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  1. pur3r4ge

    No More Room in Hell News

    Looks great so far. I really hope they can follow through with all their planned features, because this looks like it'll be hells of fun.
  2. pur3r4ge

    phys_hinge in CS:S

    by similar, I had a hanging ragdoll with 1 kg of weight, that should have been brushed aside by a passing player. I did not use a hinge specifically.
  3. pur3r4ge

    Halflife 2 GTA mod recruiting new members and a new mod

    If you don't care about the name, then why insist on naming it after someone elses work?
  4. pur3r4ge

    phys_hinge in CS:S

    I've tried similar, but found that the collision is way to sticky with the multiplayer physics to be usable. Perhaps I was giving it the wrong properties, but I'll say it was borderline unusable, at least as a door.
  5. pur3r4ge

    Halflife 2 GTA mod recruiting new members and a new mod

    Looks good... but I'm with the nay-sayers who think you should change the name. The stargate mod just got C&D'd, and there's no reason it won't happen to you. I don't think any judge in 'court' would be moved by the "OMG IT'S JUST A WORD" defence (there is NO legal basis for that). It's just a...
  6. pur3r4ge

    prop ragdoll and lag

    I doubt it, but you won't be able to interact with them like you would in HL2:SP. The physics with ragdolls feels leggy when you run into and touch them in HL2:dm
  7. pur3r4ge

    smaller than 1 unit

    I'd even say anything that small should probably be a prop_static, depending on the complexity and how often you're using that particular object.
  8. pur3r4ge

    smaller than 1 unit

    unless you scale it perfectly, you run the risk of going off grid, which can lead to poor optimization when it comes to building vis leaves.
  9. pur3r4ge

    Docean [MAP&ART Dump]

    the textures look great so far. The map is... a vehicle for textures, so probably isn't worth comment. The hud: are the 2 shots supposed to be different? Is the "no damage/not being threatened" part of the HUD? If the 2 shots have different graphics, you may want to think about using more then...
  10. pur3r4ge

    Crane help

    http://forum.interlopers.net/viewtopic.php?t=1781 Hopefully that helps
  11. pur3r4ge

    DM_Derelict_Twilight - WIP Screenshots

    Looks great. My only question is about those towers in the background of shot #3. They look like they're supports more then antennas, but they have nothing on top. It's nit-picky, but when something looks good, it's worth picking the nits.
  12. pur3r4ge

    E-Force News

    The snow mobiles look fun. I'm not sure what the role of those big tankers is: maybe you escort them, and they're basically enormous bombs on wheels. That might be pretty cool, actually.
  13. pur3r4ge

    Resistance and Liberation Update

    The maps look very nice so far. I really like the grass in the first shot.
  14. pur3r4ge

    How do you go about doing this?

    I'm not sure about those models specifically, but they would need to have an "off" skin. You can open the model in HLMV to see all the skins, and put in the corrosponding number of the one you want in the model in hammer. Keep in mind that they very well may not have an off skin, though.
  15. pur3r4ge

    the proper use of props

    Then you better like lag, because that's what they're designed to prevent. I don't think VALVe would make a crappier version of something they already had if it was unnecessary.
  16. pur3r4ge

    Something is wrong

    Remake the rock blocking the tunnel as a prop_static. You can do this in the XSI modtool if you don't have a 3D package. I'm guessing that the complex BSP in the rock is making things go insane somehow. I guess before going through that trouble, save a copy of the map without the rock annd...
  17. pur3r4ge

    Screen Shots of HL2Studio v2.0 Game World Editor Edition

    It looks very useful for a map with a lot of complex I/O activity in particular. I'll check it out when 2.0 is released.
  18. pur3r4ge

    doors

    http://www.akilling.org/akg/default.asp?akg=tutdoors That just about covers it.
  19. pur3r4ge

    Vis grouping question

    I stand corrected.
  20. pur3r4ge

    Vis grouping question

    I don't think you can. If you could, I think we would see it in one of Valve's sample maps, and afaik, I've not seen any sub-groups like that.
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