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  3. Bluestrike

Posts by Bluestrike

  • The random model thread!

    • Bluestrike
    • October 19, 2007 at 5:36 PM

    Lets see what model related stuff I have on my ftp atm.

    (all for source, only mentioning the main models poly's not the lods)

    Oiltower 1244 poly's.

    [Blocked Image: http://www.bluestrike.be/insurgency/oiltower1.jpg][Blocked Image: http://www.bluestrike.be/insurgency/oiltower2.jpg][Blocked Image: http://www.bluestrike.be/insurgency/oiltower3.jpg]

    [Blocked Image: http://www.bluestrike.be/insurgency/oiltower.jpg]

    Orb, 1040 poly's or so, way to many for a model the size of a football, but I'm tying to animate it

    [Blocked Image: http://www.bluestrike.be/awake2/orb.jpg]

    Conveyor, 707 poly's, Skin by the l33t Minotaur0

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

    Storefront, 553 poly's

    http://www.texturehub.net/forum/viewthr ... read_id=19

    [Blocked Image: http://www.bluestrike.be/tempspul/storefront03.jpg]

  • Hammer Editor (Importing Models problem)

    • Bluestrike
    • October 18, 2007 at 11:33 PM

    Mine?

    The keyvalues are used for physics props, so the engine knows how it should behave.

  • Hammer Editor (Importing Models problem)

    • Bluestrike
    • October 18, 2007 at 4:58 PM

    Its a dynamic prop?

    Anyway your qc doesn't look like the typical qc files I have for my statix/physics props.

    You don't link to its skin location for example, have no entry for the collision model.

    I use this most of the time as template,

    it has multiple skins and lods, and I just delete what I don't need,

    (or open one of the many other qc's :-P)

    Static model (for a dynamic model the $staticprop has to be deleted)

    Code
    $modelname generic/barrel01.mdl
    
    
    
    
    $cdmaterials models/generic
    
    
    	// Model uses material "barrel_*.vmt"
    
    
    $staticprop
    
    
    
    
    $surfaceprop "metal_barrel"
    
    
    $scale 1.0
    
    
    
    
    $body studio "barrel01.smd"
    
    
    
    
    $lod 80
    
    
    {
    
    
    replacemodel "barrel01.smd" "barrel01_lod2.smd"
    
    
    }
    
    
    
    
    $lod 160
    
    
    {
    
    
    replacemodel "barrel01.smd" "barrel01_lod3.smd"
    
    
    }
    
    
    
    
    $sequence idle "barrel01.smd" loop fps 15
    
    
    
    
    $collisionmodel "barrel01_phys.smd" 
    
    
    {
    
    
         $Mass 5000
    
    
       $concave
    
    
    }
    
    
    
    
    $texturegroup skinfamilies 
    
    
    { 
    
    
       { "barrel_01.vmt" } 
    
    
       { "barrel_02.vmt" } 
    
    
       { "barrel_03.vmt" } 
    
    
       { "barrel_04.vmt" } 
    
    
       { "barrel_05.vmt" } 
    
    
       { "barrel_06.vmt" } 
    
    
    }
    Display More

    and a physics version:

    Code
    $modelname generic/barrel01_phys.mdl
    
    
    
    
    $cdmaterials models/generic
    
    
    	// Model uses material "barrel_*.vmt"
    
    
    
    
    $surfaceprop "metal_barrel"
    
    
    $scale 1.0
    
    
    
    
    $body studio "barrel01.smd"
    
    
    $lod 80
    
    
    {
    
    
    replacemodel "barrel01.smd" "barrel01_lod2.smd"
    
    
    }
    
    
    $lod 160
    
    
    {
    
    
    replacemodel "barrel01.smd" "barrel01_lod3.smd"
    
    
    }
    
    
    
    
    $sequence idle "barrel01.smd" loop fps 15
    
    
    
    
    $keyvalues { "prop_data" { "base" "metal.medium" } }
    
    
    
