Show off your EVERYTHING

Toying around with the Gravity Gun and I’m having way too much fun with the bouncy pads.
youtube.com/watch?v=E3u-n0CJRws

Something I made over the weekend:
youtube.com/watch?v=ujr_LMwp3lQ




That’s some fantastic lighting, and good use of reflection as well.

Here’s some WIPs. Working hard on my modelling and texture creation skill, so pretty much everything is my work.




Well, aside from a few little tweaks I think this is pretty much ready.

As if Tiberian Sun and Halo had a baby.

Am I wrong in noticing that the bottom picture shares a striking resemblance with Half-Life 2’s Combine ball ammo?

Confusion arises when Scientist01 suddenly decides to have a sex change.

I am so triggered right now.

In all seriousness, how did you get them to wield assault rifles?

After a long and painful testing process I found out how:
You have to tell them to give it to themselves, just giving it to them doesn’t work.
Their aim with the glock is better than the soldiers aim with a mp5, so be careful about that.
Also they refuse to use crowbars, being too civilized for that I guess. (They equip them, they just don’t attack with them).

I´m trying to re-imagine old canteen signs from Half-Life and it´s expansions. Mainly just trying to learn to use Gimp.
teslastacos.png

Purely from branding strategy it feels like you should have some of those simpler bolts on the taco as in the original.

Before I saw the bit about hard surface modelling I legit thought these were prop photos

[LINK DEPRECIATED, MAP UNDERGOING CHANGES]

that link is an error link.

Your link returns:

Error

Sorry!

An error was encountered while processing your request:

That item does not exist. It may have been removed by the author.[/size]

I changed the 7 at the end of the URL to a 6 and got this nice ass.
https://steamcommunity.com/sharedfiles/filedetails/?id=1403999516

Oh right. I had to take it back down. It needed some reworking to work better as a CS:GO map. At the time of upload the two bombsites were more or less in the same area with only distance between them. Newer version will be posted later with a division and an actual mid area of the map, along with other tweaks.

https://steamcommunity.com/sharedfiles/filedetails/?id=1407937198
Now with a proper middle and a working minimap!

EDIT:

Revision 6 because the people who I want to test this map are exceedingly picky with map elements:

https://steamcommunity.com/sharedfiles/filedetails/?id=1408881823

One thing I find myself doing a lot in BMPD is taking a large, complicated model and reversing one or more animations, so I made a script capable of doing so automatically to a .smd file as output by the Crowbar decompile mode:

[code=python,‘reverser.m’]function reverser(NAME_IN, NAME_OUT)
f = fopen(NAME_IN);
fgetl(f);
fgetl(f);
fgetl(f);
line = fgetl(f);
node_count = 0;
while ~strcmp(line, ‘end’)
node_count = node_count + 1;
line = fgetl(f);
end
%display(sprintf(‘File contains %d nodes.’, node_count));
line = fgetl(f);
time_count = 0;
while ~strcmp(line, ‘end’)
if strfind(line, ‘time’)
time_count = textscan(line, ‘time %d’);
time_count = time_count{1};
end
line = fgetl(f);
end
%display(sprintf(‘File contains %d times.’, time_count));
fclose(f);
whole_thing = cell(time_count, node_count + 1);
f = fopen(NAME_IN);
fgetl(f);
fgetl(f);
fgetl(f);
line = fgetl(f);
while ~strcmp(line, ‘end’)
line = fgetl(f);
end
fgetl(f);
for i = 1 : time_count + 1
for j = 1 : node_count + 1
whole_thing{i, j} = fgetl(f);
%display(sprintf(’(%d, %d) = %s’, i, j, whole_thing{i, j}));
end
end
fclose(f);

for i = 1 : time_count + 1
	tnum = sscanf(whole_thing{i, 1}, '  time %d');
	whole_thing{i, 1} = sprintf('  time %d', time_count - tnum);
	%display(sprintf('(%d, %d) = %s', i, j, whole_thing{i, 1}));
end

new_thing = cell(time_count, node_count + 1);
for i = 1 : time_count + 1
	for j = 1 : node_count + 1
		new_thing{i, j} = whole_thing{time_count + 2 - i, j};
		%display(sprintf('(%d, %d) = %s', i, j, new_thing{i, j}));
	end
end

g = fopen(NAME_OUT, 'w+');
f = fopen(NAME_IN);
fprintf(g, fgetl(f));
fprintf(g, '\r\n');
fprintf(g, fgetl(f));
fprintf(g, '\r\n');
fprintf(g, fgetl(f));
fprintf(g, '\r\n');
line = fgetl(f);
fprintf(g, line);
fprintf(g, '\r\n');
while ~strcmp(line, 'end')
	line = fgetl(f);
	fprintf(g, line);
	fprintf(g, '\r\n');
end
fprintf(g, fgetl(f));
fprintf(g, '\r\n');
for i = 1 : time_count + 1
	for j = 1 : node_count + 1
		fprintf(g, new_thing{i, j});
		fprintf(g, '\r\n');
	end
end
fprintf(g, 'end\r\n');
fclose(g);
fclose(f);

end[/code]It’s in Matlab because I use that pretty exclusively at work and if you a;ready have the editor it’s highly portable, but it shouldn’t be too hard to port into, say, Python.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.