Nice work man, nice to finally see some more work from you ![]()
Those oranges and other 3D stuff, did you render that / model it?
Or are they pictures taken?
Nice work man, nice to finally see some more work from you ![]()
Those oranges and other 3D stuff, did you render that / model it?
Or are they pictures taken?
lol, high-five back at ya KungFuSquirrel ![]()
I'm going to Belgium on the 14th, otherwise I would have been there ![]()
shouldn't stuff like this be a static mesh?
Thanks for the help guys,
R_yell: I tried your .qc, didn't work either, I'm pretty sure all my stuff is correct, it's probably like that link stated, Source not spawning my gib models...
If the engine didn't find my props it should either spawn the red ERROR model I think or at least say in the console it could find the props.
I'm just going to place the fence model I have now and hope some day they will update source and they will then suddenly work, which I think will be the case.
I don't want to waste anymore time on this not working and finish off the maps instead and release this mod lol ![]()
R_yell = I added you to msn, we'll talk there about your PM ![]()
-wez
Hey,
I've been trying to open that link every day since you posted it but it doesn't seem to work?
You wouldn't happen to have saved the page or something ? ![]()
Or can anyone else open it?
thanks
Well, this looks promising....
http://forums.facepunchstudios.com/show ... p?t=518352
So, is it a source fuck up or me ? argg ![]()
Hello,
Been trying to make a prop break for the past 3 hours, but it doesn't seem to work
(maybe it's too late and I'm too tired).
Here's what I have so far:
1 main model
4 gib models
here is my main model .qc:
$modelname props/fence_breakable.smd
$body "body" "models/props/fence_breakable.smd"
$sequence idle "models/props/fence_breakable_idle.smd" loop fps 15
$cdmaterials models/props
$surfaceprop "Wooden.Large"
$scale "1"
$keyvalues { "prop_data" { "base" "Wooden.Large" "health" "99"} }
$collisiontext
{
break
{
"model" "models/props/fence_breakable01.smd"
}
break
{
"model" "models/props/fence_breakable02.smd"
}
break
{
"model" "models/props/fence_breakable03.smd"
}
break
{
"model" "models/props/fence_breakable04.smd"
}
}
$collisionmodel "models/props/fence_breakable_phys.smd" {
$concave
$mass 25
}
Display More
here is my big model .qc (1 out of 4, since they're all the same):
$modelname props/fence_breakable01
$cdmaterials models/props
$surfaceprop "Wooden.Large"
$autocenter
$scale "1"
$body studio "models/props/fence_breakable01.smd"
$sequence idle "models/props/fence_breakable01_idle.smd" fps 1
$collisionmodel "models/props/fence_breakable01_phys.smd"
{
$Mass 5
$concave
}
Display More
I use prop_physics and prop_physics_multiplayer (which one do I need to use?)
They both appear in game, and collisions work, I can shoot at them both for 3 or 4 shots, and at the point where they should break and the gibs should appear,
they just disappear, so the main model despawns and nothing else is being spawned (no gibs).
What am I doing wrong!? ![]()
Thanks in advance :x
-wez
Yea I know how to do it now, I've created 3 poses out of 9 so far, working on it now ![]()
If I knew it was this easy I would've done it a long time ago lol, but atm I'm too busy with work and crunching, so I'm going to take
this day off and make it count for what's important on Off Limits (which is these 9 aims and an idle right now). They wont be
super sweet or anything special, it will have to be good enough I guess...
thanks for the kind words guys, we still haven't found someone to do this thing, so we are doing what we have been doing for the last couple of years, learn it ourselves and do it ourselves ![]()
Maarten explained me what it was and I took some reference from another character, I'm doing these myself now, so hopefully by this weekend they will be ingame and ready to start doing some more playtesting. (since I have today off, I'm going to not go to work and finish this thing).
I hope after all this time there is still some HL2 community left that will play a mod lol.
On a side note, yesterday we came up with the idea for Off Limits exactly 5 years ago (hooray.... lol)
Hello,
We (Maarten and myself) have been finishing Off Limits pretty much by our selves for the last couple of years (!).
Thing is we have our jobs / familie that are priority nr1, but we still want to release the mod asap. It is pretty much done, we have been finalizing the code / maps / gameplay. But we are missing something we ourselves can't do (and don't have the time to learn it).
