Just uploaded a new revision of t0a0b_darkness AKA the Flashlight Training room.
And some media on MODDB, because I wanted to test it out.
Right. I’m gonna work a bit more on the transition area.
On a side note, I never really looked at our models list until now. Holy shit, Lars has done a great job.
Edit:
Dear god, this looked decent in Hammer. It looks pretty terrible compiled:
[COLOR=‘Silver’][Click to enlarge]
And now Hammer is refusing to compile my anything. Absolutely lovely.
What exactly is the matter?
Anyway Box… I’ll fix the paths for you when I get around to it. It shouldn’t be too hard, you probably checked off the wrong flags or something.
Okay, I edited the post, how about that from now on?
I think it might be the lighting that irritates me. Or maybe the lack of detail. Something about it makes it look terrible to me, though.
It seems okay from what I can tell. What irritates me is mostly just the seemingly haphazard combination of normal and dev textures… which isn’t even a problem.
It’s mostly that one corner. I haven’t decided if I’m gonna use metal/rusty placeholders like the original or stick with concrete like the rest of the room.
Do you guys just chat amongst yourselves or do you take design suggestions from the community? As I’ve recently reinstalled HL Source, I can give the Hazard Course the once-over and provide you w/some design suggestions if you need them.
A fair amount of both. If we didn’t care about the community’s input we wouldn’t have our “Open Development” policy.
K. I’ll give it a look once I get a chance and make a pitch bible.
Wonderful.
Damn. We are so out of ideas for the box pushing room. If only there was someone who could come up with something, that us, the developers could use to design it. Oh well.
If anyone wants… I could take a look at it.
Man, I feel like I’m volunteering for way too many things at once… Ah well, it’s all good experience!
I recently redesigned the ladder room to incorporate some ideas from someone over at ModDB.
you should take a vacation. Too much work, not enough play makes Dky work too much. Or something.
lulz
@Dky I selected the same flags as the Black Mesa team did, and the orientation type of each track is a “Face this path_track’s angles”
@Crypt It looks pretty nice in my opinion, its just that orange textures and rusty walls textures dont fit .
Here’s my community contribution:
Freeman’s Mind Hazard Course
It can give you some idea(improvements, easter eggs etc…).
Note: youtube is a B***, you must be logged in to see it.
There’s your problem. The orientation type should be “Face direction of motion”.
And then another problem was lifted from us. Good work everybody, you can go home now.
Yeah I tried that at first, but it still did not work.
Then you did something very wrong.
EDIT: Box, why the hell does it take like 6 years to compile this thing? :brow:
And you for some odd reason you checked the “Fixed orientation” flag on the func_train. There’s your problem.
EDIT2: Oh so THAT’S why VVIS is taking forever. Box, do you actually know what the cordon tool is used for? It’s NOT a replacement for fixing leaks!! Why did you think that would be a good idea???
EDIT3: Holy crap, do you even know what func_detail is used for??? Sigh…
I think… I think I’m just gonna go and take a break. :’(
LULZ
OKay, please for sanity’s sake tell me large parts don’t have to be redone.