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  3. e-freak

Posts by e-freak

  • "The Zoo" ( Decadence) (Updated 1st nov)

    • e-freak
    • September 26, 2007 at 7:21 AM

    I find the leaves quite cool - make them a real lightsource

  • [HL²DM] dm_erayo

    • e-freak
    • September 26, 2007 at 7:19 AM

    But then it should have a higher FPS rate (unless you play with half-life 1 specs)

  • [HL²DM] dm_erayo

    • e-freak
    • September 25, 2007 at 10:29 PM

    is that pipe brushed? o_O and are those smaller details in the wall func_detailed?

  • Natural Selection 2

    • e-freak
    • September 25, 2007 at 10:15 PM

    Unknown Worlds has just released a new About Page which is quite intresting imho. I hope the game will rock as much as the other Source-"Ports/remakes/redones"

  • Halo takes over the world

    • e-freak
    • September 25, 2007 at 9:55 PM

    Oh - I did like Halo 1 and afaik you never have wound suffering comrades laying around the battlefield being slaughtered by some random fantasy beasts in the game. I just criticise where I see the need to. I agree (and I've done in the previous posts) that it is artistic (original).

  • Halo takes over the world

    • e-freak
    • September 25, 2007 at 9:00 PM

    I meant it serious. I know that the movies I've listed (esp SPR) are not the full fitting argumentation base but I stay to my opinion (which I have to every movie or game) that violence just because of violence and as the core element is not what makes a good movie but disgusts it to me.

  • Project Top Secret!

    • e-freak
    • September 25, 2007 at 8:40 PM

    hey thats a photoshop layer!!!111eleven ^^

  • Project Top Secret!

    • e-freak
    • September 25, 2007 at 5:34 PM

    Yep, I read some articles about it (best one was in the GEE). It sounds interesting and on the samehand dumb. The community might give alot of input but I doubt about if all these inputs can work together...

  • Halo takes over the world

    • e-freak
    • September 25, 2007 at 5:13 PM

    I found it disgusting because of the way it showed and used violence. I play games for the sake of teamwork (in mp) or skill (mp and sp) or because of a good story (sp), which may be supported by graphical violence. The Halo Commercial shows the violence as the mainpart and it shows violence for the sake of violence. The glorification and pure commercial use of violence here as a marketing is wrong in my humble opinion. A movie like schindler's list can show violence to support the positive message of the man who resists against the regime.

    On the other hand - as I said, it's an artistic master piece. I was not sure in some parts if it was rendered or a tabletop like game and the cam usage is just awesome.

    Oh and erratic: How would you feel if you have survived D-Day or the Ardenen Offense or Operation Husky or the Iraq War and you have seen exactly this kind of violence on your real comrades? Saving Pvt Ryan for example shows it aswell but the attitude of the movie was to show that whose who fought in a war have made the world a better place and not microsoft selling a meh game more and more...

  • Halo takes over the world

    • e-freak
    • September 25, 2007 at 3:32 PM

    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.
    I think this promo clip is both artistic and disgusting...

  • UGAC - 17th Century Plague Doctor

    • e-freak
    • September 25, 2007 at 3:15 PM
    Quote from JamesL

    Great subject for a model. What are the red resin looking renders created in?

    if i'm not completely mistaken it's zBrush

  • UGAC - 17th Century Plague Doctor

    • e-freak
    • September 25, 2007 at 1:52 PM

    it's a shame they don't comment your thread! this one looks awsome! go for some more splittings and sharpness on the front "thing"

  • [FGD] Team Fortress 2 Beta FGD

    • e-freak
    • September 23, 2007 at 10:18 PM

    At the moment yes. But most of the TF2 textures are not shown correctly in hammer as they use a newer vtf version. I'm currently thinking of a fix that doesn't require to extract and convert all textures.

  • [FGD] Team Fortress 2 Beta FGD

    • e-freak
    • September 23, 2007 at 7:23 PM

    noes - I have done all this for nothing?

    none the less: I've updated the above post with the corrected version (should now work (i changed some lines before releasing it and it screwed all over)

    Edit: I had a look at the "official" FGD and it looks like a leak or something but not as if valve would have wanted this to come out - there are even unreleased prefab parts of ep2 and portal in there o_O

  • Team Fortress 2 beta!!!!!

    • e-freak
    • September 23, 2007 at 6:16 PM

    http://www.mapcore.net/forums/viewtopic.php?p=172387

  • [FGD] Team Fortress 2 Beta FGD

    • e-freak
    • September 23, 2007 at 6:16 PM

    I've just finished the first beta of my Team Fortress 2 Beta FGD and the Game Configuration and Game Info.

