worth my time

    Same. Stopped watching early in season 2.

  • hammer css spawn problems

    • insta
    • July 14, 2006 at 4:08 PM
    Quote from skdr

    That's not true imo. If you place the spawnpoints in the air the player drops from that point to ground.

    Well now my face is red. Could have sworn you're instantly teleported to the ground upon spawning :embarassed:

  • Borak - The movie trailer

    • insta
    • July 14, 2006 at 1:11 PM

    Borak? Wuzzat

    Anyway, can't wait for this movie

  • hammer css spawn problems

    • insta
    • July 14, 2006 at 12:14 PM

    They can be up to a million kadjillion units up in the air, since you'll spawn on the ground anyways.

  • DODS_Zutzendorf (name will change)

    • insta
    • July 12, 2006 at 10:45 AM

    Looks really nice. In the first screenshot, the sidewalk edge looks sort of tall, maybe tweak the displacements there to get a smoother transition.

    Also, use more texture variation on the buildings. Add a foundation and whatnot, mix it up a little. Have a look at dod_kalt, some really nice stuff there.

  • CS:S - Triggering a dynamic prop

    • insta
    • July 12, 2006 at 1:32 AM

    I don't have hammer here, so I can't tell you the exact string you need to make, but here's the gist of it :

    Make a trigger_multiple, add a Output "Ontrigger 'prop_dynamic name' Setanimation 'Animation name'"

    Hope that helps.

  • DoD: Source update tonight

    • insta
    • June 28, 2006 at 5:43 PM
    Quote from Izuno

    LOL!

    I, like insta, have a special fancy for DoD:S. can't wait for the update!!!

    Insta: I hope one day you have a map in a DoD:S update. your stuff rocks!

    Thanks! Fingers crossed

  • The Ship

    • insta
    • June 28, 2006 at 2:51 PM

    Hah, I noticed the same thing Thrik. Wonder how that got through.

  • My first model!

    • insta
    • June 27, 2006 at 12:29 PM

    The modeling looks ok, although there's lots of wasted polys at the base and such. The uv-map is way too large and too spread out (1024x1024), I'm sure you could get it to a 512x512 with no problems.

  • Level Designing with Gears of War

    • insta
    • June 26, 2006 at 9:00 PM

    Level designer : Mesh editor 3d texture mesh mesh max photoshop level map mesh-

    Interviewer : ??:

  • TEH FIRST MAP THREAD !!1 :D~~ - post yours too ;)

    • insta
    • June 26, 2006 at 2:43 AM
    Quote from cdxx

    wth, what's wrong with source?

    I think by his logic all that hasn't made custom maps since Tetris aren't worthy of posting on internet forums.

  • WIP in WIP, post your level screenshots!

    • insta
    • June 24, 2006 at 8:27 PM

    I love it.

  • My Portfolio that got me a job

    • insta
    • June 24, 2006 at 1:24 PM

    Intensely hot. Congrats again on the job

  • Dark Messiah

    • insta
    • June 22, 2006 at 5:58 PM

    [Blocked Image: http://img392.imageshack.us/img392/6293/200pxborat6bk.jpg]

    I like!

  • TEH FIRST MAP THREAD !!1 :D~~ - post yours too ;)

    • insta
    • June 22, 2006 at 10:24 AM

    Wow cool, I remember playing the demo for Gunman Chronicles! Welcome to Mapcore

  • DE_KERK [updated July 5th, new screens page 2 + beta d/l]

    • insta
    • June 21, 2006 at 12:05 PM

    Maybe the de_cbble textures would fit the castle better?

  • The random model thread!

    • insta
    • June 21, 2006 at 12:03 PM

    Looks very chunky. Why not model it with a simple plane instead?

  • Yet another reason why NOT to use Mayang

    • insta
    • June 19, 2006 at 9:42 PM
    Quote from Swifty-

    Thanks, didn't know about that one

  • Quake 2 mappers get your hiking gear! (PIX ON PAGE 2!)

    • insta
    • June 19, 2006 at 9:08 PM
    Quote from cdxx

    wow quake 2, after reading this thread i had to dig it out and play for a couple hours. what a fun game that was (and still is). I only wish I knew how to map for quake 2. Since i learned mapping with hammer I'd imagine the transition to qradiant wouldn't be the easiest.

    what program do you guys use?

    Just use Worldcraft, it's Hammers old senile grandfather.

    Edit: Actually, it seems that Worldcraft 1.6 isnt so keen on installing on newer computers. Anybody else gotten it to work?

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