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Everything posted by Bluestrike
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The faces look great but as far as animation goes it could have been better. The asian woman in the school felt like a WIP for example. And now for taste, the special forces were a bit too buffed to my taste, Special forces are atlethic people not bodybuilders but I guess thats why I never like unreal games
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Earlyer teams were modders and students who didn't have a office/company as far as I know. So maybe the Turtle Rock guys (ex westwood right?) just didn't want to move. I find it a bit weird for a big studio like Valve (100-150 people last numbers I saw) and their loose policy of "work on what you want when you want" to start a satelite team of what, 10 people?
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Valve, Chris Taylor, Mythic entertainment, Crytek
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Looks great and original
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It was already known there would be 2 more crysis games, but I guess we also know the names now
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hmm the machinist is on tv right now if its the same movie, perhaps I should go watch it ontopic, not sure what to expect from this 4th one but ofcourse I like 2 the most, terminator vs the liquid one is just great
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This week I'm having ie explorer crashes saying buffer underrun when I visit this forum (and only this forum) Any idea's anyone.
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Quick little project, worked on the layout for 3 days (had to make my own prefabs since valve's portal prefabs only show up under ep1 and they look more like model reference geometry then anything else Finetuned, tweaked and made a advanced version for another week. So its basicly a small map pack with a basc version, advanced version and then the 3 challenges. I used the typical modular tesetchamber look so nothing fancy there. And creds to Spine from http://www.texturehub.net for the sphere skins and button edited skin. Main reason I wanted to do this was for the balls stuff http://bluestrike.steamfriends.com:80/maps/m_bs01.html
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I'm at the bossfight but I can't finnish it, the tactical gun won't lock in. I played the ending (?) at the carrier at least 20 times already that I got bored of it. After I locked and fired the gun I died and it doesn't work anymore even after savegames, I now probebly have to replay the entire level. Since the world freezed over I switched to easy to have some fun and died more then I can count. Compare that to other games I play oin normal like the HL series what I can play with only a few stupid deaths that are usually my own fault. Also the player was given the tactical gun to early, why give it to him when he has to fight the big exosuit or what was it called and not being able to fucking use it. Its only confusing. The player should have sent in to retieve the weapon after the fight on deck for what I suspect is the big final. I also don't feel like a special forces guy, my aim sways more then a 3rd world country rebel, while I am in this neat nano suit that enhances my muscles? The only effective way I found to deal with enemy's is to cloack, pick one off, cloack again and repeat until you wiped em all. It aslo doesn't seem to run smooth on my quadcore with 8800gtx in automatic settings. (some serioes hangups at times) Well I wish I could set this 19 inch monitor in a lower resolution but those samsung fuckers decided they only needed to support 1 widescreen resolution But I will probebly play the game again when I got a new PC :-) So overall its a good game but it feels like it could have some longer testing to tweak the gameplay more :-P *edit* Also want to add that these end bosses seem to wait for their destruction, in the level with the river it just sits there in front of you taking damage withouth really doing anything of importance, and once you get out it finnaly advances, kinda like its a retared alien (same goes for the fight on deck)
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I think the portal gun would need some serioes slaps from the nerf bat to be used in something like Ep3. Unless Ep3 will be indoor levels looking alot like portal
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hmm I wanted to wait for vista for DX10 (I had it but the friggen oem edition gave up on me) Anyway I can't play for longer then 1 hour, the motion blur is overdone or something, because I get dizzy just from looking around and never had this problem in any previoes games. Also the wind effect on vegetation seems a bit overdone. Also the button to cycle trough the suit powers seems to malfunction as it always stops at strentgh? The mouse selection is neat but to slow for my taste the 6-0 keys could probebly be used I got to check the keyconfig if I can bind em The game makes more sence (with the nanosuit) then I tought, and ofcourse the 2020 date helps a bit too ;-P
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They are working on that, no ETA
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yeah altough I am not really convinced the extra publicity is better then having a whole load of mirrors, maybe to hit a US public, but my general impression is that people don't really like the Planet network that much
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Blending textures of different sizes in Source
Bluestrike replied to Erratic's topic in Engine Discussion
Texture sizes should not matter, the problem is where rock and ground textures meet. Usually you want to scale up the rock faces to look good, but that means the other texture in the blend texture also gets rescaled. Bastetexturetransform(2) should be usefull to scale only one of the 2 textures in the blend but like mentioned its not working. I put it on valve's bugzilla and it got assigned but its still a questionmark if they fix it and when hmm Skybex it works for the shader "WorldTwoTextureBlend" ? I should try using that for my displacements then and see if it works, but a nasty sideeffect of that os is that the alpha's are inversed ingame compared to how it looks in hammer. -
Bah I expected a battleship lol. Anyway looks good.