    Known Bugs: The Textures don't display correct in the 3D-View of Hammer atm.

    The GameConfig.txt in the folder sourcesdk/bin has to be updated with this text:

    Code
    "Team Fortress 2"
    
    
    		{
    
    
    			"GameDir"		"steampath\steamapps\Account\team fortress 2\tf"
    
    
    			"hammer"
    
    
    			{
    
    
    				"GameData0"		"steampath\steamapps\Account\sourcesdk\bin\tf2.fgd"
    
    
    				"TextureFormat"		"5"
    
    
    				"MapFormat"		"4"
    
    
    				"DefaultTextureScale"		"0.125000"
    
    
    				"DefaultLightmapScale"		"16"
    
    
    				"GameExe"		"steampath\steamapps\Account\team fortress 2\hl2.exe"
    
    
    				"DefaultSolidEntity"		"func_capturezone"
    
    
    				"DefaultPointEntity"		"item_teamflag"
    
    
    				"BSP"		"steampath\steamapps\Account\sourcesdk\bin\vbsp.exe"
    
    
    				"Vis"		"steampath\steamapps\Account\sourcesdk\bin\vvis.exe"
    
    
    				"Light"		"steampath\steamapps\Account\sourcesdk\bin\vrad.exe"
    
    
    				"GameExeDir"		"steampath\steamapps\Account\team fortress 2"
    
    
    				"MapDir"		"steampath\steamapps\Account\sourcesdk_content\tf\mapsrc"
    
    
    				"BSPDir"		"steampath\steamapps\Account\team fortress 2\tf\maps"
    
    
    				"CordonTexture"		"tools\toolsskybox"
    
    
    				"MaterialExcludeCount"		"0"
    
    
    			}
    
    
    		}
    Display More

    You then create a new file "tf2.fgd" in the same folder with this text:

    Code
    //====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
    
    
    //
    
    
    // Purpose: TEAM FORTRESS 2 game definition file (.fgd) - beta release by HLPortal.de | e-freak
    
    
    //
    
    
    //=============================================================================
    
    
    
    
    @include "base.fgd"
    
    
    
    
    //-------------------------------------------------------------------------
    
    
    //
    
    
    // Base Classes
    
    
    //
    
    
    //-------------------------------------------------------------------------
    
    
    
    
    
    
    @BaseClass = Target 
    
    
    [ 
    
    
    	target(target_destination) : "Target" 
    
    
    ]
    
    
    
    
    @BaseClass = TeamNum
    
    
    [
    
    
    	TeamNum(choices) : "Team Number (int)" : 0 =
    
    
    	[
    
    
    		2 : "RED"
    
    
    		3 : "BLU"
    
    
    	]
    
    
    	input SetTeam(integer) : "Changes the entity's team"
    
    
    ]
    
    
    
    
    @FilterClass base(BaseFilter) size(-8 -8 -8, 8 8  = filter_activator_team :
    
    
    	"A filter that filters by the team of the activator."
    
    
    [
    
    
    	filterteam(choices) : "Filter Team Number" : 2 : "The team number to filter by.  If the filter mode is Allow, only entities whose "+
    
    
    		"team number matches the given team will pass the filter. If the filter mode is Disallow, "+
    
    
    		"all entities EXCEPT those whose team number matches the given team will pass the filter." =
    
    
    	[
    
    
    		2 : "RED"
    
    
    		3 : "BLU"
    
    
    	]
    
    
    ]
    
    
    
    
    //-------------------------------------------------------------------------
    
    
    //
    
    
    // Classes
    
    
    //
    
    
    //-------------------------------------------------------------------------
    
    
    
    
    @SolidClass base(EnableDisable) = func_regenerate : "Regeneration Area"
    
    
    [
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team can benefit?" =
    
    
    	[
    
    
    		0 : "Both"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    	associatedmodel(string) : "Model used" : "insert" : "The Model (prop_dynamic) which shall do the animation"
    
    
    ]
    
    
    
    
    
    
    @SolidClass base(EnableDisable) = func_capturezone : "CTF Capturezone"
    
    
    [
    
    
    	capturepoint(integer) : "Capturepoint Nr." : 1
    
    
    	targetname(string) : "Target Name" : "capturezone_red" : "Give the capturezone a name to relate other entities to it"
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team does the capturezone belong to?" =
    
    
    	[
    
    
    		0 : "Neutral"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    
    
    	output OnFlagCaptured(void) : "Send when Flag has been captured"
    
    
    	output OnEnterZone(void) : "Send when entering the capturezone"
    
