THE RAGE TOPIC

I haven’t actually seen any examples of your work. Any animation or rigging experience?

rigging yeah but actual animating no
im usually too busy wanting to vomit after im done with the actual model to do too much with it or everything i model has a purpose in a game

Modelwise, is it usually character models or bigger stuff like vehicles?

character models

Most of my work in Source has been limited exclusively to level design. I’ve dabbled in animation but Source is a bitch to recompile models for with later versions of Maya. I was going to try to make a shakycam rig from blackout.mdl but in some cases it’s more expedient to have the camera point at a looping train to simulate the shake. Takes more entities though, which is bad.

source is a fucking bitch to recompile character models tho, fuck
i for some reason could never get my recompiled tf2 classes to look right, like they always had their skin stripped off or something ugh it was weird

Thought you were using gold source.

What is this trickery? Finally decided to give Bioshock a go on the PS3, and it’s been installing for over 5 minutes now >_>

You have to install shit on the PS3? Doesn’t that defeat one of the main purposes of gaming consoles?

One would think so yes.

Edit: woop, 'tis done.

Well, the PS3 content installs are sometimes optional, and usually cut down on load times.

I went back to it after losing interest with HL2. Mapping on my cheap laptop is a great way to pass the time, so you can see how HL1 has more of an appeal.

I’d given Source another shot, but now it has three different SDKs and compiling anything will requires as many parameters as a Saturn V launch. That’s more than I care to set up again. The addition of these extra engines is the cause for my aversion. It only works for Source games anyway, of which I play none on a regular basis, and when I do map, I map for gameplay and render-efficiency above eye-candy. That’s how it becomes a nice challenge as opposed to mucking around with clay. With this philosophy,

that looks about as appetizing as two girls sharing a trophy.

I don’t know what about the lighting in Source is improved that Zoner’s hlrad.exe can’t handle. If you mean dynamic lights, that eats at efficiency, as does pretty much every other feature you mentioned.

You released any goldsource maps, Tiki? I could totally go for trying some of them out.

I mapped, but I be lazy to put’em out.

I am making a bhop map for a server I quit recently, but man, too lazy.

When I am presented with a captcha I always type in the opposite of the fake word, like if it says patient I write impatient, yes- no, him - her, if they actually try to use my time and energy to digitize books without pay, the least I can do is the opposite of what they want

if it’s a year (happens often) like 1994 I put it the same distance from today but in the future, example 1994 becomes 2018

No, source’s dynamic lights are shit, but with minimal tweaking, the static lights will look a million times better than anything I’ve seen on GoldSrc.

But anyway, if pure gameplay for multiplayer is what you’re looking for, I suppose GoldSrc would suffice, but at the same time its incredibly inferior to Source in every way I can think of, save slightly slower compile times.

GATK requires a bam file ordered in the same order as reads in the reference genome. Use PicardTools to reorder BAM file. GATK requires bam index for bam file. PicardTools CreateBamIndex.jar requires that bam file be in lexicographical order. Solution: sort reference genome in lexicographical order. Problem: IT’S A REFERENCE BLOODY GENOME THERE’S NOT ENOUGH RAM IN THE WORLD TO SORT THIS

So glad I chose bioinformatics as my career path. Just one more year until I can go to grad school and fix it…

I don’t know what that was but it went so far over my head that I feel like I’ve never learned anything meaningful in my life.

Everyone is capable of that in one field or another I find.

Word of warning, the biggest two I’ve made are for TFC (and would require the mod, or at least tfc.wad & tfc2.wad, in order to run).

They’re 4,844 KB + 6,025 KB, and on very few servers, so uh… e-mail is the most reliable option. If anybody cares to try those two maps (CTF), PM me your e-mail, or say you’ll tolerate rapidshare or megaupload or something. They were made summer 2010 and summer 2011, respectively. The last reviewer I remember said something about crawling through swiss-cheese and feeling hopelessly lost, when describing the map’s layout.

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.