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  3. mrmonkah

Posts by mrmonkah

  • Map Prop_static Problem

    • mrmonkah
    • December 28, 2006 at 3:02 PM

    I have to say i knew that reloading a map doesn't work, i tried that in the past to no avail.

    Im loving the fact that you have to load your map, to load another to re-load your own again. Thats streamlined efficiency if ever I saw it! Now i get another few mins to stare into space and regret losing precious moments of my life! JOY!

    Take it easy peeps, and thanks again.

    Dan

  • Map Prop_static Problem

    • mrmonkah
    • December 26, 2006 at 4:36 PM

    Hey chaps, thanks for all your advice, all very useful. Though i think i knew most already.

    I found a solution though! I shut down my PC. Came back to it today, and didn't re compile the map, and lone behold, when i opened it in DM, the railings were fine.

    Oh how i love steam and the source engine. Its mystical ways fascinate me.

    D

  • Map Prop_static Problem

    • mrmonkah
    • December 24, 2006 at 4:09 PM

    Hey there peeps,

    Im having intermittent problems with my static props. First of all i had covered all my hand rails with playerclip brush work, thinking thats what was needed. However I noticed that all the props wern't getting the light data from the surrounding lights and so turned light blue.

    To fix this i deleted all the player clips surrounding the props and it seemed to fix the problem.

    [Blocked Image: http://img.photobucket.com/albums/v630/mrmonkah/gc_boiler0049.jpg]

    I went about adding more bits and pieces to the map and the next time i came to compile the map i got the glowing props again.

    [Blocked Image: http://img.photobucket.com/albums/v630/mrmonkah/gc_boiler0050.jpg]

    Any thoughts on what the hell this is about? Its a really daft issue that spoils the map. Im hoping it will be something simple. Before you ask, yes there are a ton of env_cubemaps about the place, and ive built them in game etc etc.

    Thanks in advance,

    Dan

  • Maya 'Global Scale Widget' Problem

    • mrmonkah
    • December 24, 2006 at 12:26 AM

    Yo hessi,

    Ever the savior! Clicking the yellow circle simply reverts to the local co-ordinates and doesn't achieve the desired transform! Deleting the history i think is the best bet, though i am yet to try out this!

    Thus far ive used simple work arounds that take perhaps 3 times as long as the simplistic 'global' co-ords that appear on the video tuts.

    Alas, all is not lost, just that things take longer. Boo hoo!

    D

  • Maya 'Global Scale Widget' Problem

    • mrmonkah
    • December 23, 2006 at 5:57 PM

    Hey, thanks for the advice so far.......... as for the widget problem, if you take a look at the pic again, you can see that the widget is FAR from the centre of the edges selected. 'Normally' the widget would be centred on those edges to have a global and/or equal effect on all the edges.

  • Maya 'Global Scale Widget' Problem

    • mrmonkah
    • December 23, 2006 at 11:05 AM

    Hey again peeps,

    Im following a video tutorial and there are 1 or 2 things that im just not getting! My first concern is the move/scale/rotate widget. I know that in order to move/scale/rotate in the global axis i have to press the little circle just to the outside of the widget. Sometimes this works great and my widget jumps to the middle of the verts, edges or faces im wanting to transform.

    HOWEVER, hlaf of the time my widget jumps away, making it impossible to see what im actually trying to transform. As in the image.

    http://img.photobucket.com/albums/v630/ ... widget.jpg

    As you can see, ive already made one edge extrusion towards the middle using the global setting on the widget, but when i come to make my second extrusion towards the centre and click the little circle on the widget it jumps to the bottom of the geometry and THEN scales everything towards IT making all kinds of strange looking geometry.

    Any help? As ive said, it seems to happen about 50% of the time, a little odd in my eyes!

    Secondly, in the video tut i am watching, when the guy deletes a face (For any reason) and then selects the edges, extrudes them to the nearest edge (to fill in the gap) and merges the verts together.....He has a thick blue line indication 'open' geometry which then turns pale once the verts are merged. Obviously a great help so you can see which verts still need merging. Any idea how to turn this effect on?

    Thanks in advance,

    Dan

  • Extremesoft Recruitment: Invasion of the Unknown

    • mrmonkah
    • September 14, 2006 at 1:23 PM

    We are currently seeking skilled and motivated people to work on our (non-commercial) game, Invasion of the Unknown.