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Where is mike posting? I would expect this kind of stuff on the official wiki
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None, spend alot on my PC and I would not mutch have the TV availble for it anyway. There really isn't any interesting on them what makes me want to buy one anyway or I probebly would have :-P
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I have that error when I try to add mods to the orange sdk. Light preview makes most stuff black, 3d raycast rendering doesn;t seem to work, or its barely using my cpu
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Valve just tests on lower systems as well but thats alot harder for us to do. If you need a fixed number, this is what I did, I went in my highest settings (hight end pc) and checked the dod:s maps for the lowest fps, and on my own maps I stay above it (100 fps in my case) or try to anyway.
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the example files I have from my noessis DVD's also list a keyvalues options for the gibs. is the unbroken model also not showing up? He also has $staticprop and its placed as a prop dynamic. There is no health in the whole model under keyvalues, but the tutorial sets health under the prop_dynamic_overide entity options. But it shold also be possible to make a prop_physics that breaks, maybe they could not figure it out either?
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I finally released this map, Started this map as a remake of one of my TFC maps just before the HL2 release, but I ended up remaking it as a spiritual version instead with a complete different layout. Basicly this is my first source maps, so over the 3 years it has seen quite some modifications and the brushwork in hammer is rather messy, the map takes 9 hours for a final compile wich is alot compared to all my other maps I noticed on the screenshots that I should have matched the envoirement light better to the 3dsky, a bigger 3dsky and detailsprites would not have hurt either. The map was too far done and took too much work to leave it sitting on my hd, some might remember screenshots from the WIP forum section. The red logo and the signs (animated) are done by Spine from http://www.texturehub.net Website: http://www.bluestrike.be/maps/m_wellfortress.html
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Lets see what model related stuff I have on my ftp atm. (all for source, only mentioning the main models poly's not the lods) Oiltower 1244 poly's. Orb, 1040 poly's or so, way to many for a model the size of a football, but I'm tying to animate it Conveyor, 707 poly's, Skin by the l33t Minotaur0 Storefront, 553 poly's http://www.texturehub.net/forum/viewthr ... read_id=19
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Hammer Editor (Importing Models problem)
Bluestrike replied to SnipaMasta's topic in Engine Discussion
Mine? The keyvalues are used for physics props, so the engine knows how it should behave. -
Hammer Editor (Importing Models problem)
Bluestrike replied to SnipaMasta's topic in Engine Discussion
Its a dynamic prop? Anyway your qc doesn't look like the typical qc files I have for my statix/physics props. You don't link to its skin location for example, have no entry for the collision model. I use this most of the time as template, it has multiple skins and lods, and I just delete what I don't need, (or open one of the many other qc's :-P) Static model (for a dynamic model the $staticprop has to be deleted) $modelname generic/barrel01.mdl $cdmaterials models/generic // Model uses material "barrel_*.vmt" $staticprop $surfaceprop "metal_barrel" $scale 1.0 $body studio "barrel01.smd" $lod 80 { replacemodel "barrel01.smd" "barrel01_lod2.smd" } $lod 160 { replacemodel "barrel01.smd" "barrel01_lod3.smd" } $sequence idle "barrel01.smd" loop fps 15 $collisionmodel "barrel01_phys.smd" { $Mass 5000 $concave } $texturegroup skinfamilies { { "barrel_01.vmt" } { "barrel_02.vmt" } { "barrel_03.vmt" } { "barrel_04.vmt" } { "barrel_05.vmt" } { "barrel_06.vmt" } } and a physics version: $modelname generic/barrel01_phys.mdl $cdmaterials models/generic // Model uses material "barrel_*.vmt" $surfaceprop "metal_barrel" $scale 1.0 $body studio "barrel01.smd" $lod 80 { replacemodel "barrel01.smd" "barrel01_lod2.smd" } $lod 160 { replacemodel "barrel01.smd" "barrel01_lod3.smd" } $sequence idle "barrel01.smd" loop fps 15 $keyvalues { "prop_data" { "base" "metal.medium" } } $collisionmodel "barrel01_phys.smd" { $Mass 50 $concave } $texturegroup skinfamilies { { "barrel_01.vmt" } { "barrel_02.vmt" } { "barrel_03.vmt" } { "barrel_04.vmt" } { "barrel_05.vmt" } { "barrel_06.vmt" } } -
hmm I tought they were going to keep sdk base updated. Well nice to see they are adding the support for multicore also to css and dods. Oh I also read somewhere a while ago they were not gonna make the multicore support availeble to mods.
