1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. RabidMonkey

Posts by RabidMonkey

  • Links to sites with HL2 model content

    • RabidMonkey
    • March 9, 2006 at 8:55 PM
    Quote from Defrag

    Is there a better way to export from hammer -> max than using .dxf files? DXF is almost useless (faces inverted, each poly is a separate object unless you weld everything, which just causes the vertices to become even more erroneous in position in relation to the original .vmf geometry). Some kind of .map or .vmf import would be stellar.

    What modelling program do you use?

    In Max it's quite easy to get DXF imports to work properly - You just need to flip all the normals on the imported objects and then collapse them into a single mesh, and you're good to go.

  • Crysis - Crytek's new game

    • RabidMonkey
    • January 24, 2006 at 5:36 AM

    Hawt. I guess that's why they call it the CryEngine, it makes me cry with tears of joy ;(

    (This makes my comp feel sadly obsolete)

  • dod_salerno

    • RabidMonkey
    • December 16, 2005 at 2:59 AM

    Excellent. Great work =]

  • OMG 50 CENTS GAME YALL!!!1111

    • RabidMonkey
    • November 17, 2005 at 3:07 AM
    Quote from FrieChamp

    N-N-N-N-NEXUS !!!On a more serious note: The guy who programmed the AI in FarCry works at the company developing the fitty game, who knows, might gonna turn out to be not too shabby.

    I don't think you can put any intelligence around anything 'fitty cent related, artificial or non.

  • WIP in WIP, post your level screenshots!

    • RabidMonkey
    • November 7, 2005 at 11:13 PM

    Yeah, the rocks in the BG are ugly. They gave me about 4 days to get this area prepped for PCGamer UK, and the mesas were something we didn't have time to implement before the deadline. I'll get the new models compiled and get some new shots to showcase that.

  • WIP in WIP, post your level screenshots!

    • RabidMonkey
    • November 6, 2005 at 10:05 PM

    [Blocked Image: http://blackmesa.leak-free.org/flash/images/mr4_st1.jpg]

    My WIP for a few months now. I'm finally getting back to work on this level after some work on other chapters, so your input'd be appreciated.

    A couple of things that I've already noted that need some fixes -

    *Skybox mesas are temp. HL2 reskinned ones as a placeholder for our new ones which aren't skinned properly yet

    *Ground texture and cliff texture stretch a lot. We're working on that.

  • Unnamed DOD:S Project - Need help PIC INSIDE!

    • RabidMonkey
    • November 2, 2005 at 1:14 AM

    You could modify your GameConfig/Info to mount the DOD:S GCF itself, or just extract the content if you have appropriate hard disk space.

  • Black Mesa: Source | Recruiting

    • RabidMonkey
    • October 24, 2005 at 4:22 AM

    An update on the position situation -

    Following team restructuring, the production of our third alpha build - 0.0.3, and the fact that we wish to speed up development, the Black Mesa: Source team is looking for one final level designer applicant, in addition to the previous applicant positions of character modeller and skinners. Black Mesa: Source eis an ambitious modification which aims to recreate the Half-Life 1 experience in the Source engine, utilizing the new capabilities it offers us. Level designer applicants must have, at the bare minimum, one year of experience with the Valve Hammer Editor and either the Half-Life or Source engines, in addition to a knowledge of lighting, entity placement and setups and all other aspects of production which are generally covered by the level designer. Skills with textures, prop models, or any other areas of development are a big plus, as well as those who are experienced with Half-Life 1 settings or lab environments.

    All level designer applicants must attach either a link to a portfolio or provide example work - All applications without example work will be rejected. Level Designer applicants should send their applications to RabidMonkey at [email protected]. For more information about Black Mesa: Source, a highly anticipated Half-Life 2 modification, feel free to visit our website, or stop by our IRC channel.

    We look forward to seeing your name on the applicant list!

    Sincerely,

    RabidMonkey and the Black Mesa Source team.

  • Attitude and Intent - Ken Banks

    • RabidMonkey
    • October 13, 2005 at 3:21 AM

    I think his point is "Don't map just for the sake of getting your name on PHL" or whatnot - And I don't think any studio would take a slightly worse applicant who's content was at PHL as opposed to one who's work is clearly better but is not featured anywhere.

    If you submit a proper resume and application as well, people know who you are and how to contact you as well.

  • Sands of War 2 beta 1 released!

    • RabidMonkey
    • September 26, 2005 at 8:28 AM
    Quote from Zacker

    Could you please be a little more constructive? Which sprites? Which dmg? Yes if you turn console on there are some errors in there, but haven't given those high priority as they doesn't affect the gameplay.

