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  3. D3ads

Posts by D3ads

  • WIP in WIP, post your level screenshots!

    • D3ads
    • November 9, 2006 at 6:12 PM

    Looks ok, a bit bland at the moment though. Reminds me of the mansion level from Max Payne, an area I remade in HL once, abeit with changes..

    Here's a very very very very early shot of my attempt to make a decent jungle for the HL engine (think Vietcong). This is really extremely shit shit picture taken from Hammer and mainly serves as a texture and model test and I thought seeing as I haven't posted anything in ages I would just slip it in here. The logs are far too dark

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/jungle_test.jpg]

    Things to do:

    > Add tree models, logs, stumps and vines

    > Make more plants

    > Make the treetop foliage transparent

    > Add a skybox (possibly 3D if I can get it to work in Spirit)

    > Add rock models and bushes

    > Tidy and redo some of the textures

    > Add beams of light coming from the canopy above

    > Add grass in parts where the jungle isn't so closed

    > Actually compile and do lighting

    > Create high-res detail textures for everything

    Not a lot then...

    Ps: I'm aware Hostileintent has a rather awesome jungle map, I plan to beat that and drown it in a river

  • totally random texture thread

    • D3ads
    • November 9, 2006 at 2:58 PM

    Lovely.. if you can call jawless zombies lovely that is

  • The random model thread!

    • D3ads
    • November 9, 2006 at 2:56 PM

    Still looks kinda stone-like, but you're getting there!

  • [css] cs_bog

    • D3ads
    • November 9, 2006 at 2:54 PM

    Nice work

  • Rate and slate

    • D3ads
    • November 9, 2006 at 2:51 PM

    I haven't bought anything yet, adding this lot to the list:

    Medal Of Honour: Pacific Assault

    Men Of Valour: Vietnam

    Anachronox (this one's very old)

    Yay/nay?

    I'm playing a lot of old games at the moment because I wont get a new graphics card till next year and a lot of the new titles don't run on a GF4 :roll:

  • warby presents: de_wanda 100% custom map for cs-source

    • D3ads
    • November 6, 2006 at 7:56 PM

    Love it! skdr is right though, it's a bit repetitve but I suppose it doesn't matter too much being a skybox.

  • They Hunger: Lost Souls - The end is near

    • D3ads
    • November 6, 2006 at 7:54 PM

    It's looking a lot more impressive than what it was before but there's still very little media to go on, we'll just have to see.

  • The random model thread!

    • D3ads
    • November 6, 2006 at 3:05 PM

    Nice!

  • WIP hi_somalia Pretty new to mapping..

    • D3ads
    • November 6, 2006 at 3:01 PM
    Quote from ifO

    HL mapping is still where the fun is.

    QFT.

  • Landscape, LongCampus, MassiveCampus, DeathCampus..What Ever

    • D3ads
    • November 5, 2006 at 6:34 PM
    Quote from ifO

    Well you basically get a high quality 512x512 texture and make 2 versions of it:1. texture1.tga - a desaturated full-sized version, with slightly reduced contrast, saved as .TGA for the detail texture (you can actually leave it full colour and it seems to work).

    2. texture1.bmp - a full colour version resized to 256x256, saved as .bmp for the texture.

    Then place .tga in your detail folder, the .bmp in your texture .wad and set up your ..._detail.txt file in the usual way to connect the two.

    texture1 detail/texture1 1.0 1.0

    Ahh great, thanks for that! I'm going to have to stop using Won HL and try that out sometime

  • Phones

    • D3ads
    • November 5, 2006 at 6:27 PM

    No idea, but it sends messages and allows me to make phonecalls so I don't really give two shits.

  • Landscape, LongCampus, MassiveCampus, DeathCampus..What Ever

    • D3ads
    • November 3, 2006 at 12:23 PM

    Using 512x512 textures is best kept for ground textures really or places where they can be stretched, as indeed using them for other small parts will split the surface up a lot.

    Everytime I've seen detail textures applied so far (ie CZ..) they look like balls, but your application seems to work very well, I guess the brick wall has a detail applied to it? You'll have to show me what you used for that (assuming that is your map), I'm one of few still working with the HL engine!

