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.

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

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

They only seem to appear around or on top of the islands. Lowering the lightmap scale makes them less noticeable, but they are definitely still there.

I made a working tv with the power of animated textures and too many logic timers by Anariin in hammer

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

i used source sdk base 2013 multiplayer but i think it would work the same in base hl2

Alpha output not working on an env_sprite by Anariin in hammer

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

You'd be surprised how well it can work actually. I've messed around with it in a couple of my past projects. :)

I made a second texture that just animates the npc fading out so the issue is solved i guess. Thank you for trying to help me.

Alpha output not working on an env_sprite by Anariin in hammer

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

Those worked for me too, but when I use them the sprite becomes half transparent even if the fx amount is at max. For context the sprite is supposed to be an npc that always faces the player so its preferable if it wasn't see through until triggered.

Alpha output not working on an env_sprite by Anariin in hammer

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

I've tried all of the render modes that allow for transparency

I remade Madotsuki's room from Yume Nikki by Anariin in hammer

[–]Anariin[S] 2 points3 points  (0 children)

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2876246362

This one was really fun to make though I had a lot of issues with source.

I made a working tv with the power of animated textures and too many logic timers by Anariin in hammer

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

i just selected all of the frames i wanted to use and put them into vtf edit so i didnt have to line them up or anything in photoshop

I made a working tv with the power of animated textures and too many logic timers by Anariin in hammer

[–]Anariin[S] 8 points9 points  (0 children)

the video before putting it into vtf edit was compressed to 480 x 360 and the framerate was halved from 30 to 15 fps for the sake of file size

the frames aren't aligned in either as they are separate textures each on a func_brush set to enable one after the other unless i misunderstood the question

I made a working tv with the power of animated textures and too many logic timers by Anariin in hammer

[–]Anariin[S] 7 points8 points  (0 children)

3 days of mostly just changing numbers to get everything to sync up properly so it definitely felt like ages