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Posts by Bluestrike

  • Powerballs

    • Bluestrike
    • April 25, 2005 at 5:21 PM

    I'm probebly the only one in town who doesn't have one .

    Its to work youre arms, based on space travel technollogy to keep the astronauts a bit in shape, with the lack of gravity regular weights are useless.

  • Reality engine

    • Bluestrike
    • April 19, 2005 at 8:47 PM
    Quote from Hourences

    As far as I understand source compiles a texture pack from the info it finds in a txt and then it gives you this vmt file or whatever ? So what if someone would be working on his level with custom textures and he would say "hey that wall is too saturated, let me adjust the texture" ? Wouldnt he then need to turn off hammer and recompile the entire package and then restart hammer to see a difference ? Because that would be -really- bad for your workflow..

    No they want u to rename the txt into vmt and manually copy the file to the right directory :/

    I can't really believe they work that way at Valve and they probebly have some other tools (or maybe bat files?) what do that stuff for them, and if they do, its not that hard to believe the delay on hl2

    Even tough I haven't had to mutch problems importing custom content to my maps (besides anoying path problems) but can't call it easy or fast

    Also this should not be a option for Hammer, but more a plugin for photoshop, just like cryengine has dds (or something) compiled in photoshop.

    ---------------------------------------------------------------------------------

    re http://www.artificialstudios.com/compare.php

    How unbiased is this comparisation if its done by the guys from the reality engine?

    I bet the other engines have 'yes' where Reality would have 'no'

    And if the engine doesn't have it does not mean its not possible,

    I can't imagine the mmo what took a licence on source has no day/night cyclus, and somebody posted on these forums already a mod what did it for doom3

    btw. light preview for hammer wil come, its just a matter of when,

    Maybe with the hdr update?

  • work on duke nukem forever!

    • Bluestrike
    • April 16, 2005 at 6:58 PM

    Wel it sounds like a job for the rest of youre life since development really seems to take forever :P

    There are alot of people who never heard of the duke now :)

    I think they left out Source because there are to many 'noobie's calling themselves leveldesigner, ain't I the living proof of that.

  • cs_beirut2 (counterstrike source)

    • Bluestrike
    • April 13, 2005 at 8:27 PM

    There should be no 1 unit gaps, not on purpose anyway but I haven't seen any

  • Worst game idea EVER!!

    • Bluestrike
    • April 8, 2005 at 5:14 PM

    The carpenter.

    Basicly the game is a model editor, but when you do something wrong you will have to start from scratch again, and for every action you take there is a 15 seconds animation played.

    Tutorial: Create a window

    Mission 1 : Create a double window.

    Mission 2 : Create a 18 steps stair.

    Mission 3 : Create a kitchen.

    Mission 5 : Create a wooden house.

  • Fortress Forever : A TF Mod for Source : Recruiting

    • Bluestrike
    • March 31, 2005 at 5:11 PM

    I luv tfc, FF is one of 3 kewlmods in my hl2 favorites folder ;-P

  • de_kilo2 (counterstrike source)

    • Bluestrike
    • March 28, 2005 at 9:54 PM

    http://home.scarlet.be/~mcblue/temp/

    Other webspace but I have a 2mb limit there (my isp webspace)

    Older screens too but but there hasn't changed mutch visible stuff.

    Re Daan0

    hehe np, I don't think I rush a map, the others are still months away and depending on my mude I work on one of them,

    its always good to let a map lie around a while until I get a nice idea for it to improve it.

    These 2 are now for 4 months under construction so I thought the time was there.

    The other maps are still months away, if not canceled

    (working on 1-2 maps not on site now)

  • cs_beirut2 (counterstrike source)

    • Bluestrike
    • March 28, 2005 at 9:51 PM

    I tried to stick with the orriginal valve content because my 2d and 3d skills suck

  • cs_beirut2 (counterstrike source)

    • Bluestrike
    • March 28, 2005 at 9:24 PM

    reson I called it beirut is because its a sequel on cs_beirut for cs1, so poeple roughly know what to expect.

    The orriginal map had nothing to do with beirut either but I got that map idea after a Chuck Norris movie where he had to rescue someone from beirut

  • de_kilo2 (counterstrike source)

    • Bluestrike
    • March 28, 2005 at 8:40 PM

    Download:

    http://www.bluestrike.be/maps/files/de_kilo2.zip

    Fileplanet:

    http://www.fileplanet.com/files/150000/151761.shtml

    Screenshots:

    [Blocked Image: http://www.bluestrike.be/tempspul/de_kiloII_1.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/de_kiloII_2.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/de_kiloII_3.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/de_kiloII_4.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/de_kiloII_5.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/de_kiloII_6.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/de_kiloII_7.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/de_kiloII_8.jpg]

  • cs_beirut2 (counterstrike source)

    • Bluestrike
    • March 28, 2005 at 8:35 PM

    Looks like mapcore is back just in time

    cs_beirut 2 download:

    http://www.bluestrike.be/maps/files/cs_beirut2.zip

    Fileplanet:

    http://www.fileplanet.com/files/150000/151759.shtml

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_1.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_2.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_3.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_4.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_5.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_6.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_7.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_8.jpg]

  • de position

    • Bluestrike
    • January 30, 2005 at 11:55 AM

    Looks good, but its based on 2/3 maps I don't really like/play.

    And it doesn't look unique imho because they look like the other maps to mutch.

  • [betatest] css_de_kilo

    • Bluestrike
    • January 28, 2005 at 8:30 PM

    Not ritgh away, to mutch other things I want to do first and I was told there will be a entity what controls the view height.

    So I want it to be on the HL2 viewheight if possible because it will feel more real then. :)

    I probebly release de_kilo 2 and de_fort 2 together someday .

  • so, a new CS:S map from valve

    • Bluestrike
    • January 27, 2005 at 6:37 PM

    Looks like a new assaultish map, not that bad imho, looks pretty realistic and if it plays well with a good framerate I'm happy with it.

    (de_dust 2 has some places where the +showbudget goes to the roof and I have to look at the floor there)

    It is a boring theme for a map though.

    A train track passing by might have been nice to fluf it up a bit, after all its a industrial zone looking at the surrounding buildings.

  • dod_pyrmont b2

    • Bluestrike
    • January 26, 2005 at 6:32 PM

    Looks neat for a HL1 map.

    Nice trees.

  • co_kurt

    • Bluestrike
    • January 21, 2005 at 5:43 PM

    Why is it using my name as title :P

  • Post your screenshots

    • Bluestrike
    • January 20, 2005 at 11:01 PM

    css FY map I made before sdk release

    [Blocked Image: http://www.bluestrike.be/tempspul/css_arena70001.jpg]

    de_fort 2

    [Blocked Image: http://www.bluestrike.be/tempspul/de_fort2_260001.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/up_arena_b90002.jpg]

  • [HL2] dm_CombineArena

    • Bluestrike
    • January 18, 2005 at 5:51 PM

    Center textures fit fine imho, would not know what else to put on them

    Fixed a problem crashing linux servers, download is updated.

  • dm_Void - Final Release

    • Bluestrike
    • January 16, 2005 at 10:24 AM

    Looks neat, but high on the budget.

    And the gameplay is gonna be somewhat quakeish where HL2 is about throwing stuff at eachother.

    Maybe you should have added more lighbeams with lightballs moving in it what you could pickup and throw with the gravgun.

    Like in the final levels of HL2.

  • [HL2] dm_CombineArena

    • Bluestrike
    • January 16, 2005 at 10:20 AM

    Heh there is a screenshot and it shows 1/3rd of the map, need to see more?

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