Posts by DelaZ
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Looks cool but reminds me of vertigo. I bet the HL2 engine can do alot more than this

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Double post!

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High poly bump mapped specular chickens in cs_italy
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Amazing stuff
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Quote from IzunoDisplay More
technial issues galore...first teh specs here at home:
Athon 64 3400+
nvidia 6800ultra
1 gig ram
WinXP SP1
updated drivers
The game plays...then it freezes, the audio skips...and then it unfreezes...then freezes again...then unfreezes...i got as far as where Barney reveals himself like 2 minutes into the game...but it's unplayable
Anyone else having this issues? I'll try it at my office machine tomorrow and report back in.
thanks
I had the same.. after a few maps it gets better and dissapears. I'm really impressed with what I've seen so far.
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Quote from Tequila
How do I tell VTEX where my .tgas are to be converted? They're currently in C:\Games\Steam\SteamApps\[email protected]\counter-strike source\cstrike\materialsrc and apparently I should tell it this using the '-game' tag, but that just utterly fails.
Quote from DelaZNoobie video tuts :How to create vtf & vmt files (textures) :
:roll:
Put them in :
C:\Games\Steam\SteamApps\steam@account\sourcesdk\cstrike\materialsrc

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Other question for Zaph
When you put sv_cheats and type impulse 107, the name of texture infront of you will show up in the console. So I did that with the shiny tile floor from de_dust and it gave a strange number after the texture name
Code
Display More] impulse 107 Texture: maps/de_dust/de_dust/tilefloor02_640_1232_72 ] impulse 107 Texture: maps/de_dust/de_dust/tilefloor02_0_1376_72 ] impulse 107 Texture: maps/de_dust/de_dust/tilefloor02_0_1648_72I'm trying to get some specular looking textures ingame... I have lots of troubles.. but what the hell are those numbers?
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I huh well "discovered" something else...
When you have a look at the cobble vmf you notice that each window model has a hole behind it. If you have a lot of windows this takes a bit of your compiling time cause it has to create an extra vis with each window.
[Blocked Image: http://adamowen.com/assets/tuts/nodraw07.jpg]
[Blocked Image: http://adamowen.com/assets/tuts/nodraw08.jpg]
So what i did is this... I just removed the hole and replaced by a nodraw textured brush. There was no hole but the lighting from the model was fucked up.
[Blocked Image: http://users.pandora.be/desert/delaz/light.jpg]
So I added a info_lighting entity to the model. And the problem was fixed. If you can use that same info_lighting for almost every window it saves some precious compile time... and it doesnt have that hole.
[Blocked Image: http://users.pandora.be/desert/delaz/1_entity_+_no_holes.jpg]
So we can use the same info_lighting for all the models, where we normally have a hole for each model.
So 1 entity and no holes D:!
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Try this :
Quote"LightmappedGeneric"{
"$basetexture" "kami/k5_wall03"
"$bumpmap" "kami/k5_wall03_normal"
}
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Noobie video tuts :
How to create vtf & vmt files (textures) :
http://www.insmod.net/team/delaz/files/texture_creation.rar
How to create displacement maps in Hammer (part 1):
http://www.insmod.net/team/delaz/files/dis...ment_vidtut.rar
How to create displacement maps in Hammer (part 2) :
http://www.insmod.net/team/delaz/files/dis...nt_vidtut_2.rar
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Quote from DD
How did you export that tank to SMD? Is there a secret max -> hl2 smd exporter going around? GIVE ME if so, plz.
Max SMD exporter for Ver 6
http://www.w00th4x0r.com/smd/smdlexp.dle
And here is a video tutorial I made how to import a custom model in Hammer (which doesn't work the normal way strangely enough, probably a bug)
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Hey sorry for all the trouble dude...
Anyway thanks, I finally fixed it

I just removed translucent from the vmt and replaced it by alphatest
QuoteDisplay More"VertexLitGeneric"{
"$model" "1"
"$basetexture" "models/insurgency/t72_burn"
"$surfaceprop" "metal"
"$alphatest" "1"
}
[Blocked Image: http://users.pandora.be/desert/delaz/ins_t72_2.jpg]
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Quote from Zaphod
add "$translucent" "1"if you want it to be one bit transparency, also add
"$alphatest" "1"
also, that transparency channel has to be in the alpha channel of the regular texture if it isn't already.
Thanks man.. but now the whole tank is translucent

[Blocked Image: http://users.pandora.be/desert/delaz/t72_trans.jpg]
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Hey Zaph...
I'm trying to get a model ingame. It worked perfectly so far but I can't get the transparent parts look transparent. I made an alpha channel in Photoshop.
Here is how my vmt file looks like :
Quote"VertexLitGeneric"{
"$model" "1"
"$basetexture" "models/insurgency/t72_burn"
"$surfaceprop" "metal"
}
How it looks in Hammer :
[Blocked Image: http://users.pandora.be/desert/delaz/prob.jpg]
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I made a little vid tut how to create texture files (vtf and vmt)
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Dear OL, how do I ask a boy if he wants to have a sexual relation with me?
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