    
    
    
    	add_timer_seconds(integer) : "Add To Timer (sec)" : 0 
    
    
    ]
    
    
    
    
    
    
    @SolidClass base(EnableDisable) = func_respawnroomvisualizer : "TF2 Respawnroomvisualization"
    
    
    [
    
    
    	spawnflags(flags) =
    
    
    	[
    
    
    		1 : "vrad_brush_cast_shadows" : 0
    
    
    		2 : "StartDisabled" : 0
    
    
    		4 : "Solidity" : 1
    
    
    		8 : "Rendermode" : 0
    
    
    		16 : "disablereceiveshadows" : 0
    
    
    		32 : "disableshadows" : 0
    
    
    		64 : "InputFilter" : 0
    
    
    	]
    
    
    
    
    	respawnroomname(string) : "Respawnroom Name" : "respawnroom_red_round1" : "Give the Respawnroom a name to relate other entities to it"
    
    
    	rendercolor(color255) : "Rendered Color" : :
    
    
    	renderamt(integer) : "Renderamt" : 255 : "Integer-Value from 0 to 255 allowed"
    
    
    	rendermode(integer) : "Rendermode" : 0
    
    
    	renderfx(integer) : "Render-Effect" : 0
    
    
    ]
    
    
    
    
    
    
    @SolidClass base(EnableDisable) = func_respawnroom : "Respawnroom"
    
    
    [
    
    
    	spawnflags(flags) =
    
    
    	[
    
    
    		1 : "StartDisabled" : 0
    
    
    	]
    
    
    	targetname(string) : "Target Name" : "respawnroom_red_round1" : "Give the Respawnroom a name to relate other entities to it"
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team does the capturezone belong to?" =
    
    
    	[
    
    
    		0 : "Neutral"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    ]
    
    
    
    
    
    
    @SolidClass base(EnableDisable) = trigger_capture_area : "CP Capture Area"
    
    
    [
    
    
    	spawnflags(flags) =
    
    
    	[
    
    
    		1 : "StartDisabled" : 0
    
    
    		2 : "team_cancap_3" : 1
    
    
    		4 : "team_cancap_2" : 0
    
    
    	]
    
    
    	area_time_to_cap(integer) : "Capturetime" : 3 : "in Seconds"
    
    
    	area_cap_point(string) : "CP Name" : "cap_red_1" : "Relation-Name"
    
    
    	team_numcap_3(integer) : "Blu Players" : 1 : "Number of Blu-Players to capture or defend the Area"
    
    
    	team_numcap_2(integer) : "Red Players" : 1 : "Number of Red-Players to capture or defend the Area"
    
    
    
    
    	output OnCapTeam2(void) : "start_timer,AddTime,270,0.01,-1"
    
    
    	output OnCapTeam2(void) : "sign_cap_1,Skin,2,0,-1"
    
    
    	output OnCapTeam2(void) : "area1_camera,Disable,,0,-1"
    
    
    	output OnCapTeam2(void) : "cap_1,Skin,2,0,-1"
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = item_teamflag: "CTF Flag"
    
    
    [
    
    
    	spawnflags(flags) =
    
    
    	[
    
    
    		1 : "StartDisabled" : 0
    
    
    		2 : "GameType" : 0
    
    
    	]
    
    
    	targetname(string) : "Target Name" : "flag_red" : "Give the Flag a name to relate other entities to it"
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team's Flag is it?" =
    
    
    	[
    
    
    		0 : "Neutral"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    	model(studio) : "World Model" : "models/flag/briefcase.mdl"
    
    
    	skin(integer) : "Skin" : 2 : "The model has multiple versions of its texture (related to the team). Change the number to fit the skin to the team."
    
    
    
    
    	output OnFlagTaken(void) : "Send when Flag has been taken"
    
    
    	output OnFlagDropped(void) : "Send when Flag has been dropped"
    
    
    	output OnFlagReturned(void) : "Send when Flag has returned"
    
    
    
    
    	input Skin(integer) : "Changes the model skin to the specified number."
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = info_observer_point : "Observer Point"
    
    
    [
    
    
    	targetname(string) : "Target Name" : "obs_A" : "Give the Observer Point a name to relate other entities to it"
    
    
    	associated_team_entity(string) : "Associated Entity" : "cp_A" : "Which Entity is this parent-related to?"
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = info_player_teamspawn : "Player Spawn"
    
    
    [
    
    
    	spawnflags(flags) =
    
    
    	[
    
    
    		1 : "StartDisabled" : 0
    
    
    	]
    
