Search found 121 matches

by Tysn
Tue Oct 12, 2010 6:44 am
Forum: WIP Mapping
Topic: General WIP thread
Replies: 355
Views: 198728

Propper is quite useful if you need a model every once and a while and don't want to learn a modeling program. I've made prop models in XSI for a long time and I still use propper. The fact that propper takes care of all of the associated file editing/renaming/moving with both the model and it's te...
by Tysn
Tue Oct 12, 2010 4:03 am
Forum: WIP Mapping
Topic: General WIP thread
Replies: 355
Views: 198728

Valve should really just make their own supported version of propper (IIRC propper is just a modified vbsp.exe that outputs to a .mdl rather than a .bsp, hence some of its oddities). It is without a doubt the most useful third party tool for mapping for source. While some people whinge about how you...
by Tysn
Wed Oct 06, 2010 1:00 am
Forum: WIP Mapping
Topic: oc_hive
Replies: 105
Views: 75861

Looking good :thumbsupgabe:
by Tysn
Sat Oct 02, 2010 1:41 am
Forum: General Mapping, Modeling, and Coding Discussion
Topic: Oc_paysan
Replies: 5
Views: 12019

Re: Oc_paysan

But Sven has made all you devs and people who helped credits in form of people in the game to show people you have influanced the way in which it has been made. He also has a bunch of his friends as random people walking around. I'm the only person who worked on harvest, throwing me in with a pool ...
by Tysn
Mon Sep 27, 2010 7:38 am
Forum: WIP Mapping
Topic: General WIP thread
Replies: 355
Views: 198728

Haven't tried using a $seamless texture yet, mainly because rock textures have strong normal maps which allow them to be scaled up considerably while still looking good. This tends to solve the texture stretching issue well enough most of the time.

Also yes, the huge trigger brush is a viscluster.
by Tysn
Mon Sep 27, 2010 5:20 am
Forum: WIP Mapping
Topic: General WIP thread
Replies: 355
Views: 198728

Not exactly a complex technique, but here: Cave section in oc_wildfire: http://raegquit.com/Tysn/Images/tysn_caves_2.JPG Cave section in oc_fireteam_2. No brushes unfortunately, vmex butchered them. However, you can see how I pretty much used the displacement translate tool to shove the tunnels arou...
by Tysn
Mon Sep 27, 2010 2:05 am
Forum: WIP Mapping
Topic: General WIP thread
Replies: 355
Views: 198728

I usually just make giant nodraw boxes around displacement cave sections, with minor turn sections for some vis blocking. Mainly this is so that I can go hog-wild with a giant displacement translate tool sphere to work out any boxy-ness without having to worry about going outside any bounds. Plus it...
by Tysn
Fri Sep 24, 2010 7:05 pm
Forum: WIP Mapping
Topic: oc_forgotten_warheads
Replies: 26
Views: 29713

i just don't release maps before I'm sure they are fun to play. Same reason I haven't released oc_cadaverous. I tried to stay close to the oc_starship_troopers formula that made that map fun, but then when we finally playtested it it was just "meh". Though I think it has a lot to do with ...
by Tysn
Fri Sep 03, 2010 5:13 am
Forum: Mapping Help
Topic: Kind of button alowing me to put a brush on somet to enable
Replies: 7
Views: 6521

You can't truly hate Ayn Rand until you've met libertarian freshman Economics majors who think there are no barriers to entry in the free market, assume the public has perfect knowledge, and above all else are completely detached from reality. :lol:
by Tysn
Fri Sep 03, 2010 2:43 am
Forum: Mapping Help
Topic: Kind of button alowing me to put a brush on somet to enable
Replies: 7
Views: 6521

Tomo742 wrote:much it, oh and while im at it, do you
I'm imagining these two commas as the hands of the Greek Titan Atlas, holding up the crushing weight of this run-on sentence.
by Tysn
Sat Aug 07, 2010 2:50 am
Forum: Screenshots
Topic: Random OC screenshots
Replies: 1636
Views: 779002

New oc_cardwar arenas:

Image
Image
by Tysn
Sat Jul 24, 2010 6:28 pm
Forum: Mapping Help
Topic: The simple questions thread
Replies: 8
Views: 7752

You can use the console command if you create a [mapname]_cfg.txt for your map, as seen in the obsidian/maps/cfg folder. As far as doing it from within the map itself, you go to the worldspawn entity and there should be a keyvalue for setting the default amount of starting lives. Putting any number ...
by Tysn
Tue Jul 20, 2010 3:46 am
Forum: WIP Mapping
Topic: oc_fort_refuge - An Epic Battle Versus the Combine (Update2)
Replies: 29
Views: 30076

Just took a look at the .vmf, the problem is indeed with nodes. Or rather not enough of them. You only really had nodes at a few specific spots, whereas they really need to be scattered widely around to make the most out of the npcs pathfinding. For example, here is how many nodes I used in one of t...
by Tysn
Sat Jul 17, 2010 2:48 am
Forum: WIP Mapping
Topic: oc_fort_refuge - An Epic Battle Versus the Combine (Update2)
Replies: 29
Views: 30076

Going to need more information then, post some hammer screenshots of where the combine are moving through (or a .vmf if you're willing). I know combine are capable of moving long distances to engage enemies using the npc_enemyfinder setup, I've done it myself.
by Tysn
Sat Jul 17, 2010 1:35 am
Forum: WIP Mapping
Topic: oc_fort_refuge - An Epic Battle Versus the Combine (Update2)
Replies: 29
Views: 30076

Third of all, them damn Combine won't move very far from their spawn. They move out to the exit of the outpost thingie to fire at the people at the front door but they refuse to move any farther. I use npc_template_makers to spawn them, then I put an npc_enemyfinder on their squad (using squad name...