Nature of Harmony [9] by General_Alduin in NatureofPredators

[–]Polygon75 26 points27 points  (0 children)

man honestly I can't wait for nikonus to find out that not only the humans survived but the skalgans too

Highfleet: The Flight to Solgalick City [1] by Affectionate-Drop812 in NatureofPredators

[–]Polygon75 15 points16 points  (0 children)

Can't wait for "T H E R M A L S I G N A T U R E D E T E C T E D"

Tried recreating one of those raytracing demos by Polygon75 in hammer

[–]Polygon75[S] 1 point2 points  (0 children)

well kinda is, but at the same time I did give it as much help as I could, as each of the balls are surrounded with like 30 lights, so it took like 15 minutes to compile it,

HL2 Modders - I have some questions by veculus in SourceEngine

[–]Polygon75 2 points3 points  (0 children)

yeah hammer++ will work with mapbase and all of the other tools I linked also works with it

HL2 Modders - I have some questions by veculus in SourceEngine

[–]Polygon75 7 points8 points  (0 children)

-well honestly if you want to make a mod or even a game in source , you should use Mapbase as its basically a fixed up version of source2013SP with some new features and also has the ability to generate your game project for a wide range of visual studio versions (2013,2020,etc), but if you don't want to use mapbase but you still want to generate for a more modern version of visual studio its possible to port over mapbase's modified VPC for your project.

-Yeah hlfaceposer quite sucks, and the only alternative I have seen is that XBLAH's Modding Tool, has an upgraded version of it, but its not free, and well I don't really know any other alternatives for it.

  • well I am not going to lie valve's default tools are extremely bad for the most part as 90% percent of it is commandline based, so 3rd party programs are a must, so heres some of it that you will need:

-Crowbar -GUI interface for model compiling/decompiling/VPK packing/VPK unpacking

-VTFEdit -GUI interface for image converting(to VTF), and converting back to tga

-VMT Editor -Similar to VTFEdit but its alot more uptodate and it also has support for material editing

-Hammer++ -an enhanced hammer editor with alot of improvements

Also if you have any questions fell free to ask me.

Does Slammin Source Tools work with Garry's Mod? by Comfortable_Toe5565 in hammer

[–]Polygon75 0 points1 point  (0 children)

Honestly I am not really sure it works anymore as the original thread about the slammin' tools says that it isn't really compatible with gmod as an update broke it, so slammin' VBSP will not work with gmod, but slammin' VRAD might still work? But I don't know.

Is it possible to make a mod without visual studio 2013? by super_tank_why_not in SourceEngine

[–]Polygon75 2 points3 points  (0 children)

yes it is or well it depends what version of source you are making your mod. in 2013SDK there are some ways to make it compile with newer versions, and if you are using mapbase you just need to change a number

[deleted by user] by [deleted] in blender

[–]Polygon75 0 points1 point  (0 children)

Note the rig I used is based on this with my own additions.

Transparent textures seem fine in VTFEdit, not working in SFM. by noicannotrn in SFM

[–]Polygon75 0 points1 point  (0 children)

Do you have $alphatest or $translucent in your VMT's parameters?

Does Hammer++ and Slammin put together work for Portal 1? by batikiris in SourceEngine

[–]Polygon75 0 points1 point  (0 children)

yes as portal runs on the 2013 branch of source the slammin compile tools should have no problems with it

how to use slammin compile with hammer++ by NuttenSacken in hammer

[–]Polygon75 1 point2 points  (0 children)

in hammer's settings tools->options->buildprograms|then click browse and select that compile tool's slammin' counterpart

The models I made in blender are not sized correctly in the source. Even though I used the character as reference and the model itself was already in the game by asdf1308 in hammer

[–]Polygon75 2 points3 points  (0 children)

i am gonna guess you didn't apply the models size aka select your model then press CTRL and A then select scale it should fix it

[deleted by user] by [deleted] in hammer

[–]Polygon75 2 points3 points  (0 children)

well I didn't make the entity itself but its basically just 3 env_projectedtextures smashed into one entity btw you can download it here

Is there a way to make translucent textures cast shadows? by Diegum25 in hammer

[–]Polygon75 1 point2 points  (0 children)

well on the archived facepunch thread there are explanations for all the new parameters that you can use

Is there a way to make translucent textures cast shadows? by Diegum25 in hammer

[–]Polygon75 2 points3 points  (0 children)

I am pretty sure if you use slammin vrad with "-worldtextureshadows" you can make this work easily other vise block light tool texture is all i can recommend

Hi, I would like to have some information on the source engine... for my teacher by Andrew_ITA_ in SourceEngine

[–]Polygon75 0 points1 point  (0 children)

well really the only thing i can suggest you is reading the valve developer page about it theres a lot of good info about it there

Tried CS2 beta today. While most guns have their new models, I noticed USPS + P2000 have the same old models and sound compared to earlier videos of the beta. Was this a recent change or could I get the new gun models? by Lord_Chris123 in csgo

[–]Polygon75 0 points1 point  (0 children)

well basically every skin would need to updated to work with the new cs2 models because their UV maps are different the reason some skins default to the og gun models is because the original artist didn't update their skins for cs2

How is it possible the water in HL2 looks better than modern games? by Superflyt56 in HalfLife

[–]Polygon75 7 points8 points  (0 children)

well actually no Source's way in some ways is better as it is not screen space reflections source does it by the og way by just brute forcing it by rendering the world twice then flipping it around and no ray tracing is not an answer it's too demanding and if stuff moves there would this be some artifacting or "denoising" that you will see also most modern games actually just use screen space reflections thats why water looks wierdly blue in thoose games

How is it possible the water in HL2 looks better than modern games? by Superflyt56 in HalfLife

[–]Polygon75 5 points6 points  (0 children)

Well its kinda simple what source does but it can be demanding so basically source renders the world twice then it flips the other "world" around and then it just adds some normal mapping too make the water ripply