Hazard Course Remake (AVAILABLE NOW!)

In game she looks 4’5". That a foot of head. How tall is she in hammer units? Maybe we’re imagining things.

Dont know.I just made a quick map to show Mike how its in-game.

Yeah… this is some of the weirdest shit I’ve seen in Hammer. Perspective is non-existent. Congratulations on breaking physics, Mike :smiley:

Regardless, I take back what I said, it looks perfectly fine… Kinda. It breaks all laws of physics, so the effect is a problem, but the size is perfect.

All human NPCs in Source are 72 units tall, or exactly 6 feet.

The problem is that perspective and a number of things in-game cause objects of a given size to look smaller than they actually would in real life.

No.

I mean, you’re right, but that’s not exactly the problem here.

I’m pretty sure that it just looks smaller because of the proportions… and the massive lack of an actual head. :stuck_out_tongue:

Yes. The 5 foot thigh-span has nothing to do with it. :smiley:

Nope. None at all. :slight_smile:

Revision 007 of the flashlight training is now in my dropbox folder.
If you wanted to change up the vent drop, make the lightswitch sequence more complex, or find/make a better, more dirty texture for the walls in the obstacle course, have at it!

Also started with detailing/texturing the hazard training. I’m going to do it a room at a time, but just let me say, holy crap! You really went all out with those rooms! I get some slight lag in one of them though, you can probably guess which.

Only slight? Mine dropped to like 30 FPS, then fluctuated between 30 and 60 as I stared into the prettiness. As long as it doesn’t drop any further than that on any machine we run it on, it should be fine though. :stuck_out_tongue:

That’s quite possibly the most expensive room I’ve ever had the balls to make.

As for your flashlight room, I don’t really have much to complain about it. I actually really like the obstacle course. The box-smashing might be able to be more interesting though, in keeping with the theme of making everything awesome. :3

… although admittedly I’m not sure in what way it can be made more awesome at the moment. I’m sure there’s a way though.

Is it possible to minimize that FPS loss? 30 FPS is a crap load to lose, and we don’t really wanna force people to do that.

Can’t check the file right now, but did you ever fix that support issue that let’s you skip the course?

It’s not a bug, it’s a feature. :stuck_out_tongue:

But uh, no I haven’t yet. It should be a pretty simple fix, move to world, clip some parts off in a jagged-ish manner (I want there to still be supports, but it’s conceivable they took a blowtorch to parts so people wouldn’t skip the course by using them) and re-func_detail.

No idea. If we can get creative with the particle editor, maybe. But in that case it would be difficult to fake the hurt effects.

t me give it a shot.

It might also be an option to have the reachable beams fall if the player jumps on them using func_physbox if nothing else seems to work.

Or just arrange them in such a way that jumping on them wouldn’t really give much of a benefit.

Particle effects don’t give damage though. I’ll need to figure out a way to continually expand a hurt trigger… or something. I have no idea how I’d go about doing that.

If you wanna continue with your absurd entity work ( :stuck_out_tongue: ) then you could just have multiple hurt triggers and enable each one as the fire grows and covers it’s areas, but that would probably be retarded.

Indeed particle effects cant do damage.What you mean with damage though?Dafuq have I missed this week?

Go read the last few pages, Noob.

Its something in the hazard area?Nevermind though, Ill check when I got time.Eitherway what particles ya guys need?I get onto it asap.

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