needs more download link ![]()
Posts by Mr. Happy
-
-
loller-displacement
-
Because when you take a screenshot on the Source engine it come out at the default gamma rather than what you've set your gamma to.
-
Punky your weirdness never cease to amaze me

[Blocked Image: http://farm4.static.flickr.com/3181/2627190248_1a2fb1537c_b.jpg]
Another lil project from us at Gear. Thread to come soon!
(p.s. I know a couple of the roofs look like just a triangular brush, it's not noticeable from the ground but I may detail them for the sake of it)
-
-
Possibly redstone fastlande broma or there's this one little gravel pit style map of I can't remember name of...
But tbh I don't see any maps out now that are good enough for official release, just tbh.
I wonder how they will reconcile the fact that many people will already have these maps, assumedly in a different version (you'd thing the author's would update them a little bit for the official relase) seeing as gcf's are overridden by foldered content...I'm probably getting ahead of my whatever...
-
Indeed. I think the stone is a little too nintendo-cartoony tho, it doesn't look right to me.
Are you gonna make a custom detailspites.vtf to pack in the bsp?
-
Athlon 64 FX-62 2.8ghz dual core
8gig ram (only 6gig installed atm as source games crash with more)
9800gtx (bfg make)
2x 500gb sata drives in raid 0
dinky lil sound and ethernet cards
dvd/cdrw burner
all held together with duct tape and an asus m2n32 mobo
i gots a canon pixma pro9000 wide carriage printer
i gots a razer lachese mouse recently
some dinky 5.1 speakers
2 keyboards (ones a bluetooth logitech, the other is a 10 yr old backup)
a little 5x4 graphire 3 covered in ciggarette burns

backup hard drives etc.
oh and a sexy cool 22in samsung widescreen tft lcs my brother gave me

-
Lookin pretty nice!
I was gonna enter this contest before I realized that I'm already behind schedule on two maps and I have almost no experience with UEd.
-
NoNONONONONONONONONONO
I'm sorry, but I absolutely hate lazytown. Well, hopefully you've taken steps to balance it, and make it fun. I.E. fixed the horrible timings on respawn and point capturing etc. Make routes that allow scouts to be suefull, etc. It sounds like you've changed the layout a bit so that's good.
Still, I wish you would poor your efforts into a completely new, not incredibly flawed, design.
But I'll give it a fair chance
-
Re-
Issues
Out?
!
PQL was the greatest thing of all time, glad to see this hath come!
-
Negative feedback is good feedback, helps make future work better. Thanks sentura.
-
Hi guys,
This is our second release of maps for Portal. It includes an updated version of the first map we released and two new maps featuring our "gravity tech."
[Blocked Image: http://img169.imageshack.us/img169/9525/ge…mb010021ld2.jpg]
[Blocked Image: http://img174.imageshack.us/img174/7774/ge…mb010014fo7.jpg]
[Blocked Image: http://img98.imageshack.us/img98/4931/gea…mb010018en3.jpg]
You can grab the new maps at this Download Link: http://forums.thinkingwithportals.com/d ... ile_id=223
Gear is a small group of like minded mappers and modders. We are also building City 17: Episode 1, a single player mod set in the HL2 universe.
-
1 - Two photos, one with soft light blend mode to add some elements to the other, and both with lots and lots of various kinds of color correction and noise removal and spot healing.
2 - Thanks!
Thanks punky for the crits

-
[Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/ff_warpath_adobe_wall_001.jpg]
[Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/ff_warpath_stone_001.jpg]
im still tying to get the color right on the adobe
-
I read a few weeks ago or so that the color was more vibrant on the 360 version?
I pre-ordered a copy for my 360 what a year ago? Before it was pushed back massively and was supposed to come out 2007. I've since bought a PS3 and pre-ordered the special edition for it and so...ya. Double GTA4 fun time extravaganza!
-
I think somehow they won't be competing with steam, the strip is on steam too after all...they got arrangements with valve, and I doubt theyd break that business relationship.
-
I'm playing Star Tek: Voyager: Elite Force, Escape from Monkey Island, and Quest for Glory 4: Shadows of Darkness.
Decade old games for the win!
Oh, and I'm getting towards the end of ratchet and clank, sweet f'in game.
-
Yes what does +showbudget tweak out on? What does swapbuffers look like? We've had some fierce fights in the flag room and if the water is reflecting everything...i.e. 10 people, greandes, sentrys, bullets, bags, bodies, that could get hectic.
Areaportals are actually gold for optimization in a mp map, even without doors. If you have an open area portal it acts as a frustrum, culling the pvs substantially down to just what is needed, rather than tracking leafs. I can't explain it very well how it works, I just use it lol, but try adding area portals in doorways, even without doors, around corners and things. In places where your map really is divided into areas, like how the flag room is seperate from the base. Look around in mat_wireframe 1/2/3 and see what excess geometry is being rendered, hints dont always help, and place areaportals "in front" of the geometry, but in places where you don't have a line of sight to the area portal where the problem is.
You might also have success with placing area portal windows in some places, not sure how well those work in multiplayer though.
Quote from Meotwisterfound an .dxf importer for xsi for ya! http://www.highend3d.com/xsi/downloads/ ... -4354.html
so if you wanna do it the way I was talkin about you can.. unless you figured it out with that other way..
XSI can directly import vmf files with the ValveSource plugin and displacements come in as their own mesh

-
Quote
":3py4wl6o]Looks good. not my scene tho
same