What we need most of all right now is a small set of custom animations, we need someone whith 3Dsmax 8 to make the 3rd person 9-anime's for one character. The .max files are set up (rigged etc etc), everything is ready for he or she to make those animations. What this is exactly is pretty much the upper body with the weapon in it's hands pointing in 9 directions:
(upper left / upper middle / upper right
center left / center middle / center right
lower left / lewer middle / lower right and a light breathing idle).
It's pretty much the only thing Maarten and I can't do and what we need help with to finish this mod soon.
This should be a swift job that doesn't take much of one's time, so only contact me if you have the time to do it as such.
So if you want to help out two guys in need to release this dear old project of ours, please contact me any time any day!
mail/msn = [email protected]
mod website: http://www.off-limits.be/
the character/weapon in question (this pose as well):
[Blocked Image: http://www.off-limits.be/mediarelease/m…ggernaut_01.jpg]
Thanks in advance,
- Wesley Tack
Quote from e-freakMaybe SimonWT knows more on the music? afaik he's working on the title.ya - love it as well. First time Dice really amazes me since they made Battlefield 1942.
I have no idea actually who made the music for this, I'm glad you like it! It's been fun working on it so far!
The only downside of my days at work here is that Robert's ugly mug is right in front of me (zero inspiration).
Thanks for the swift reply!
Whenever I press "crop" in HDRshop my image disappears, I don't have the option to enter the boundaries or anything?
Does this work with HDRshop v1?
Also, when you save the files (do you keep the HDRshop exposure to -3 stops or do you put it back to 0 (or doesn't this matter?)
After adding the sun in Photoshop.
Thanks!
Hello,
Quick question, after 4 / 5 hours of messing around I'm stuck...
Has anyone here ever created a working HDR skybox for source?
I used that tutorial on wiki, and for some reason it wont work the way it's described.
http://developer.valvesoftware.com/wiki ... x_Creation
(this one)
So, I put all the .tga files together into one big .tga add in the sun with HDRshop, save it as one big .pfm format.
This all so far seems to work. Then I create the shortcut for "splitskybox.exe" and drag them in (this crashes, does not work)
And there is mention of a "splitskybox.bat", and for some reason I don't find that anywhere in the source dir.
Then I tried cutting up the .pfm manually, and save it in Photoshop. But then when I compile each .pfm separately it gives a completely different look in .vtf? Even though when I compare my files with the cobble HDR files from CSS everything seems to be correct, except that for some reason it wont compile correctly or split up my .pfm file...?
Anyone here with HDR skybox creation experience that is willing to help out with this would be super cool! ![]()
thanks
haha, yea the thought also crossed my mind, the thing with the name of the map made more sense due to it's original design 2 years ago. But now that I changed most of the map the name doesn't really fit anymore, but we kept the name cause we like it and finding a name for a map is always difficult and not really needed imHo ![]()
I made a quick low-rez video (no audio) about the map to show it in motion. You can view the video here:
http://www.youtube.com/watch?v=kEipYzY-vzI
If I need to do some gameplay fixes to the map I might also work on some new content for it as well, and maybe fix a few things that can make it look better. But rite now I just wanted to get it done asap for the mod and to get the damn thing out the door ![]()
Hey!
It's been a while since I've worked on this map, had a lot of personal stuff to do lately (moved to another country), but I finally finished my third map for Off Limits, this map has seen a lot of changes ever since Forrest Dowling started it two years ago. This map is designed for drivable vehicles (since it's made for Off Limits) and also has capture spawnpoints to make it easier for the player to spawn at any place within the map.
With this map Off Limits is very close to being done, and we hope to release it asap.
Screens:
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_005.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_001.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_007.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_006.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_009.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_011.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_012.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_014.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_015.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_016.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_019.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_020.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_022.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_026.jpg]
[Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_027.jpg]
Theres some more shots on my website.
Hope you like it and I hope you'll check it out once we released Off Limits ![]()
Oh snap, I forgot about my previous post. Sorry bout that ![]()
I have a AMD athlon 64 3500+ (2.2GHz) 2 gig ram and an ATI x800pro card.
I play at 1920*1200 everything high with antialiasing "none" filterind mode "bilinear"
But now I have an understanding of what the swap buffer does, thanks for that, the wiki page helped out a lot! I guess it will work with normal maps and specular maps. I wont use HDR though, cause that was a big difference i think.
Thanks for the help again! ![]()