    
    $collisionmodel "barrel01_phys.smd" 
    
    
    {
    
    
         $Mass 50
    
    
       $concave
    
    
    }
    
    
    
    
    $texturegroup skinfamilies 
    
    
    { 
    
    
       { "barrel_01.vmt" } 
    
    
       { "barrel_02.vmt" } 
    
    
       { "barrel_03.vmt" } 
    
    
       { "barrel_04.vmt" } 
    
    
       { "barrel_05.vmt" } 
    
    
       { "barrel_06.vmt" } 
    
    
    }
    Display More
  • Episode II era Source SDK

    • Bluestrike
    • October 18, 2007 at 4:39 PM

    hmm I tought they were going to keep sdk base updated.

    Well nice to see they are adding the support for multicore also to css and dods.

    Oh I also read somewhere a while ago they were not gonna make the multicore support availeble to mods.

  • Released - cp_crazedacre

    • Bluestrike
    • October 16, 2007 at 11:26 PM

    Looks like you used only 1 wall, ground and roof texture, and slapped in some props.

    So the visuals come over rather poor.

    Looks like you took part in a race to release the first TF2 map?

  • Half-Life Episode 2 (Contains spoilers!)

    • Bluestrike
    • October 13, 2007 at 11:53 AM

    Since I work on deep6 I can safely say Valve has no part in it so far and am pretty sure that that goes for all those you mentioned Jaboo except for testing perhaps

  • Portal - secret code/area? *spoiler?*

    • Bluestrike
    • October 13, 2007 at 11:27 AM

    The tier3 pw won't work for me yesterday :/

    *edit* Hmm today it works, weird

  • Half-Life Episode 2 (Contains spoilers!)

    • Bluestrike
    • October 13, 2007 at 12:48 AM

    The new antlion was not my favorite, and the ending is the most unsatifying of all.

    Well I guess were going too the Borealis but if I could shoose I would end with the helicopter leaving with gordon and the G-man looking at it as if goes into the horizon while saying something interesting for the plot :)

    "Another Black Mesa in the making" or so

    I wonder how long EP3 will take, its the only known game left Valve is now working on.

  • reflective texture in source

    • Bluestrike
    • October 13, 2007 at 12:19 AM

    I see the vmt lists a detail file, out of my head I only think css uses detail textures, and a purple checkered texture ingame and not in hammer sounds like a typical missing detail texture error.

    So try with removing that line perhaps.

  • Fortress Forever is out

    • Bluestrike
    • September 14, 2007 at 5:53 PM

    looking pretty good overall,

    I must say I like the maps that have the TF style more the the maps what went for a more realistic look.

    Also some maps look really impressive while others feel like a lesser quality.

    Looking forward to play it a bit more.

  • why is this rendering?

    • Bluestrike
    • September 14, 2007 at 3:45 PM

    Its not about the position that your are in thats calculated what can be seen, but what the visleaf you are in can see.

    Those models could be with a tiny small corner in a visleaf that can be seen from youre leaf position and then get rendered,

    if its that big of a deal, you can use occluders.

    Occluders and areaportals come at their own cost, so they must have a big enough influence to be worth it.

    Open areaportals are still usefull as they more accurately calculate whan can be seen by the player.

    But for the most part you will need them just so seal off area's so you can use the areaportal windows on other locations. (as area's can ' leak' as well)

    Official css maps that I know that use areaportals are cs_compound and de_dust 2, altough I doubt it matters much how its used in dust2

  • First "Lost - The Videogame" trailer

    • Bluestrike
    • July 28, 2007 at 9:42 AM

    Bah lost,

    I got mixed feelings about it,

    it has some nice stuff, but it feels like they are endless dragging the show with flashbacks and show some weird stuff what gets you interested at the start but you never hear from it again, like they rewrote the story after the first espisodes to extend it.

    Watch the first and last episode of a season and you didn;t miss all that much, but some background in between...

  • Interview with Garry on Shacknews

    • Bluestrike
    • July 26, 2007 at 11:13 PM

    Some weird measurements of fail/succes.