  • Landscape, LongCampus, MassiveCampus, DeathCampus..What Ever

    • D3ads
    • November 2, 2006 at 4:51 PM
    Quote from ifO

    you can even use 512x512 'detailtextures' applied to 256x256 textures to effectively get 512x512 textures into HL.

    ..which looks ugly as Hell. You can use 512x512 textures in HL anyway, unless you're using a video card from the stoneage...

  • Post Your Pic Extravaganza 2006 ~~!

    • D3ads
    • November 2, 2006 at 4:07 PM

    [Blocked Image: http://myspace-363.vo.llnwd.net/01291/36/35/1291325363_l.jpg]

    I'm so metal, steel doors stress and collapse at the sight of me...

  • Halloween Costumes!

    • D3ads
    • November 1, 2006 at 4:47 PM

    Oh and I have to post this, so you all know where Halloween actually came from originally:

    Quote

    Halloween, known as Samhain (or "Sow-en" for the Gaelic-minded) to the ancient Celts of northern Europe, was a time when the boundaries between this world and the next were weakened and beings could cross over to this world. Bonfires were lit on hilltops to keep evil spirits at bay and hideously distorted masks were worn to protect its wearer from the mischief of these otherworldly travelers.This is one of the oldest observed holidays we have, even if it has been stripped of its original sentiments. The symbolic gestures are still there and enacted and therefore the ancient custom of Halloween is still very much alive, if however in another sense.

    The modern form of Halloween comes more or less directly from Ireland, one of the last refuges of the Celtic people. Samhain, however, was once observed from Switzerland to Spain to Ireland when the Celts roamed these areas nearly 3,000 years ago.

    Samhain was the time of the harvest and the beginning of the new year for the Celts. It was the end of the old year and the beginning of winter when the nights started to grow longer. At this time, the crops were harvested and stored, the cattle not needed for milking or breeding were slaughtered, and the apprentices, travelers, warriors, and bards either returned home or took lodgings to sit out the winter.

    The long nights were spent recounting tales of heroes, lovers, ghosts and fairies. Outside it was believed that the "fairy folk" whom once driven into underground exile by the Celts went abroad again as did other less savory beings.

    As one of the in-between days that was neither part of the old or new year, Samhain was seen as one of those especially powerful times when the boundaries of this world and the otherworld were weakened allowing the fairy folk and the spirits of the departed easier passage to this one.

    Not all of these otherworldly travelers were harmless and steps had to be taken to either placate them or frighten them off. Great fires were made on hilltops to drive these malignant spirits away. Into these fires were thrown sacrificial items of personal possessions. Also thrown in were the bones of the cattle slaughtered at harvest time.

    This tradition held long after the origins of this practice were forgotten. In later years, these fires were called "bone-fires" in English and later simply "bonfires."

    Frightening masks were worn to either scare off harmful spirits or confuse them into mistaking the wearer for a fellow spirit. In staying with the theme of light keeping the forces of darkness at bay, the Celts would carry hollowed-out turnips carved into fearful shapes lit with a candle or coal.

    This was the origin of the Jack-o-Lantern. The pumpkin, a plucky native plant of North America, was found to be a perfect Jack-o-Lantern by Irish immigrants in the 19th century.

    Display More

    I love history

  • Landscape, LongCampus, MassiveCampus, DeathCampus..What Ever

    • D3ads
    • November 1, 2006 at 4:20 PM

    Impressive use of the HL1 engine, ugly as Hell though, better textures would help

  • Now playing

    • D3ads
    • November 1, 2006 at 4:10 PM

    Bagged CZ in the post yesterday for just under £6 so I'm playing that now. It's far too easy, I've beaten the main game in hard mode in under a day, no wonder it got such balls reviews! Quite enjoy Deleted Scenes though, simple but cool for what they've done, lots of amazing models in that game.

  • Halloween Costumes!

    • D3ads
    • October 29, 2006 at 3:59 PM

    Halloween is gay.

  • Threewave's new Level Designer

    • D3ads
    • October 29, 2006 at 3:49 PM

    Congratulations!

  • New S.T.A.L.K.E.R screens! :D

    • D3ads
    • October 29, 2006 at 3:22 PM

    I don't think it looks bad at all, you're all comparing it to the likes of Crysis, don't forget that this game's been in development for years. I fully expect Duke Nukem Forever to be a DX9 game when it comes out... uhh.. I mean, if :roll:

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