Snarkpit2

Snarkpit2

Re: Snarkpit2 Posted by G4MER on Fri Aug 6th 2004 at 8:52am
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How do you do that? Set the background color that is?

($)
Re: Snarkpit2 Posted by Yak_Fighter on Fri Aug 6th 2004 at 9:21am
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Do what in the what now?
Re: Snarkpit2 Posted by Dred_furst on Sat Aug 7th 2004 at 8:15pm
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im happy to help test the map ;p
Re: Snarkpit2 Posted by ReNo on Sat Aug 7th 2004 at 8:26pm
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Go into tools -> options -> 3D views -> pick background colour, and choose the colour. I believe the feature was added in version 3.4, so you will need to have that.
Re: Snarkpit2 Posted by Dred_furst on Sat Aug 7th 2004 at 8:37pm
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if you set it, you can see physically where those darn black brushes are.
Re: Snarkpit2 Posted by G.Ballblue on Mon Aug 23rd 2004 at 6:30pm
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Dred_furst said:
if you set it, you can see physically where those darn black brushes are.
You could just texture it white, then re - texture the visible-in-game-face black :razz:
Re: Snarkpit2 Posted by fizscy46 on Mon Aug 23rd 2004 at 8:40pm
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Well, I just played through this map to the point where I fell into the slime pit and it reloaded at an autosave on one of my G-Man maps... Looks very nice and idea-ful, inspirational, and full of things I could find useful...
Re: Snarkpit2 Posted by ReNo on Mon Aug 23rd 2004 at 9:08pm
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G.Ballblue said:
Dred_furst said:
if you set it, you can see physically where those darn black brushes are.
You could just texture it white, then re - texture the visible-in-game-face black :razz:
Or you could just set the background colour - sometimes you need a good slapping Ballblue :lol:
Re: Snarkpit2 Posted by fizscy46 on Wed Sep 1st 2004 at 10:19pm
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Or you could open the texture app tool, press the replace button, make the "mark textures only" box checked, and select the black texture on the left side
Re: Snarkpit2 Posted by Yak_Fighter on Wed Sep 1st 2004 at 10:32pm
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I know nobody cares right now, but the computer that has the snarkpitcrewmap is currently broken, so I can't work on it. Once it's fixed I'm going to finish the bastard and wipe my hands of hl1 mapping forever.
Re: Snarkpit2 Posted by Dred_furst on Mon Oct 4th 2004 at 5:24pm
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you really mean that? :o
Re: Snarkpit2 Posted by Agent Smith on Sat Nov 27th 2004 at 2:46pm
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So is the Snarkpit map open for volunteers, or is there some kind of clandestine battle to the death arena that the volunteers must go through until only the truly worthy remain...

I've got to say the second idea don't sound to bad :heee: . In either case, put me down for some Snarkpit mapping goodness, if possible.
Re: Snarkpit2 Posted by Orpheus on Sat Nov 27th 2004 at 3:02pm
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there have been 2 stalled attempts at making a map with multiple snarkpit members.

i think Spit came a bit closer to completion than the second one did, but still both are stalled at near completion.

i see no reason why a third cannot be attempted.
Re: Snarkpit2 Posted by LAzerMANiac on Mon Nov 29th 2004 at 10:21pm
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<noob>what is that pit crew thing you're talking about?</noob>
Re: Snarkpit2 Posted by ReNo on Tue Nov 30th 2004 at 12:31am
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It was a collaborative map project that various members from the snarkpit contributed to, but its now, apparently, dead.
Re: Snarkpit2 Posted by Agent Smith on Wed Dec 1st 2004 at 1:30pm
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Should make a new pitcrew map for the official Valve HL2DM mapping competition, as it seems you can enter a map made by a team. Just a suggestion.
Re: Snarkpit2 Posted by ReNo on Wed Dec 1st 2004 at 2:05pm
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I'm planning on making my own entry, but I didn't see in the rules
whether each entrant could only enter one map. If that isn't the case
then I'd be willing to contribute to a team entry as well.
Re: Snarkpit2 Posted by Agent Smith on Thu Dec 2nd 2004 at 12:10am
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I'm also entering on my own.

