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  3. NightWolf

Posts by NightWolf

  • Fake, or photo?

    • NightWolf
    • August 31, 2007 at 2:19 AM

    10/10 correct first try, I promise

    on bonus I got 3/4 correct.

  • Updated VTF Shell Extensions

    • NightWolf
    • August 21, 2007 at 4:58 AM

    Very useful! I was watching your site closely for the Vista version

    Thank You for releasing this!

  • The new version of paint

    • NightWolf
    • August 19, 2007 at 2:34 AM

    Now thats awesome, its better than photoshop in so many ways!

    I found a link to a trailer for this new paint.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Im very excited, I will get this when it arrives for sure!

  • Post your room pic extravaganza 2007!!!~

    • NightWolf
    • July 31, 2007 at 10:52 PM

    Yay im in 15" LCD club

    Yeah I know wide screen would be nice but you need monies to do that lol!

    Also yes that is a G15.

  • Post your room pic extravaganza 2007!!!~

    • NightWolf
    • July 31, 2007 at 9:32 PM

    My area!

    [Blocked Image: http://img107.imageshack.us/img107/5746/dscn1181cd6.jpg]

  • totally random texture thread

    • NightWolf
    • July 27, 2007 at 4:07 PM
    Quote from D3ads

    Poor guy will be banging his head against the wall now I think a more subtle normalmap will work wonders, no normal map makes it look bland.

    lol thats fine.

    I made the normal more subtle:

    [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2010-53-44-36th.jpg] [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2010-59-03-47th.jpg]

    And here is what the normal currently looks like for both floors:

    [Blocked Image: http://inevmaps.hl2files.com/images/misc/cl…dfloor_bump.jpg]

  • totally random texture thread

    • NightWolf
    • July 27, 2007 at 3:08 PM

    Removed Normal:

    [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2010-03-17-15th.jpg]

  • totally random texture thread

    • NightWolf
    • July 27, 2007 at 5:34 AM

    Two Variations, I also toned down the reflectiveness of the wood.

    [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2000-21-57-40th.jpg] [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2000-17-52-04th.jpg]

  • totally random texture thread

    • NightWolf
    • July 26, 2007 at 6:41 AM

    My first serious texture, a clean wood floor and plaster wall

    [Blocked Image: http://inevmaps.hl2files.com/images/misc/texturetest_th.jpg]

  • [WIP] zs_merge

    • NightWolf
    • July 12, 2007 at 4:26 AM

    A few more shots, things are moving slowly and nowhere near done.

    [Blocked Image: http://img399.imageshack.us/img399/2316/hl22007070910125962du4.th.jpg] [Blocked Image: http://img399.imageshack.us/img399/1583/hl22007070910094478mc0.th.jpg] [Blocked Image: http://img399.imageshack.us/img399/9796/hl22007070910081543hd7.th.jpg] [Blocked Image: http://img399.imageshack.us/img399/9453/hl22007070910070367dy4.th.jpg] [Blocked Image: http://img399.imageshack.us/img399/5927/hl22007070910064982hp3.th.jpg]

  • [Source] Compiling maps under Vista = unresponsive system.

    • NightWolf
    • July 3, 2007 at 5:37 AM
    Quote from NightWolf

    It seems that the latest SDK update is the issue because I have Vista and compiling was working fine for me until this last update.Lets just hope i'm wrong because you know how long it takes for Valve to get another update for the SDK out.

    I was wrong yay!

    My problem was an unoptimized map plus my borked mobo doesent help either

  • [WIP] zs_merge

    • NightWolf
    • June 29, 2007 at 6:19 PM

    I was thinking about the railings, there are placeholders for now.

    They will be replaced with a model or brush.

    Edit:

    I was planning on getting alot of work dont this past weekend but instead my mobo went out so right now I cant do much on a 800mhz labtop

  • [WIP] zs_merge

    • NightWolf
    • June 28, 2007 at 12:22 AM

    Here is an update, screenshots of the office building lobby.

    [Blocked Image: http://img292.imageshack.us/img292/7611/zmmerge0002bx3.th.jpg] [Blocked Image: http://img292.imageshack.us/img292/2628/zmmerge0003vy7.th.jpg] [Blocked Image: http://img292.imageshack.us/img292/5919/zmmerge0004ey6.th.jpg] [Blocked Image: http://img292.imageshack.us/img292/8743/zmmerge0005cu9.th.jpg]

    Comments are welcome :)

  • [Source] Compiling maps under Vista = unresponsive system.

    • NightWolf
    • June 27, 2007 at 3:33 PM

    It seems that the latest SDK update is the issue because I have Vista and compiling was working fine for me until this last update.

    Lets just hope i'm wrong because you know how long it takes for Valve to get another update for the SDK out.

  • [WIP] zs_merge

    • NightWolf
    • June 21, 2007 at 11:58 PM

    Alright...

    Unfortunatly I couldnt recover the first zs_merge so I started a whole new one.

