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Comment History
venko
venko - - 9 comments @ Updated HUD

I was very sleepy when I posted this (I know what pros&cons are), but You are right for my "Me are talk a Inglesh" :D Sorry, but I can't edit the post. Now, seriously, help GutShot70137.

Good karma+1 vote
venko
venko - - 9 comments @ Updated HUD

Well, help GutShot70137, tell him that ZHLT exist and other things too, he needs a hand with the mapping.

About the rotating, HL1 engine have a lots of limitations, but I can't see what is the problem with it, since I have already rotated stuff by all the three axis on the cupola of the tanks and they are still perfect after compiling. Even rotating the whole tank by all the three axis isn't a problem, 'cos using the "hlfix" with the parameter "-na" lets the vertexes stay anywhere, instead of snaping them to the grid.

I'm not stupid, not everything in HL1 can be done by brushes only. I see the things this way :

Models cons :
-a single model uses only 1 of the 512 models limit, when the brush if it's compilcated needs more
-models can be way more detailed than the brushes
-models true save compiling time
-modles can be animated
-models can't cause troubles, when they are used by newbies, but a complicated brushes can, on many of the stages

Brushes cons :
-easy and faster to be made and edited than the models
-brushes can be made to shoot, move, destructible and more
-have lighting/shadows
-brushes have better hit/touch detection than the models hitboxes and overlayed "clip" textured brushes
-brushes usually are more simple and require less video memory and produce better r_speed

Sorry if I missed something. My point is, that You must know what you are doing, and find the golden middle of using both, and how to avoid the problems you mentioned. But concretely for him I recommend the using of brushes, since his maps already needs a details, searching or making the right one models will take him too much time for an alone modder.

Good karma+1 vote
venko
venko - - 9 comments @ Updated HUD

Do you know, that the "second wave" is already released?

Good karma+1 vote
venko
venko - - 9 comments @ Updated HUD

Sorry, but I'm not agree with you. Proof :
Img46.imageshack.us
Five of mine ultra detailed brush prefabs, placed next to each other and :
1. Thanks to the "hlfix.exe -na", I can use a very detailed brushes (+ can make the tanks shoot and so...), instead of wasting far more time for making a static models.
2. The compiling only took me a few minutes on my lame laptop.
3. No nasty carving as you can see, thanks to the use of "func_wall + zoner's block light". Nor bad shadows too.
4. Good "r_speed" on my lame laptop videocard.
And so...
I think, that someone with a good knowledge of "how to map and compile", will avoid easily the problems you mentioned.

Good karma+1 vote
venko
venko - - 9 comments @ Updated HUD

Lol, my prefab used :) (yep, THE SAME Venko)
Good mod coding, modelling and stuff, but you better search for a co-mapper, since it's the most important and time eating part of a mod.

Good karma+2 votes
venko
venko - - 9 comments @ Area-51

You got talent for the music, I'm deadly serious...

One advice : don't loose precious time to post too much mode preview stuff and respond to EVERY post, instead, concentrate on the mod (mapping), and compile your maps more often. Which, will lead You to the question, whay they lag so much your Half-Life (low FPS).

Here comes I (only if you promise me that you will finish and release the mod), if you have any real-time chat program (skype, messenger, msn or so), I can help You with your mod with custom better and new UFO/Alien prefabs, models and stuff, exclusively and only for your mod, also I'll give You links with short explanations, how the HL engine works when blocking polygons, and why your maps will lag (horrible r_speed).

If someone is a singleplayer mod maker, he must know these things (random order) :
1. How ALL HL entity works, and how to make very complicated entitys and solids.
2. How the HL engine works, and how to use tricks in building the maps, so they don't lag to oblivion.
3. How to compile properly for test and final, using the right tools.
4. How to do other stuff, like modeling and properly pack it all at the end.
I don't want to sound insulting, but You can get some help.

PM me, if You accept the help, and want to talking in real time.

Good karma+3 votes
venko
venko - - 9 comments @ Area-51

Nice musics, did you made them?

I also can see my UFO prefab used :D (yep, the SAME Venko)
Let's just hope you know how to use it and what it does...

Maps are the most important part of a mod. There are a lot's of tutorials over the net, how to improve your maps. For example, the bridge map will have horrible r_speed, 'cos of the bridge cords.

I will track this, meanwhile here is my new prefab pack:
Twhl.info

Good karma+2 votes
venko
venko - - 9 comments @ Future HL1 prefab pack

In case someone works on Half-Life 1 maps/mod and needs tanks, this prefabs made by me can be useful :
Gamebanana.com
THIS SCREEN HERE is a sneak peek what tanks will be in my next wave of prefabs, that is coming soon.
As you can see, the tanks are highly detailed, have accurate details, well made with func_walls and still kick a good r_speed.

Good karma+1 vote
venko
venko - - 9 comments @ CSX Lockdown

What is the name of this map?

Good karma+1 vote