    Invasion of the Unknown is a first person shooter located in the near future.

    This is a stand alone game that is being built form the ground up.

    We're currently working hard on it and aim for realism, fun and lots of action!

    General features are:

    - Single Player & Multiplayer Game Modes

    - Engaging, Dark Story Line

    - Slow-Motion feature

    - Extensive use of Physics

    - Lots of Action with Modern Weapons

    We're not able to release much more information to the public yet.

    Talent needed:

    -Project Manager

    Skills Required: Must have a good sense of communication and organisation, be self motivated and willing to spend time on the project.

    -Environment Concept Artist

    -Character Concept Artist

    -Environment Modeller

    -Prop Modeller

    -Character Modeller

    -Texture Artist

    General Requirements:

    - Work closely with a small team

    - Self-motivated

    - Dedicate a reasonable quantity of time to this project

    - Passion for playing and making games

    To apply, please send an Email to [email protected] and attach some examples of recent work or head over to the Forum to discuss there.

    Homepage: http://iu.extremesoft.be/

    (Company website: http://www.extremesoft.be/)

  • The Virtual Gallery

    • mrmonkah
    • September 13, 2006 at 4:27 PM

    Fixed the DL link that for some reason went all ass on me.

    D

  • The Virtual Gallery

    • mrmonkah
    • September 5, 2006 at 10:24 PM

    Hey there peeps,

    For all of those who actually have Source and HL2 installed, i have at last got off my lazy ass and zipped up myfinal college project of a virtual gallery.

    It has some hefty custom texture content, the majority of which in the form of digital images i created over the 2 years at the Leeds College of Art and Design/HND Photography and Digital Imaging. Hope you download, and hope you like the art work if not the gallery 'space'.

    Took approximately 6 weeks to complete and was an after thought to an initial project idea to develop a MOD for Source and use that as my final major project. As to contradict myself, it isn’t actually 'complete' as such, only enough for the video to 'make sense' and not a run around like you guys will be doing.

    14.23 Mb file download:

    [email protected]

    Online folio: (coming soon) http://www.dgregory.source-designs.co.uk/test - temp address

    Other college work: http://www.dgregory.source-designs.co.uk/

    Last Note:

    A big thanks to all those that helped with the creation of various elements of this Gallery, especially to

    Phisionary for his superb work on the 'cube gallery' camera set-up and realisation to flat texture. I also should thank generalvivi and iwannamap.com for much needed guidance and also to all those on interlopers.net, mapcore.net and 3dbuzz.com. ::

    PS - Ill be posting this on multiple forums, so don’t be offended it you see it 'out there, everywhere'.

  • Light/Prop Orientation Problem

    • mrmonkah
    • September 2, 2006 at 11:20 PM

    Ive just taken a look at the normals in Blender, and it looks as though it is the exporter that is messing up the normals.

    http://img.photobucket.com/albums/v630/ ... ormals.jpg

    What do you think?

  • Light/Prop Orientation Problem

    • mrmonkah
    • September 2, 2006 at 11:05 PM

    Wooo excellnt stuff man.

    How exactly did you sort the normals out? I thought id done it in blender (recalculate normals outside) but obviously not.

    Cheers again hessi,

    Dan

  • Light/Prop Orientation Problem

    • mrmonkah
    • August 31, 2006 at 6:52 PM

    Hey again,

    Yeah as far as im aware, Blender has 'proper' shading, and in hlmv, shading is wrong. As you rotate it, like in HL2 the shading darkens.

    Blender also has the SMD exporter as questioned, though its in early alpha phase. How ever, ive tried anoter,, crap barrel before and the lighting was fine so i dont think it is the SMD exporter.

    Thanks again guys,

    Daniel

  • Light/Prop Orientation Problem

    • mrmonkah
    • August 30, 2006 at 10:03 PM

    Hey Hessi,

    Good to see such a rapid reply. I have a pic of the origin of the barrel in Blender for you. As you can see it is dead centre.

    http://img.photobucket.com/albums/v630/ ... el_ref.jpg

    As for when you rotate the Barrel around again, it does lighten as it approaches an upright position. Shooting them, they gradually change from light (upright) to dark (sideways) when they fall.

