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  3. Kamikazi!

Posts by Kamikazi!

  • dm_underpass *download beta 3*

    • Kamikazi!
    • December 29, 2004 at 6:21 AM
    Quote from DUFFY

    i didnt read any posts but the first one and im gonna say this anywayyou used the yellow dr breen poster too many times.....besides that it looks like a hl2 map with a few minor changes. none the less, nice.

    Yeah I already reduced that. Quite a bit has been updated and changed. I'll have new screens soon. Though most of it is layout so screens prolly wont help.

  • dm_underpass *download beta 3*

    • Kamikazi!
    • December 29, 2004 at 4:31 AM

    Yeah, hang around #mapcore for playtests. I try to do one every weeknight.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Kamikazi!
    • December 27, 2004 at 8:53 PM
    Quote from mike-0

    How do i make displacement terrain with two faces so that they dont contradict eachother? Like, when i use displacement + noise when i have two faces selected, one of the edges of the faces will be higher / lower than the edge of the other face.

    Did you try hitting sew?

  • dm_underpass *download beta 3*

    • Kamikazi!
    • December 14, 2004 at 8:47 PM
    Quote from ReNo

    I really like the look of this, not much to criticise about it really. Could perhaps benefit from some small dashes of colour around the interiors? I'n clutching at straws, what can I say!

    Thanks, after looking back at it, the all white sucked. So I am breaking it up a bit and using more variation.

  • dm_underpass *download beta 3*

    • Kamikazi!
    • December 13, 2004 at 9:42 PM
    Quote from Minotauro

    Looks really great man, I love this one. The only thing that I really dont like are those crazy buildings on the last pic, really dont fit the theme.

    I hate to be one of those annoying mappers to explain everything, but I am going to Not that I'm trying to be defensive, but maybe since that portion isn't complete this will help. It is actually a warehouse getting destroyed by the combine, I just haven't gotten to adding the destroyed look to it yet. It is also missing the smoke stacks and conveyr.

    [Blocked Image: http://www.w00th4x0r.com/misc/nm.jpg]

  • dm_underpass *download beta 3*

    • Kamikazi!
    • December 13, 2004 at 9:34 PM
    Quote from Marcos

    Yep, but some more eyecandy will be good (i know you are going to add that later) How is the map layout wise? Seems like it's pretty complicated, like you need to learn how to play the map. My opinion is that DM maps should flow natualy for the player...

    The way I got it, you should be able to keep running forward and never get stuck at a dead end.

  • dm_underpass *download beta 3*

    • Kamikazi!
    • December 13, 2004 at 9:11 PM

    http://hinkey.ca/maps/dm_underpass_b3.bsp

    Thanks hinkey.

    You can find old pics here http://www.w00th4x0r.com/hl2dm/

    Ok these pics are more for layout changes as opposed to how it looks. Though I don't care which you comment on. I should be updating this post again later today with information on a download link. Though I am trying to keep it semi closed beta, so those filthy map packs don't release unfinished work. If you don't see it from the last screens, thats what got removed.

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0000.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0001.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0002.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0003.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0004.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0005.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0006.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0007.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0008.jpg]

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    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0010.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0011.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0012.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0013.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0014.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0015.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0016.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0017.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0018.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0019.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0020.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0021.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0022.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0023.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0024.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0025.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0026.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0027.jpg]

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0028.jpg]

  • dm_cascade - wip

    • Kamikazi!
    • December 10, 2004 at 7:58 AM

    for large scale stuff like that, id suggest not scaling down the textures so much. Valve didn't leave everything at .25

  • Fantasy carousel

    • Kamikazi!
    • December 1, 2004 at 3:46 AM

    and I just saw this on cgtalk gaming forum.

  • My First Custom HL2 Map.

    • Kamikazi!
    • November 19, 2004 at 9:51 PM

    -bounce # goes in the extra parm's box when you compile. Higher the # more bounce = brighter shadows.

  • My First Custom HL2 Map.

    • Kamikazi!
    • November 19, 2004 at 9:24 PM

    Try a light_spot and add a -bounce value so the ceiling isn't totally black.

  • My First Custom HL2 Map.

    • Kamikazi!
    • November 19, 2004 at 6:47 PM

    are you using light or light_spot?

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Kamikazi!
    • November 18, 2004 at 6:56 PM

    what happened to triggering dynamic terrain like in the e3 movie?

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Kamikazi!
    • November 13, 2004 at 4:00 PM

    My guess is that the camera can't show yourself. Like in thirdperson your model is all jittery and shows the v_weapon at the feet.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Kamikazi!
    • November 11, 2004 at 9:13 PM
    Quote from Bic-B@ll

    it would be cool if it was a type of pak file that each model had so all its info is self contained and seperated, this is going to be pure madness

    man this is gonna suck. I guess valve doesn't mind the chaos.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Kamikazi!
    • November 11, 2004 at 6:33 PM

    ok my normal is not embedding into the k5_wall03, is it supposed to be seperate vtf?

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Kamikazi!
    • November 11, 2004 at 6:00 PM
    Code
    KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: RecursiveLoadFromBuffer:  got empty keyname in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: RecursiveLoadFromBuffer:  got empty keyname in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: RecursiveLoadFromBuffer:  got empty keyname in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: RecursiveLoadFromBuffer:  got empty keyname in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric,
    Display More

    I seem to get that in the compile window when I try to use a texture I made. Here is VMT file. I don't see any thing missing :X

    Code
    "LightmappedGeneric"
    
    
    
    
    {
    
    
    
    
     "$basetexture "kami/k5_wall03"
    
    
    
    
     "$bumpmap "kami/k5_wall03_normal" 
    
    
    
    
     }
    Display More
  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Kamikazi!
    • November 9, 2004 at 4:29 PM

    doh, forgot my next question.

    Do bump maps have to be normal maps? I tried using a grey height map and compiled the texture, but ingame it just shrinks itself down to like .1 size and doesn't appear to even be bumped.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Kamikazi!
    • November 9, 2004 at 4:26 PM

    Once I learn enough, I will start making some video tuts as well and sticking them on w00th4x0r. Might also stick other peoples with their permission.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Kamikazi!
    • November 7, 2004 at 1:16 AM

    I'm trying to create water from the default materials, is it possible? I've tried them all and tried all the render modes. It still looks flat and not refractive like in the tech demo.

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