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Turkey72
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Post by Turkey72 »

Axel_m3sh wrote:OH MY GOD IT'S A fraking RAINBOW!!!!!!!! :awe:


seriously, that looks epic
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Post by fug4life »

Ah yes, my Obsidian antics of recent.


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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03

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By fug4life at 2009-12-03
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Turkey72
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Post by Turkey72 »

fug4life wrote:Ah yes, my Obsidian antics of recent.

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By fug4life at 2009-12-03
:shock:
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Post by JerC »

Turkey72 wrote:
fug4life wrote:Ah yes, my Obsidian antics of recent.

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By fug4life at 2009-12-03
:shock:
Told ya,HECUs are screwed
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Post by Axel_m3sh »

fug4life wrote:
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By fug4life at 2009-12-03
Thinking of releasing those to us mappers? these is actually quite good,
also what's the one in the 4th colomn, 3rd row?
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Post by fug4life »

Yeah, I was thinking of giving to mappers though some are difficult to distinguish at a distance, so I need to fix a couple.

Some I use, others I sort of made for future use and some are just as a joke. I tend to do stuff in PSP when my gf is hogging the internet.

The one you asked about is the 'passion_waypoint'

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By fug4life at 2009-12-08

Here's another...

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By fug4life at 2009-12-08

:P
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Post by BigFoot »

fug4life wrote: The one you asked about is the 'passion_waypoint'
maybe you could have a white or black outline for the rose then it can better be seen in front of the red background :)
i guess black would be the best choice for an outline and some contours to its leaves

i love the tiger :shock:
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Post by Axel_m3sh »

Lol passion, we could do fortune telling with these :lmao:
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Post by BigFoot »

put one above alyx' head in every map of the hl2 campaign :lol:
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Post by Tallfire »

A locator for characters like that would actually be pretty nice to be honest. (that is if mappers decide to add em)

What are the ones on the top right and bottom left? And any difference between the manhacks?
They look very nice.
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Post by BigFoot »

Tysn wrote:Experimenting with more HDR and different lighting. Also better textures near the forest waterfall and farm ponds.

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i really like this :)
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Post by Tysn »

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A small breakable physics prop model I made for the flares. Basically it lets you pick up and move them around without having to set the flare off right away.
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Post by destiny »

that is a good and reasonable idea in case a dark place is like somewhere else from where the flares are.
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Post by fug4life »

Tysn wrote:Image

A small breakable physics prop model I made for the flares. Basically it lets you pick up and move them around without having to set the flare off right away.
Do want!

Also may I ask how the flares are placed inside?

In dod:s there are lots of hollow ammo crates that when bounced around or crowbarred the lid will come of, I was trying at the weekend to get weapons inside, though each attempt the crate either dissapeared or the crate shifted on spawn and the weapon would lay on the floor next to it.
Any tips?

And as for the waypoints
The top right started of as a coloured version of Tysn's new ammo waypoint, but in the end I redesigned the whole thing, but stupidly I added text to it, when I should of just concentrated on the image.
Bottom right is an eygiptian eye symbol.

The identical hacks is a mistake I was meant to use the other version of a hack icon I have, I'll show some close ups later.
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Post by Tysn »

The actual flares are in a template, and an entity maker is parented to the box to be spawned when it is broken. However it is not as simple as simply using the "OnBreak" output, because the maker is a child of the box it will be deleted when it is broken due to automatic removal of hierarchy entities.

So instead, the box is a prop_physics_override set to have a huge amount of health, like 1000. Then the outputs are "OnTakeDamage" to clear the parent of the maker, and then in a 0.05 second delay spawn the flare and break the box.

Kinda a clunky way to do it but it works ok and looks nice. Since flares are simple prop_physics with all of the special data coming from the model, I was hoping at first to have it set in the .qc to spawn them directly. But it appears that you can only spawn special "gib" models which have a fadetime (unless someone can correct me?)
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