    Hope this helps you help me,

    Daniel

  • Light/Prop Orientation Problem

    • mrmonkah
    • August 29, 2006 at 7:30 PM

    Hey peeps,

    Ive recently made my first ever model and especially to get me familiar with importing to Hammer and the Source engine. (So i can eventually build my own game)

    How ever, one problem i am experiencing seems to be with lighting the object. In this case a Barrel. Take a look at the screen to see the issue.

    http://img.photobucket.com/albums/v630/ ... st0000.jpg

    As you can tell, The barrels (prop_physics) that are orientated on their sides are some what darker then those on their ends. For the sake of testing i added a 'light_environment' and two coloured 'lights'. I also wondered if it was due to the lack of cube maps (not that the models have a spec map) but it isnt that either. Any thoughts or suggestions?

    Thanks in advance,

    Daniel

  • [wip] Virtual Art Gallery in Source

    • mrmonkah
    • June 17, 2006 at 3:09 AM

    Here it is:

    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.
    enjoy,

    Monk

  • [wip] Virtual Art Gallery in Source

    • mrmonkah
    • June 17, 2006 at 2:03 AM

    Hey guys, its been a long time coming, but i have now completed the virtual gallery.

    I havent been updating for a while because i got to the point where i needed to start capturing the in game footage and editing it together. This process is now complete and im busy ripping the DVD with the movie on, to put onto youtube for you guys to see.

    Be warned, i was planning on using a custom recording by a friend who is pretty damn good with a guitar and studio recording...... how ever time was short and all i had was a poor quality copy. For this reason i dropped that sound and instead went for the ever popular Massive Attack - Tear Drop. One of my favorite tracks and a dream to edit to..... cutting corners i know!

    More soon!!!

    Monk

  • [wip] Virtual Art Gallery in Source

    • mrmonkah
    • May 15, 2006 at 1:15 AM

    Okay chaps,

    I've had a quick look at the cavern lighting. I added upwards facing spotlights to cast teal light on the rock faces above and beneath the walkways. Unfortunatley these dont look like real water caustics which is a pitty.

    http://img.photobucket.com/albums/v630/ ... test01.jpg

    Anyway, im also looking at colour coding the doorways and walkways. I moked up a few photoshop concepts.

    [Blocked Image: http://img.photobucket.com/albums/v630/mrmonkah/cav_lgt_test02.jpg]

    Here's the original:

    http://img.photobucket.com/albums/v630/ ... iginal.jpg

    Let me know what you think. Im not completely sold on it but it adds a little character. For this it will probably remain if not tweaked a little.

    Daniel

  • [wip] Virtual Art Gallery in Source

    • mrmonkah
    • May 14, 2006 at 12:19 PM

    Hey guys,

    Firstly, Fyryo, yeah im familliar with displaced cylinders, the ones in the cavern are only 8 units in diameter, im not sure if thats a little small to be doing displacements?

    Secondly, the lighting...... i wasn't aware it was 'that' bad despite not really having the patience to compile with each light set up. This said, that image RD, looks very sexeh indeed. I like the green ceiling, as if the water is emmitting light......... perhaps someone could give me a hand with this?

    monk

  • [wip] Virtual Art Gallery in Source

    • mrmonkah
    • May 14, 2006 at 12:32 AM

    Okay, a quick overhead of the entire gallery space. If you can see it, i have drawn in a faint red line to show the 'path' through the gallery.

    [Blocked Image: http://img.photobucket.com/albums/v630/mrmonkah/virtualGal.jpg]

  • [wip] Virtual Art Gallery in Source

    • mrmonkah
    • May 13, 2006 at 8:46 PM

    Hey again peeps,

    Been working on the cavern gallery a little. Added some misc geometry and glass hand rails around parts of the path. Its a pain in the ass to do but i think it looks ok. (All the walkways will get handrails.)

    http://img.photobucket.com/albums/v630/ ... gal04c.jpg

    http://img.photobucket.com/albums/v630/ ... gal04b.jpg

    http://img.photobucket.com/albums/v630/ ... gal04a.jpg

    Ive smooth grouped 'some' pillars and im happy to report they're lovely and smooth now. (Forgot to screengrab.)

    Daniel

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