Posts by Quakis
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Still going, and going, and going.
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Quote from dux
the tonemap entity. I forget it's exact name. Env_tonemap, info_tonemap something like that.
Thanks.

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Just messing with Hammer, though I wonder, how does one tone down the HDR/Blooming to stop it glowing so much?
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Some stuff I found at the carboot;
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Incoming - 50p
Carmageddon 2 - 50p
Max Payne 2 - £1
Ghost Recon: Desert Seige - 50p
Metroid Prime - £1.50
P.N.03 - £1.50
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Deffinitely needs a bigger garden. (There was a second page!?)
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Doing some TF2 style practise; Any crits and suggestions, please post them.
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The text on the sign comes from a photo a member at this forum took.
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I hate my country too.
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Quote from Thrik
Is that some kind of collection you're building or do you actually play all these old games, Quakis?

Both really, I'm just a little slow on the playing side since I take my time too much (Still playing through System Shock 2) According to the list I've put together on Mobygames, I have around 247 PC games in total (and counting) There's still a lot of old stuff I want to play (and own) So it'll be a while before I complete my collection.
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Things seem to be working as normal now. Decided to give Batch Compiler a try as well, states errors a bit clearer too. I'm wondering though, does the "Source SDK" need to be kept open for the vbsp etc tools to run? I tend to close it now and then which might be why I was having the problems - yet keeping it open seems to work as it should - really takes some time for non-Build stuff to sink in - Source tools can be very awkward to work with a lot of the time.
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I kinda solved the lighting problem which may be why it was "fullbright" which runs me into another problem.
I make a change in the map and compile it, load it up in HL2Ep2 and bam - same map from a previous compile. So I close it down, delete the bsp and recompile. Again - same map from a previous compile (and I know this since I move a prop somewhere it shouldn't be, but its in its orignal place when loading the map)
This could explain why my map was shown in fullbright by not "compiling" the lights. Either that, or HL2ep2 is borked and isn't working right (I seriously dont feel like reinstalling it if there are other solutions about)
To put it brief. Despite the changes to my map and after compiling it, upon loading the map those changes aren't made. Despite reloading HL2ep2. Despite deleting the map and compiling a fresh BSP.
Hell, I just tried compiling it under a different name and returns the error "cannot find this filename" when attempting to copy the compiled map into HL2ep2's map folder.
I hate Source. =x
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I'm not exactly sure what's going on, despite having lights in my level - after compiling and viewing in HL2Ep2 everything is fullbright. No leaks. All compile options are "normal". I've restarted HL2Ep2 many times, tried copying the map into a fresh VMF, tried compiling another map - to no luck. I have absolutely no idea what is wrong and it's extremely fustrating me.
Edit; if it helps, there was something odd that happened. When I had one map loaded (fullbright) I tried checking the main game - clicked new game, and in the background I noticed my level went "lit" for a second before it started to load the Ep2 first level.
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I personally think this should be touched up on;
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Quote from m8nkey
Looking good Quakis. Did you flip all the geometry vertically for the reflective floor?
It's actually an orangebox shader "lightmappedreflective" which you apply to the textures. Aigik has been experimenting with it, he used a guide from here.
QuoteYes, Q1 - you asekd some time ago about Q1 mapping, did you started?
No, too many projects as it is. Atleast I know how to have it ready whenever I do.
QuoteI'd expect it too have atleast 30 cm of depth into the wall at that scale.
According to Aigik (mapper) that's how it looks in the movies which he based them from; (the models are missing the panes D=)
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Quote from seir
BTW. what's with your Quake 1 map?
Quake 1 map?