I was swimming one day and the platypus saw my hair and was instantly attracted to it
Posts by Defrag
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Have a look at the picture again. It looks a bit wet and billish (new word I just invented).
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You're right, an animal did die on my head
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haha, thanks. My hair gets like that after about two weeks, but I'm too lazy to get it cut every two weeks. I like small animals so no problem.
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The internet is a FUCKING SERIOUS BUSINESS. I hate getting stalked by people with cameras, so I am looking rather surly. I need a haircut, but that's par for the course. I always need a haircut.
HELLO
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/pics/new_hair.jpg]
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Doesn't work properly for me. Hammer loads with the correct config selected, but none of my textures are being loaded or anything >_<.
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I can't open militia, either. My FF stuff is finally working ok after I refreshed my content and reset my config several times, but certain files refuse to open.
Also, hammer is now forgetting some of views when I load maps. The 3D and x/y window is ok, but the others are just pointed off in some random direction. Furthermore, hammer refuses to run when I click on hammer.exe or use my shortcut. It says "Steam.dll is missing". I hate having to open the bloody SDK launcher just to open hammer.
Another well tested update?

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Looks cool, but the ceiling is a little messy and repetitious.

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Looking good, GL
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Quote from mike-0
I'm trying to write a texture shader for source. Cel shading, like in jet grind radio or xiii. ive been researching for about two days strait now and have only come up with cel shading theory and some source code for opengl cel shader (download here). Im totally stuck.
Firstly, you need to learn HLSL to write shaders for HL2. It's not too hard to learn if you know a bit of GLSL or CG, as they're all fairly similar. You just need to learn the syntax.
Secondly, the main concept of cartoon shading is picking out the sillhouette edges. There's a million papers on this out there and it's in just about any shader book you could care to mention.
Research and then implement. If you've found some research materials then you need to enter stage two and actually figure out the practical side for yourself (that's the fun part). I would recommend that you download rendermonkey and learn to use it; it's an invaluable shader programming dev tool.
QuoteOK, so I decided to start mapping again. Anyways whats the entity for making steam? I have a pipe and I want steam to come out at the joint
Are you seriously telling me it was too hard to find the env_steam?
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I like DirectX (<3 D3DX), but Microsoft's usually bullishness about wiping out its competitors through brute force rather than the strength of their product is getting old (e.g. refusing to support OpenGL, forcing people to use extensions and then trying to make life even more awkward for OpenGL with Vista). It remains to be seen whether OpenGL will crawl with Vista (due to MS forcing OpenGL to run indirectly), or whether MS will do anything to make it run properly. There were rumours that OpenGL will basically die when Vista comes out, but I guess we'll have to wait and see.
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Good effort old chap, I appreciate it. I didn't know about the imageready slice thingy, so good stuff.
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Looks lovely!
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I learn to murder. Twenty seven people have died so far. The bodycount will rise still further. One kill per hotkey-that-enables-fucking-stupid-functionality-hidden-in-some-submenu-in-random-menu-screen-that-i-can't-find incident. Max is easily the worst program I've ever seen for this shit. By far.
Will you be my next victim? Find out.. tomorrow.
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(omen): Defrag
(omen): press o
(Defrag): you're a genius
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Yay it's time for another "max decided I hit a random hotkey and fucked something up" post. All of my viewports are rendering the current scene as bounding boxes when I move the camera. I've looked in all of the viewport configuration screens and I can't find a single checkbox that has "bounding box" checked, including rendering methods and general/active degradation.
Help please. I don't want no stinkin' bounding boxes to be rendered when I move the camera -- I want to see what i'm doing!
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I'm not sure whether this applies for static props, but you should maybe look into creating a shadow model for your prop (you have to create the .smd and then specify this stuff in the .qc when compiling it). I'm possibly barking up the wrong tree, though.
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nice job and nice .. job!