    I really doubt the time you work on a mod has that big of a influence on its succes, neither does the looks (but these do help get media attention tough)

    I also agree that times have changed since HL1 mods, and that players have higher expections what modders have to consider to get their mod of the ground.

    But if you ask me the key to a succesfull mod is what it brings to the player: The gameplay.

    About HL2ctf:

    There are dozens of ctf mods and games, yes I supose that translates into a bigger audience, but it also means there is alot more competition.

    The only new thing it brought was physics,

    other then that it might attract players form the HL2 scene.

    The mod didn;t do that bad, and I would not call it a failure.

    But if people want to call HL2ctf a failure, then its mainly because the developers just quit on it, considering it done.

    About Insects Infestation:

    Another important issue for the succes of mods is its user friendlyness, I always tought Insects Infestation looked great and unique, and if they had asked me to map for them I would probebly have said yes if I wasn't busy with my own stuff and Insurgency.

    But when I played it , hosted my own game to learn the maps and started not knowing what to do in a room I could not get out of, i exited, and never tried again. And thats how it goes with alot of players.

    Yeah I know Insurgency also suffers a bit from that same problem (player getting no objective and no maps to figure anything out)

    And while I'm talking about Insects Infestation, I think it also was a bit unlucky in media attention.

    Now what make succesful mods?

    CS was the first game of its kind, I think the same holds true for DOD and you can place G-mod right in that same list.

    Games like Insurgency, Fortress Forever and Black Mesa on the other hand don't bring any groundbreaking new changes, and besides the great looks, they draw players mainly on pulic interest (Insurgency) and the audience of the game they are modding on (FF/BMS).

    I haven't played Natural Selection so I can't place that one :P

    As a insurgency mapper, what do I think/expect?

    If we have 1k players after a year I think we did pretty well.

    And I think we will have to work to get to that ...

    (and then we still have alot more then most retail games)

  • Insurgency Trailer Release & Website Launch

    • Bluestrike
    • July 3, 2007 at 7:40 PM
    Quote from KoKo5oVaR

    [Blocked Image: http://kokosovar.free.fr/grah.gif][Blocked Image: http://kokosovar.free.fr/ins2.jpg]

    Did you download the server file, or is steambans blocking custom content perhaps?

  • Insurgency Trailer Release & Website Launch

    • Bluestrike
    • July 3, 2007 at 7:39 PM
    Quote from Erratic

    I don't believe. There may be in the manual, but I don't think in-game (yet).

    That's in there. When you stand in a capture zone, a few icons will appear under your compass showing how many players are required to start the capture progress. I believe it scales based on the number of players in the server

    I believe the commander has to assign his squad to a goal before anything shows up, and if the commander doesn't know how to do it it effects the whole squad :/

  • Insurgency Trailer Release & Website Launch

    • Bluestrike
    • July 1, 2007 at 10:52 PM

    It must be still june somewhere in the world :P

  • Valve = amazine

    • Bluestrike
    • June 9, 2007 at 9:28 AM

    You can only run mods multiplayer mods that use sourcesdkbase if lost coast gives you acces to sourcesdkbase (pretty much every mod that is released since august 2006 i think) and the multiplayer mod may not be using anything content from HL2 since they don't have it.

  • [video] How to get a job in the games industry as an artist

    • Bluestrike
    • June 1, 2007 at 5:55 PM

    Gods gift to PR Paul Bennet (Mythic Entertainment) explains:

    http://media.pc.ign.com/articles/792/792352/vids_1.html

  • Half-Life2:Awakening released

    • Bluestrike
    • May 19, 2007 at 2:12 PM

    Ah, can't u just set another theme as default or does it happen with that one too then?

  • Half-Life2:Awakening released

    • Bluestrike
    • May 19, 2007 at 12:09 PM

    Quakis, the menu stuff is centered on screen right over the review text

    RA7, DO I link that download as Lanmaniax or filefront since its filefront?

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