    Weapons do not have muzzle sprites, is what he's referring to. The fire rates seemed identical too - The Aug fires like an MP5, when in reality it's ~240 rounds a minute versus ~900 for the MP5. The console errors all pertain to ingame bugs too - No walk sounds, etc - As in they have no game sound script entries. I'd say that affects gameplay D:

    I think that it's just too early to consider a release, in my opinion. Releasing later when you have a more polished and impressive product really is better than releasing quick and early. You'll end up getting a bigger audience that way instead of turning off people who played a very unpolished alpha/beta build.

  • Sands of War 2 beta 1 released!

    • RabidMonkey
    • September 26, 2005 at 7:36 AM

    Yah. Rich and I just playtested it. Errrrrr. I think my main beef was with that the entire game is based off of CSSource's code, and that none of it is changed. I tried to spectate...and I get readings for the CSS Terro's and CT's in the score entry. All of the models and content is mostly ripped from CSS, as well as the scripts - No walk sounds, environmental sounds, break sounds, or anything - All broken game sound entries. The skill system that it has binds for doesn't even work - Invalid command, and the menu is full of #SOW_blah_blah. Can't take the time to write some simple VGUI scripts I take it? It was even using the CSS maplist - Unless I'm mistaken I can't play de_train or dust or whatever. You don't even have to wait to capture flags, either - You come within 10 feet of it and it's yours - And they're so close together rounds end in under a minute.

    I agree - I'd be hard pressed to play any future releases after this 'beta'. I don't even think it's worthy of that release title.

  • dm_petrol

    • RabidMonkey
    • January 22, 2005 at 11:25 PM

    I haven't, but I'll give it a try

  • dm_petrol

    • RabidMonkey
    • January 22, 2005 at 10:53 PM

    I had set one of the buttons to turn it off, and it should work, I'll look into it. The ugly green-steam is what is hard to see, I assume, and it is the result of a lighting issue, I've been messing around with that since b2 or something, but its refusing to remain the correct color.

    I added some areaportals/occluders and can gain about 10/20 FPS in most areas.

    The RPG structure has a couple of alternate routes to get to - One can climb up the ladders, which is more difficult and more of a risk, yes, but you can also access it via the catwalk if you're trying to get there easily.

    The open-door sections are just there to provide a bit of depth for players, they're not essential for connectivity. There are ar2 grenades in one for anyone who bothers to go back there, the other is locked and near the guard shack which has a magnum behind it, and is actually a fairly nice spot to nab people with the crossbow.

    I don't think I'll change much to the layout, though I might consider adding a few additional rooms since I have more time to work with, now.

  • dm_petrol

    • RabidMonkey
    • January 22, 2005 at 10:09 PM
    Quote

    For cs an industrial map of a factory is generic, unless u show exactly what kinda factory what it makes and im not talking about big pipes evrywhere. Thats for cs tho, for hldm u can have factory making candy elevators, but doesnt fit a map called dm_petrol.

    Initially I had planned it to be a building for the Northern Petrol corporation, hence it's name - I figured in order to keep the sort of 'petrol' theme I'd toss in the refinery area.

    Working on b5 which should fix most of the visual errors as well as provide a decent performance boost. Hopefully, the light_env will actually work this time so the outdoor area will look half-decent again

  • dm_petrol

    • RabidMonkey
    • January 19, 2005 at 8:48 PM

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40019.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40015.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40012.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40002.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40000.jpg]

    A few.

  • dm_petrol

    • RabidMonkey
    • January 19, 2005 at 12:43 AM

    http://rabidmonkey777.bluewolf72.com/fi ... rol_b4.zip

    pub. beta 4 released. Comment away.

  • dm_nonameyet

    • RabidMonkey
    • December 23, 2004 at 6:22 PM

    Toss a few small pipes or an electrical box or two (or both) on the walls, they look rather empty at the current moment.

  • dm_petrol

    • RabidMonkey
    • December 23, 2004 at 6:18 PM

    I'm definitely going to add the glow sprites, I had them in a fairly early release and deleted them as they looked like crap since I was using a sprite instead of a func_lightglow or whatever the pointent is for light glows and they were bright white for the orange-y lights D: - I didn't think of adding them over the windows, though, that would look neat.

    Thanks for teh comments/suggestions, all.

  • dm_intensity HL2DM

    • RabidMonkey
    • December 23, 2004 at 5:55 AM

    Since the handrails are models they should behave like normal rails and be shoot-throughable only where there's empty space. I doubt the catwalk grate is shoot-throughable.

    Looks very nice. As stated before, lighting is perfect and pleasing to look at it.

  • dm_petrol

    • RabidMonkey
    • December 23, 2004 at 5:53 AM

    I'll fill the gap alright, but not with the env_sun D: - It automatically goes towards the skybox's set sun for some reason, which is directly behind there coming through the highway over there. There's a screenie with it, I believe. Check the base dm_petrol directory. Or you've already seen it

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™