    
    
    
    	targetname(string) : "Target Name" : "spawn_red_first" : "Give the Playerspawn a name to relate other entities to it"
    
    
    	controlpoint(string) : "Related Controlpoint" : "cp_A" : "If the Spawn is Neutral and shell belong to the Controlpoint owning team, fill the CP' name in here"
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team does the Spawned player belong to?" =
    
    
    	[
    
    
    		0 : "Neutral"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    	team_no(integer) : "Team Number" : 2
    
    
    	round_redspawn(string) : "Red's turn" : "round_1" : "If your map is Round-based write in which round the Red-Team owns the spawn"
    
    
    	round_bluespawn(string) : "Blu's turn" : "round_2" : "If your map is Round-based write in which round the Blu-Team owns the spawn"
    
    
    	group_no(integer) : "Group Number" : 1 : "If teams shall be splitted in different groups (e.g. coop-map target reached) write here"
    
    
    	goal_state(integer) : "Goal State" : 1 
    
    
    	goal_result(integer) : "Goal Result" : 1
    
    
    	goal_activation(integer) : "Goal Activation" : 1
    
    
    	activate_goal_no(integer) : "Activate Goal" : 23 : "Activate a specific goal when spawning here"
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = game_intro_viewpoint : "Intro Viewpoint"
    
    
    [
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team's players will see from this Viewpoint?" =
    
    
    	[
    
    
    		0 : "Neutral"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    	time_delay(integer) : "Time Delay" : 10
    
    
    	step_number(integer) : "Step Number" : 2
    
    
    	hint_message(string) : "Hint Message" : "#Intro_capturepoints"
    
    
    	event_to_fire(string) : "Press Fire" : "controlpoint_pulse_element"
    
    
    	event_delay(integer) : "Event Delay" : 3
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable) = team_control_point_round : "Control Point Round"
    
    
    [
    
    
    	targetname(string) : "Target Name" : "round1" : "Give a round-name to relate other entities to it"
    
    
    	cpr_restrict_team_cap_win(choices) : "Team relation" : 0 : "Which team can't capture this point?" =
    
    
    	[
    
    
    		0 : "Neutral"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    	cpr_priority(integer) : "CP Priority" : 100 "The priority determines the row in which the CPs have to be taken"
    
    
    	cpr_cp_names(string) : "Names" :  "cap_red_1 cap_red_2"
    
    
    
    
    	output OnWonByTeam2(void) : "cap1,Trigger,,12,-1"
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable) = game_round_win : "Game win"
    
    
    [
    
    
    	spawnflags(flags) =
    
    
    	[
    
    
    		1 : "switch_teams" : 1
    
    
    		2 : "force_map_reset" : 1
    
    
    	]
    
    
    	targetname(string) : "Target Name" : "round1" : "Give a Target to relate to"
    
    
    	cpr_restrict_team_cap_win(choices) : "Team relation" : 0 : "Which team wins?" =
    
    
    	[
    
    
    		0 : "Neutral"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable) = team_round_timer : "Team Round Timer"
    
    
    [
    
    
    	spawnflags(flags) =
    
    
    	[
    
    
    		1 : "auto_countdown" : 1
    
    
    		2 : "force_map_reset" : 1
    
    
    		4 : "start_paused" : 0
    
    
    		8 : "show_in_hud" : 1
    
    
    	]
    
    
    	targetname(string) : "Target Name" : "start timer" : "Give a Target to relate to"
    
    
    	timer_length(integer) : "Timer length" : 100 : "in Seconds"
    
    
    	cpr_cp_names(string) : "Names" :  "cap_red_1 cap_red_2"
    
    
    	setup_length(integer) : "Length of Setup" : 30 : "How long is the setupphase"	
    
    
    
    
    	output onfinished(void) : "end_of_game,RoundWin,,0,-1"
    
    
    	output OnSetupFinished(void) : "relay_stage1_gates,Trigger,,0,-1"
    
    
    	output OnSetupFinished(void) : "relay_stage2_gates,Trigger,,0,-1"
    
    
    	output OnSetupFinished(void) : "relay_stage3_gates,Trigger,,0,-1"
    
    
    	output On5MinRemain(void) : "5minutes_warning,PlaySound,,0,-1"
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable) = filter_activator_tfteam : "Filter Team"
    
    
    [
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team can't pass?" =
    
    
    	[
    
    
    		0 : "Neutral"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    	targetname(string) : "Filter used" : "filter_blue_team" : "Related Triggerblock"
    
    
    	Negated(string) : "Negation" : "Allow all entites that match criteria"
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable) = team_control_point : "Team CP"
    
