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Everything posted by Botervloot
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How COULD YOU HARM MR.KITTY AFTER ALL THE ADVENTURES WE WERE ON!!! He's a million times better than companion cube!! By the way i made the research and development maps fit into peoples garrysmod, so now they can play on garrysmod... wasnt hard at all i just moved them. Anyways i would love to see how this would run multiplayer. http://www.garrysmod.org/downloads/?a=view&id=73854 All and any complaints go here http://www.youtube.com/watch?v=Cd3UU9_Xq1M&NR=1 You'll notice it's hard to finish some puzzles (especially the one with the orange and blue particles that form a path for the combine ball tingie). There's no way to get past the "drop a container on the APC" part, just after the antlion maze, without using noclip + remover tool + physgun. I also noticed you didn't include materials nor models, so there are a lot of error models and missing materials. I already "made" an addon version of this (includes a mod that allows you to drag stuff using E, and everything like models, materials, scripts, particles), but I don't like to release bugged addons. And since I can't code, I can't fix it. I thought it was easy. Played it through after 2 hours.
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Been there before, I've seen some lag spikes as well, up to 200. But not this high.
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The amazing and epic adventure of EmRA "titty" Chucker
Botervloot replied to EmRA's topic in Artists corner
Random guy is much better. Call him Joe. -
MAKING A SIMPLE ROOM: PART 2 Textures, Decals, Overlays and Enitities Hi again! Now, I'm going to explain you a few things about Textures, Decals, and Overlays. Textures are actually pictures, which you can use to put on your brushes. You can resize them, change lightmap scales, make them yourselves, and they come in all kinds of forms, like concrete, wood, plaster, metal ect. For now, I'm just explaining some simple things about them. To apply a texture to a brush, simply click on the texturing tool, and choose a texture from the texture browser: As seen on the picture This Window should open: In here, you can choose textures right away, or simply "search" for the textures. If you type something like "Concrete" in the Filter, it would search for anything concrete. Or atleast, with something in that name. It should look something like this: Not every Source game has the same textures, like TF2 versus L4D, but they usually have the same name for the texture. Then you highlight the brush *click it* and then click the texture applicator. You now have a new texture for your room! It would look something like this in the game *with only 1 brush highlighted and textured* In my case, I have selected the first texture, which is "concrete/blendcbunk_conc01" It still looks a bit repetitive no? Let's apply some decals and overlays to it. Decals and overlays are mostly the same. Only decals have a solid position, whilest you can resize and reshape overlays. Let's search for a decal shall we? Open the Texture Browser, and type in "decal". Select the first one for starters *decals/alienflesh/shot1* To apply a decal to your map, select the decal tool: And click somewhere in your map: You can see a tiny "+" like spot in your map. And when you come closer, you will see this: It's very tiny, but there are different sizes of decals, and also different kinds of decals. You can choose big ones, small ones, bullet impacts, details, signs ect. Now on to the overlays. As said before, overlays are almost the same as decals, only they can be changed in size, and angle. To apply an overlay to your map, search in the Texture Brower for "Overlay". I'm taking the first one on the second line, "overlays/bloodpool1" To apply an overlay to your map, simply click the overlay applicator, and then click somewhere on your map: As you can see, it looks a bit different then the overlay. The squares on the sides are for resizing. Click on the Map View Window *in my case, I'm using the "side x/y", and click on the squares, now resize it like you would do on a brush. You can see it's getting bigger, but don't make it too big, it will cost quality as well *from the overlay*. You can also change the angle of the overlay, by clicking on it. It's normal that the colours don't match, since you can differ in sizes, the map editor cannot follow your actions on the overlay, and therfor the colours change a bit. Now also, for compiling your map. First, make a spawn point with the next tool, the entity tool. First, a bit explanation about the entity tool. The entity tool a very common used tool, it can be used to spawn, well, entities, or objects that usually don't show in the game, but make the backbone of the gameplay, like the "light" entity, this entity lightens up a part of an area, or ambient_generic, that makes a sound. But also many other things, that I'll explain in the future. To make a spawn point, simply click the entity tool, and then click on your map. If you click on the Map Grid views, you might wanna click "Enter". But I usually click in the map itself. It would directly spawn a green figure, with glasses. This is the default one. If this is not the case, dubble click on your entity *with the Point tool, the cursor icon, if you forgot* and then search for "info_player_start". That's the spawn point for nearly every game. It should look like this: Now, compile the map. Compiling is making the map itself. It might take a while, and it's best not to do anything else but watch it compile. You can see different options, like Run BSP, Run VIS, Run RAD, Turn on or off HDR ect. And expert options. I'll keep it basic for a bit, and not explain the Expert options with compiling. RUN BSP: Turning this to NO is NOT advised. The map won't compile the brushes, and enities at all. Turning this to ONLY ENTITIES, then only the entities will be spawned. Turning this to NORMAL, spawns everything. I usually make this normal. (BSP is the map itself, Binary Space Partition.) RUN VIS: VIS is what you can see in the map, just to be basic with you. Turning this to NO is NOT advised. The map won't compile properly, not showing water, and not "benching" at all. Turning this to FAST is recommended for taking a quick view of how your map looks. Everything is compiled, only it's not fast, since the VIS leafs are build quickly. Turning this to NORMAL is recommended for the final map. Everything is compiled proper, but it takes a lot longer. RUN RAD: RAD is the lightmap scales, how it compiles the lightning, brightness ect. Turning this to NO is NOT advised. This makes the map not render any light sources or lightmaps. Turning this to FAST is also NOT recommended. The map doesn't look really good afther this. Turning this to NORMAL is advised. The map compiles like it should like in HL2, for instance. My setting looks like this: It will compile a lot faster, and since it's for testing, the HDR is turned off. And the map is fullbright, which means everything is lighted. This is bad, not every map looks all lighted. To make this go away, make a "Light(...)" in your map. But I'll continue this later on. First, click on "file", and then press "save as...". You then *for this test* fill in "testmap". Then save it. Let's compile it shall we? Press OK to start compiling. Remember, don't do anything else, just watch it compile. Here is what mine looked like: The colour of the blood is normal, since it's fullbright, the colour doesn't render. This is with overlays. They sometimes render lightmapscales as well, and since there is no light, there is no colour. END.
