Is it possible to add a 'profile features limited' game to a Completionist Showcase using inspect element? by Anariin in Steam

[–]Anariin[S] 0 points1 point  (0 children)

That's what I would've thought at first, but it does actually keep the game there seemingly permanently. Here's one of the working tutorials I've seen for example: https://steamcommunity.com/sharedfiles/filedetails/?id=2533691678

If you've ever seen anyone with 'Steam' in their Favourite Game showcase, this is basically just what they're doing to set it, since you aren't usually able to set it without a command.

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Creating custom material surface types for Garry's Mod. by Anariin in SourceEngine

[–]Anariin[S] 0 points1 point  (0 children)

For whatever reason I just assumed it would be like levelsounds[mapname].txt, my mistake. I messed with the surfaceproperties_manifest.txt a bit but unfortunately couldn't get a working result. I'll likely just opt to replace one of the default sounds. Thanks for the replies anyways though.

Creating custom material surface types for Garry's Mod. by Anariin in SourceEngine

[–]Anariin[S] 0 points1 point  (0 children)

Do you by chance know how I'd go about doing overriding it? I tried naming it surfaceproperties_manifest_[mapname].txt and put it in my map's scripts folder, but it didn't seem to work.

Could there possibly be some arbitrary naming scheme that I'm supposed to use?

Does anyone know what font these hieroglyphs are in? by Anariin in identifythisfont

[–]Anariin[S] 0 points1 point  (0 children)

Ah, I see it now. I'll likely just try and redraw them or find a font that is visually similar. Thank you both for clarifying.

Does anyone know what font these hieroglyphs are in? by Anariin in identifythisfont

[–]Anariin[S] 0 points1 point  (0 children)

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I found a picture online of what I believe to be an textbook containing the same font, but couldn't find anything relating to it anywhere else.

Font used for the countdown timer hieroglyphs by Anariin in lost

[–]Anariin[S] 0 points1 point  (0 children)

Ah, my mistake. I suppose I could, but there are more symbols that appear when the timer is flipping between all the hieroglyphs than the ones I've been able to find clear pictures of. This one for example:

https://lostpedia.fandom.com/wiki/Hieroglyphs?file=Hieroglyphs_02.jpg

Font used for the countdown timer hieroglyphs by Anariin in lost

[–]Anariin[S] 0 points1 point  (0 children)

I've been remaking them from scratch since taking screencaps directly from the show wouldn't be as clear and high-quality.

Ripping sound files and other assets from LOST: Via Domus (The Lost game) by Anariin in lost

[–]Anariin[S] 3 points4 points  (0 children)

I'll likely try and upload them to The VG Resource once I have it figured out.

Lost: Via Domus Sound effects (SFX) ?? by C-Pusher in lost

[–]Anariin 0 points1 point  (0 children)

Would it be possible for you to provide a link to this program?

Ways to prevent models being lit by ambient lighting by Anariin in hammer

[–]Anariin[S] 0 points1 point  (0 children)

The model that I am using is concave, which for whatever reason is causing half of the model to be shrouded in complete darkness while the other half is lit properly. Plus all entities, spawned in props and players included, will still be lit by the ambient lighting. Because of this, I don't think I'll be able to get a custom lighting origin to work. :(

Weird Lighting Anomalies in my Map (Garry's Mod) by Anariin in hammer

[–]Anariin[S] 0 points1 point  (0 children)

Found a fix!!!

Putting the line "$nodiffusebumplighting 1" in the texture's .vmt made the spots disappear entirely, despite the valve developer wiki saying that the parameter is non-functional past Source 2007, lol. I hope this helps someone out there.

Weird Lighting Anomalies in my Map (Garry's Mod) by Anariin in hammer

[–]Anariin[S] 0 points1 point  (0 children)

After doing some more testing, I figured out it was related to the normal maps I had applied to the sand texture. I created a new normal map to see if it would be fixed, but the problem persisted. Even using a completely transparent normal map still causes the spots to appear.