Search found 121 matches

by Tysn
Wed Dec 16, 2009 7:11 am
Forum: General Valve
Topic: Environmental lighting?
Replies: 10
Views: 14431

Turn the lightmap scale on those brush faces down and set the sunspread angle to 5 in the light environment and it should look better.

Also, you might want to go off of this as a baseline for light_environment settings: http://developer.valvesoftware.com/wiki/Sky_List
by Tysn
Wed Dec 16, 2009 1:34 am
Forum: Screenshots
Topic: Random OC screenshots
Replies: 1636
Views: 777303

Can't use the spawn on break thing as that only allows functioning generic entities to be used, flares are a prop_physics using the flare model which can't be set through that way. I did set the fadetime to 0 and it worked, and I tried setting "debris" to false but that didn't. I'm trying ...
by Tysn
Tue Dec 15, 2009 10:27 pm
Forum: Screenshots
Topic: Random OC screenshots
Replies: 1636
Views: 777303

The actual flares are in a template, and an entity maker is parented to the box to be spawned when it is broken. However it is not as simple as simply using the "OnBreak" output, because the maker is a child of the box it will be deleted when it is broken due to automatic removal of hierar...
by Tysn
Tue Dec 15, 2009 2:04 pm
Forum: Screenshots
Topic: Random OC screenshots
Replies: 1636
Views: 777303

Image

A small breakable physics prop model I made for the flares. Basically it lets you pick up and move them around without having to set the flare off right away.
by Tysn
Fri Dec 04, 2009 7:29 pm
Forum: General Discussion
Topic: A few things to point out...
Replies: 17
Views: 9787

I doubt it would be realistic at all to get the old domain back now that cybersquatters have them. Last I heard getting something as simple as an obscure firstname-lastname.com site back from those generic advertisement generator site holders they demand several hundred dollars. Considering how the ...
by Tysn
Tue Nov 24, 2009 12:06 am
Forum: The Outside World
Topic: Each mapmaker in OC should see this.
Replies: 12
Views: 8461

Re: Each mapmaker in OC should see this.

MegaSean45 wrote:oc_courier, oc_fireteam, and oc_breakout.
I made all three of these. It's fine so long as I appear in the credits somewhere.
by Tysn
Sun Nov 22, 2009 11:36 pm
Forum: General Discussion
Topic: Oc_harvest Curiosities.
Replies: 5
Views: 5973

1. Just for detail. 2. They're secrets, just ask around people ingame to find out what they do. 3. Yes, it does something related to the squares. 4. The alcohol (aka "Bathtub Gin") is made by purchasing the bathtub and putting 3 juniper berries and 1 bucket of water into it. The next day t...
by Tysn
Thu Nov 12, 2009 11:07 pm
Forum: Screenshots
Topic: Random OC screenshots
Replies: 1636
Views: 777303

Experimenting with more HDR and different lighting. Also better textures near the forest waterfall and farm ponds.

Image
by Tysn
Mon Oct 19, 2009 9:53 am
Forum: Mapping Help
Topic: Source Engine Entity Limits
Replies: 5
Views: 7774

For a quicker option of optimizing the trees, one method you could use instead is to open up the trees in the model viewer and take a screenshot to make into a 2D treecard texture. Just line the model up with the camera and pick a contrasting background color (like pink or purple) for easy removal i...
by Tysn
Sat Oct 17, 2009 9:27 am
Forum: Mapping Help
Topic: Source Engine Entity Limits
Replies: 5
Views: 7774

Re: Source Engine Entity Limits

http://img206.imageshack.us/img206/4814/engineerror1mn6.jpg Hate this, along with the reliable snapshot overflow error. Right now I'm in the process of updating oc_harvest and it sucks having to go around the map and having to choose which ents to sacrifice to make room for new stuff. On a side not...
by Tysn
Thu Oct 01, 2009 4:23 am
Forum: WIP Mapping
Topic: 2D's Little Coop Campain (WiP)
Replies: 135
Views: 96997

That cannon looks epic as hell. Can't wait to play this.
by Tysn
Mon Sep 21, 2009 4:41 am
Forum: Mapping Help
Topic: Advanced NPC Target Priority
Replies: 3
Views: 4447

Not completely sure how well this would work, but you could try placing same squad npc_enemyfinders in all those areas, and then enable/disable them through I/O depending on if there are enemies there or not. Though if you want it to be more AI driven you could use ai_relationships to change the hos...
by Tysn
Fri Sep 18, 2009 8:52 am
Forum: General Discussion
Topic: Any good puzzle maps?
Replies: 13
Views: 8516

The oc_stitches series is puzzle-heavy.
by Tysn
Fri Sep 18, 2009 1:47 am
Forum: Screenshots
Topic: Videos
Replies: 72
Views: 95183

oc_harvest Introduction and Overview



I've been meaning to make something like this for a while now. Basically it starts off as a tutorial on how to play harvest, and then cuts to a montage of gameplay at the end.