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- Googled "Good for you!" - Saw first picture - This
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Pro's - Nice app - Positive comments from other admin(s) Con's None. Good luck .
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Gmod Contest! Contest 9: "Admin" Start your voting!
Botervloot replied to Botervloot's topic in Contests
Yeah. 1th Place: Roborobb 2th Place: Cowchucker 3th Place: Ehm, Ywa. CONGRATULATIONS EVERYONE! *Not sure about Ywa though...* Claim your prices at Clavus! *Not sure about Ywa though...* -
The font looks a bit times new roman.
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Gmod Contest! Contest 9: "Admin" Start your voting!
Botervloot replied to Botervloot's topic in Contests
:| Extending vote untill 0:00, tie so far. -
Explain that to the the TopCrew. They will understand.
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Gmod Contest! Contest 9: "Admin" Start your voting!
Botervloot replied to Botervloot's topic in Contests
Robo has 8 votes. Since there has been voted 28 times, and there are 8 votes missing, those belong to Robo. Sorry. Poll won't change Redgord :| -
Gmod Contest! Contest 9: "Admin" Start your voting!
Botervloot replied to Botervloot's topic in Contests
The voting has already started . -
Gmod Contest! Contest 9: "Admin" Start your voting!
Botervloot replied to Botervloot's topic in Contests
Fixed. I hope. -
Gmod Contest! Contest 9: "Admin" Start your voting!
Botervloot replied to Botervloot's topic in Contests
Start your voting! Voting ends tomorrow at 18:00. 9 Entries. Could be better, but it's ok. -
Gmod Contest! Contest 9: "Admin" Start your voting!
Botervloot replied to Botervloot's topic in Contests
Compo ends in 50 min! *still not many entries, but it'll do. -
This is one of the reasons why I prefer playing on the Arena server than on the CP/CTF one. I think 32 players is way too many to have fun in my opinion. Arena actually makes you think, what class to use? what class is everyone else using? is the other team not using that class? and can I use that to my advantage? unlike CTF/CP and Payload, where its basically, "dont worry guys, its all fine, we can all go as pyro and be noobish, and say "hur hur, lol pwned"" And it's more competitive, and you die less fast. And above all, it requires some skill.
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This is one of the reasons why I prefer playing on the Arena server than on the CP/CTF one. I think 32 players is way too many to have fun in my opinion. So do I.
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Pro's - Long time playing on server - Good app Con's - Age Good luck.
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Well, some people, like me, actually prefer when the servers have less players, around 10-15 I hate it when there are 30 players on So do I, but 10 players isn't much for Mr-Green to get a name. I think they then should have 2-3 servers with this. Personally I like servers *TF2* that have 16, to maximum 24 players.
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Some of them are quite unbalanced, if you ask me. But then it's Clavus task to balance them.
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How isn't this unique? Ofcourse it has elements of different games, but every game has elements from other games. All FPS games have elements of Doom, for example (that element is having a gun in front of your face you use to shoot enemies with ) Then it's not unique :| In my thought, unique is something that nobody has done before. Not elements from other games. It's cool, but I can't say if it's fun or not. I think it's going to be fun *Ywa can make great gamemodes*, but like the "new ZS", lots of people thought it was different. And I think this one is different *I liked the "new ZS"*.
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Meh. Shame. Now I won't play on the ZS server
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Meh. It's not unique or anything. Too much dejavu. And then it's like 10 people in total on one server. That's not much.
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I only do that if I'm making a test skybox, for the light_env. NEVER DO THIS: - When you resize it, it might cause leaks. - You don't select 1 brush. You select them all. - If you are going to texture it, it's really annoying. - It's a solid design. You can't change anything about it. When you do, you destroy the whole room. And it's that, or 10 seconds work, making regular room. I'll bump this later to continue. I've been having some duties needed to be done. I'll start with this tomorrow. And Btw, this is really a beginners thing. You don't need to know the above stated thing. Yet.