    In 2 days I finished all of the layout and added alot of detail, it still needs more detail though

    I have a question and need some mapcorians opinions about the layout, I am trying to keep at map that is balanced for the humans and zombies.

    So far I think it is balanced pretty well, alot of the times depending on the map the humans team will attempt to camp the zombie spawn.

    By adding two areas the zombies can spawn at I think I have cut down the ability for the humans to keep the zombies on one side of the map.

    I was wondering if you all think I should add some sewers so the zombies can have another option to get to the other side of the map instead of just having to cross the street?

    Here is a layout of the map:

    [Blocked Image: http://img459.imageshack.us/img459/7144/layoutdc6.th.jpg]

  • [WIP] zs_merge

    • NightWolf
    • June 17, 2007 at 4:24 AM

    Thankyou for the suggestions, they are greatly appreciated

    I would start working on it but the map wont open in hammer(see my previous post)

  • [WIP] zs_merge

    • NightWolf
    • June 17, 2007 at 3:26 AM

    I know there hasn't been an update in forever, I was waiting until I actually made alot more progress until posting again.

    Right now I am having a major problem, the map does not want to open in hammer, the map stays at reading chunks at 5 percent and does nothing else.

    If I need to post the .vmf let me know because I am at a loss right now

  • [WIP] zs_merge

    • NightWolf
    • April 21, 2007 at 4:51 AM

    Ok tiny update:

    -I added HDR, which will be toned down by next media release to prevent blinding the player!

    -I have toned down env_sprites that were huge, bright and ugly.

    -Some other things I didnt takes screens of.

    Screens of HDR:

    [Blocked Image: http://img77.imageshack.us/img77/4040/zmmerge0018hi4.th.jpg][Blocked Image: http://img77.imageshack.us/img77/7174/zmmerge0017li0.th.jpg][Blocked Image: http://img77.imageshack.us/img77/6133/zmmerge0016tt2.th.jpg]

    [Blocked Image: http://img77.imageshack.us/img77/4960/zmmerge0015pz4.th.jpg][Blocked Image: http://img77.imageshack.us/img77/1776/zmmerge0014fi4.th.jpg]

    Im not sure what do do with screenshot two as it seems a bit empty and lacking of detail, any suggestions would be great. :wink:

    Also a heads up, I am switching this from being a CSS: Zombie Mod map to a Gmod10 Zombie Survival map because imo Zombie Survival is much better than the CSS Zombie Mod.

    After release there is a good chance that later I will release it for the CSS Zombie Mod!

  • [WIP] zs_merge

    • NightWolf
    • April 15, 2007 at 10:43 PM

    More media!

    Please leave comments and suggestions as usual.

    [Blocked Image: http://img444.imageshack.us/img444/7306/zmmerge0000sb1.th.jpg][Blocked Image: http://img480.imageshack.us/img480/9803/zmmerge0013vf4.th.jpg][Blocked Image: http://img480.imageshack.us/img480/5056/zmmerge0011zt9.th.jpg]

    [Blocked Image: http://img480.imageshack.us/img480/7061/zmmerge0010qa3.th.jpg][Blocked Image: http://img478.imageshack.us/img478/628/zmmerge0009cj1.th.jpg][Blocked Image: http://img478.imageshack.us/img478/1479/zmmerge0008cw9.th.jpg]

    [Blocked Image: http://img411.imageshack.us/img411/7138/zmmerge0003jm2.th.jpg][Blocked Image: http://img405.imageshack.us/img405/3709/zmmerge0004cz8.th.jpg][Blocked Image: http://img405.imageshack.us/img405/9263/zmmerge0005ue4.th.jpg]

    [Blocked Image: http://img405.imageshack.us/img405/6474/zmmerge0006po0.th.jpg][Blocked Image: http://img478.imageshack.us/img478/1795/zmmerge0007ol5.th.jpg][Blocked Image: http://img411.imageshack.us/img411/6016/zmmerge0002as5.th.jpg]

    [Blocked Image: http://img411.imageshack.us/img411/6730/zmmerge0001wz8.th.jpg]

    Also when the map is done the sprites in the room with the beams wont be that bright.

  • [WIP] zs_merge

    • NightWolf
    • February 24, 2007 at 8:47 PM

    I knew I was forgetting to add a screenshot, here is another one.

    [Blocked Image: http://img168.imageshack.us/img168/9236/zmmerge0002ty6.th.jpg]

    I know the pillars are huge and I plan on sizing them down.

    Quote

    I think the office is going to look completely out of place - I think you should edit the office textures (or make new ones Big Grin) to make them look a bit more in theme with the map (i.e darker, dirtier). I don't much like the rock texture outside - although I just don't like that texture in general.

    For the office part I was aiming for it to have cs_office architecture and the look, the map is not set in an abandoned theme so I didn't want the office to be dirty.

    Also the rock texture is likely to change.

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