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Its great.

It good. But definitely not worth the hype all around it.

But how does that weapon not fit the style? It kind of looks like a slightly more modern MP-40 sub-machine gun (made in the… 40’s) with a laser attached to it. And as far as I know, it’s not uncommon to have lasers in TF2 (Sniper rifle, Wrangler-controlled Sentry). So all in all, a weapon that could fit the 50’s style just fine.

lol this isn’t MW2 you can’t have guns in the 20th century

Anyway, at work, but our network is down right now, so can’t really do anything… Therefore, a quick Photoshop-job to add more than just nothing.

(Fancy couch goes on the right)

SynTek crate model I’m making for my map in Alien Swarm (diffuse, baked normal, specular)

Probably going to give it multiple skins to get more diversity in the map.

Looks good.

Speaking of multiple skins.
On some of the static props in Alien Swarm you can specify a color in the entity menu in Hammer Editor. Does anyone know how to do that on custom models? (which qc and vmt commands or special things while texture mapping) I couldn’t find the vmts of the models to look up for myself.

So basically, THE BEST GAME EVAR.

I see it more as a late 70s gun. In any case, let Valve be the judge of that.

You can only do this in the later versions of Source that support it; namely L4D/2 and AS.

The material parameter is “$blendtintbybasealpha 1”. The alpha mask of the basetexture should be opaque (white) where the colors are to change and translucent (black) on parts of the model that should retain it’s color from the material. The mask needs to be in the alpha channel of the basetexture, however, so you have to -invert- the layer after painting it.

Most of the AS props support this if you need to look at how their masks are setup, don’t spend ages looking through the L4D2 vpks just to find the car materials.

Why do you have to invert the alpha mask in a diffuse texture but not in a normal map?

thanks
It works perfect.

I think it was built that way by design so you can use one mask for opacity as well as specularity (why you would want to do such things, I don’t know, perhaps to shave a little texture memory off); here’s what the dev wiki says:

That’s kinda neat, actually. Or maybe it’s not, I’m not a dev so I wouldn’t really know what the standard is.

Also Episode 06 time.

I’m sorry, you insulted the HL2 crossbow. I can’t watch that.

Honestly, what’s not to like about sticking people to walls with burning sticks?

Not enough ammo to do it all the time. And it still wasn’t really a good substitute for a true sniper rifle. It’s one of the reasons people hated how you couldn’t use [EP.2 SPOILER ALERT][color=black]mounted sniper rifle the vortigaunt used. It was put in front of you, but you couldn’t have any fun, and it was a weapon that is missing from HL2.

It worked just as well as a sniper rifle. HL2 wasn’t an inherently long range game so it was largely unnecessary. Plus, what would the point of using the sniper rifle in Ep2?

This is the original post.

This is about how much I understood previously mentioned post.

在緩緩的狗上的快速褐色的狐狸跳躍?

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.