    
    [
    
    
    	spawnflags(flags) =
    
    
    	[
    
    
    		1 : "team_timedpoints_3" : 0
    
    
    		2 : "team_timedpoints_2" : 0
    
    
    		4 : "StartDisabled" : 0
    
    
    	]
    
    
    	team_previouspoint_3_0(string) : "Previous Blu CP" : "cap_red_1"
    
    
    	team_previouspoint_2_0(string) : "Previous Red CP" : "cap_blu_1"
    
    
    	team_model_3(studio) : "Blu CP Model" : "models/effects/cappoint_hologram.mdl"
    
    
    	team_model_2(studio) : "Red CP Model" :"models/effects/cappoint_hologram.mdl"
    
    
    	team_model_0(studio) : "Neutral CP Model" :"models/effects/cappoint_hologram.mdl"
    
    
    	team_icon_3(material) : "Blu Obj Sprite" : "sprites/obj_icons/icon_obj_blu"
    
    
    	team_icon_2(material) : "Red Obj Sprite" : "sprites/obj_icons/icon_obj_red"
    
    
    	team_icon_0(material) : "Neutral Obj Sprite" : "sprites/obj_icons/icon_obj_neutral"
    
    
    	team_bodygroup_3(integer) : "Bodygroup Blu" : 0
    
    
    	team_bodygroup_2(integer) : "Bodygroup Red" : 1
    
    
    	team_bodygroup_0(integer) : "Bodygroup Neutral" : 3
    
    
    	targetname(string) : "CP Name" : "cap_red_1" : "Related CP"
    
    
    	point_warn_sound(sound) : "CP Warning" : ControlPoint.CaptureWarn : "To be played sound when CP is under attack"
    
    
    	point_printname(string): "Printed CP Name" : "#Dustbowl_cap_1_a"
    
    
    	point_index(integer) : "CP Index Nr" : 1
    
    
    	point_group(integer) : "CP Group" : 0
    
    
    	point_default_owner(choices) : "Team relation" : 0 : "Which team holds the point by default?" =
    
    
    	[
    
    
    		0 : "Neutral"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = item_ammopack_small : "Small Ammo"
    
    
    [
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team can benefit?" =
    
    
    	[
    
    
    		0 : "Both"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = item_ammopack_medium : "Medium Ammo"
    
    
    [
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team can benefit?" =
    
    
    	[
    
    
    		0 : "Both"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = item_ammopack_full : "Full Ammo"
    
    
    [
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team can benefit?" =
    
    
    	[
    
    
    		0 : "Both"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = item_healthkit_full : "Full Health"
    
    
    [
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team can benefit?" =
    
    
    	[
    
    
    		0 : "Both"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = item_healthkit_medium : "Medium Health"
    
    
    [
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team can benefit?" =
    
    
    	[
    
    
    		0 : "Both"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    ]
    
    
    
    
    
    
    @PointClass base(EnableDisable,Angles) = item_healthkit_small : "Small Health"
    
    
    [
    
    
    	TeamNum(choices) : "Team relation" : 0 : "Which team can benefit?" =
    
    
    	[
    
    
    		0 : "Both"
    
    
    		2 : "Red"
    
    
    		3 : "Blu"
    
    
    	]
    
    
    ]
    Display More


    And finally, you have to change the GameInfo.txt in the folder \team fortress 2\tf from

    [/code][code] Game |all_source_engine_paths|hl2to

    Code
    Game				|hl2

    .

    No warranty yet and please change your GameInfo.txt back to the former line before playing on a VAC Server (i'm not sure what it does!)

  • cp_lazytown - the first custom tf2 map

    • e-freak
    • September 23, 2007 at 2:09 PM

    I've not had any idea how to write a gameinfo, gameconfig or even fgd file but I'm on it. I've got spawns and captureareas (ctf) working. but maybe you might just share your fgd

    [Blocked Image: http://www.abload.de/img/tftest0000tyk.jpg]

  • The random model thread!

    • e-freak
    • September 22, 2007 at 5:46 PM

    first one is better or photoshop them into each other at a lower oppacity and some blur

  • cp_lazytown - the first custom tf2 map

    • e-freak
    • September 22, 2007 at 5:03 PM

    Whocha - nice one Release us the FGD plzkthxbye

    anyone up for a playtest?

  • Original Game: 1944 D-Day : Environment & Texture Artist

    • e-freak
    • September 22, 2007 at 11:20 AM

    iD Tech 5 is the only engine I could think of. OK, I think it is worth a try. What jobs can you offer me, as a 2D-Artist?

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