Yes. Redownloaded everything as well. I'll just wait till they fix the problem like they say they will.
Posts by neotic
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"I guess that I hadn’t really considered the fact that all three games in the Orange Box have a pretty good dose of humour to them. I know in Episode Two we did really want to bring more humour into the franchise. I mean, Half-Life had plenty of humourous moments, if a dark kind of comedy. The setting and premise of Half-Life 2 was pretty dark, and we did try to make you believe in the Combine oppression of humanity. But over time, as a team, we wanted to bring back some of the Half-Life humour into the franchise without diluting the sense of gravity."
Its what you wanted right?
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can you upload your ep1 version then so i can try it? i've compiled models all week and just tried a previous successful model and same result! uhh frustrating.
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Is studiomdl.exe broken too?
I keep getting "Error: Bad Command {" followed by
"SMD MODEL C:\Documents and Settings\William Tyler\Desktop\villa_bookcase.smd
ERROR: Aborted Processing on 'villa_bookcase'
StudioMDL Thread complete"
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As much as I love TF2 if thats the case then it fails entirely in certain aspects that make TF... TF. I can't imagine there not being a hunted type map in the final release. I won't... can't believe it.
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Does this imply that TF2 will not allow for more than two teams?
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Ohh I thought the origin was linked with the pivot point (or translate/rotate/scale helpers) and it is off center. Well mmh, I hope thats the case. Thanks!
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Hi! Still new to modeling and all... actually I feel a bit like I'm cheating... imported vmf into XSI, trying to save brush faces for the map! Anyways, I've figured out UV mapping and got rid of the faces I need to discard, but I was trying to find out how to translate/move/set the origin of the model peices. Google searches return rather vague results and none really say how to set an origin and XSI help is silent as well. Could someone let me know?

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Feels like Dark City... I like it...
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I'm itching to help your itch.
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Little something I'm working on... obviously very WIP. Needs more color, its getting there.

[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/catherdral_d0004.jpg]
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/catherdral_d0006.jpg]
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/catherdral_d0003.jpg]
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Disclaimer: This is based off a real building, the taboo of the taboo, so be nice. Was built for person that runs our server. =x
http://www.sendspace.com/file/jpnr4p
http://download.yousendit.com/B5EDEB364EBD2F00
Can play it @ 72.52.134.65:27015
Bomb/Defuse
Terrorist failed a covert operation to blow up Liquidweb's data center after Counter Terrorist prevent their attack, now they plan to take it by sheer numbers!
Front Door
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0000.jpg]
Terrorist Spawn
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0012.jpg]
Counter-Terrorist Spawn
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0011.jpg]
Roof Ladder w/ Back Entrance
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0002.jpg]
Roof
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0003.jpg]
Back Entrance
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0001.jpg]
Side Cubicals
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0004.jpg]
Bomb Site A
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0005.jpg]
Bomb Site B
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0007.jpg]
Annex
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0006.jpg]
Front Door
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0008.jpg]
Halls
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0009.jpg]
Back Storage Area
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/liquidwebx/de_liquidwebx0010.jpg]
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Just a quick compile of a lil something...
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/shambala20000.jpg]
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Just a little screen of last few hours of works and a question... see those larger darker windows on the tower of the aquaduct? They are unusually darker than they should be and clash too much with the rest of the tower, on the other side they are correctly shaded, which is all obviously due to the light_env, to correct it I tied the models to info_lighting on the correct side but saw no change as well as turning off dynamic shadows and still no luck. Any ideas to work around this? Grr.
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/shambala0000.jpg]
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/shambala0001.jpg]
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Hope these aren't too big, stupid photobucket!
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/sundown20000.jpg]
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/sundown20001.jpg]
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/sundown20002.jpg]

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Quote from ReNo & ifO
In the second pic it almost looks like you've actually built some geometry to emphasise the ledges and things in the texture - is that actually the case or just me reading the screenshot wrong?
Yeah, I'm going to protrude those ledges out and once I get a proper light_env in there I hope it will create enough dynamic to make it not feel so repetitive. but!! i do know I need more textures... =x
thx
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Very much a work in progress... . but really wanted to post something =x
it probably will be a de_ map..
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/sundown0004.jpg]
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/sundown0006.jpg]
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My hardest thing about texture creation is making uniform and believable structures, like a door or window with an arch, or other detailed parts of a building.
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Thanks alot guys, been dying for feed back. The killer part is that, its based off a real building that is quite vast and desolate. I mean, its primarily an inside map, what you see outside is entirely limited by that fense. I agree, more props would be good but I guess I'm scared of killing video cards! heh. If it weren't a real place or the guy that I'm making it for allowed me to fudge more extreme stuff this would be a lot easier hehe.
dc-mike: I'll try that with the fixtures, and yeah, that couch needs a closer cube map for sure - surprised I missed that.
/thanks.