We have a number of top notch mappers in this community, easily some of the best, so I reckon we could produce something of really high quality. Of course it would leave only a month to really do any work on it, which might not be enough for a group project like this.
Re: Snarkpit2 Posted by Cassius on Sat Dec 18th 2004 at 3:21am
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I should very much like to be a part of a new one, should it be made, if only for textures.
Re: Snarkpit2 Posted by Orpheus on Sat Dec 18th 2004 at 3:22am
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i would love, to see one completed :cry:

mumbles

so much effort, so little to show for it.
Re: Snarkpit2 Posted by Myrk- on Sun Dec 26th 2004 at 6:05pm
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Maybe if we start now it will be completed in time for the HL3 contest, I hear its using the source engine so we can just port it over quickly!
Re: Snarkpit2 Posted by mazemaster on Mon Feb 14th 2005 at 8:20pm
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So who has the map right now? Is anyone willing to retexture it with Source textures?
Re: Snarkpit2 Posted by Orpheus on Tue Feb 22nd 2005 at 12:28am
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<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>So who has the map right now? Is anyone willing to retexture it with Source textures? </DIV></DIV>
Joesph has it.. PM him.
Re: Snarkpit2 Posted by Orpheus on Sun May 22nd 2005 at 1:44am
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Behold Spit_beta7

User posted image

If any of the original crew wants to assist in the porting, please gimme a yell. Otherwise, I will endeavor to do it meself. :razz:

I have beta7's .map and the sign.wad.

The best things in life, aren't things.
Re: Snarkpit2 Posted by Orpheus on Sun May 22nd 2005 at 8:05pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

WAS:

User posted image

IS NOW:

User posted image

absolutely nothing is set in stone, I am just attempting to replace the textures I can, then later replacing them with choice ones.. my concern now is to get it compilable 1st, then tweak later.

If its ugly, keep your mouth shut. :wink:

The best things in life, aren't things.
Re: Snarkpit2 Posted by Spartan on Sun May 22nd 2005 at 8:36pm
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I've been on this website for over a year now and I just now noticed this thread.
Re: Snarkpit2 Posted by G4MER on Sun May 22nd 2005 at 8:47pm
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I like the new dirt Orph.. The cinderblocks.. ehh they are ok. I also think you could of added the lights back in the divets. But thats a nice update.

I also like the all white picture, reminds me a lot of Quake, or Unreal levels.
Re: Snarkpit2 Posted by Orpheus on Sun May 22nd 2005 at 10:02pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting MoneyShot</DIV>
<DIV class=quotetext>

I also like the all white picture, reminds me a lot of Quake, or Unreal levels.

</DIV></DIV>

The all white shot is of my section, modeled after a Quake level. (it originally looked much better, but I altered it as a favor to Dietz)

The best things in life, aren't things.
Re: Snarkpit2 Posted by ReNo on Sun May 22nd 2005 at 10:13pm
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Watch the texture scale Orph - remember that in source most of the
textures should be scaled x0.25 by default. I think the walls might
suit staying as concrete instead of those cinderblooks too - take a
look at concretewall064, that to me seems almost like an update of the
texture I had originally used.
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Re: Snarkpit2 Posted by Orpheus on Sun May 22nd 2005 at 10:16pm
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Orpheus said:
absolutely nothing is set in stone, I am just attempting to replace the textures I can, then later replacing them with choice ones.. my concern now is to get it compilable 1st, then tweak later.
[i]
[/i]

The best things in life, aren't things.
Re: Snarkpit2 Posted by mazemaster on Mon May 23rd 2005 at 2:25am
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Looks good, but don't be afraid to bring in vibrant colored textures. I'd be willing to help out now that I've got some free time to spare.

Oh also the rocks should be redone as displacements, if you haven't done that already.
http://maze5.net
Re: Snarkpit2 Posted by ReNo on Mon May 23rd 2005 at 2:37am
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Shotgun NOT doing the displacements (even though its my area with the most rocks, doh!), cuz I suck at them I'm afraid :sad:
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Re: Snarkpit2 Posted by Orpheus on Mon May 23rd 2005 at 2:38am
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mazemaster said:
Oh also the rocks should be redone as displacements, if you haven't done that already.
I agree and no they have not.. yet.

I have minutes per event to retexture as much as possible. Right now, I am ONLY adding enough textures to get this thing to compile for HL2. Understand, this is a freaking humongous map, (as you may recall) there are literally hundreds, if not thousands of surfaces to retexture.

All I want to do now is cover them with something.

It took me about 2 hours to hunt down all those stupid CLIP textures we placed to reduce the planes.. remember them? Then I remember that I can "mark" them all via the texture replacing tool. I deleted the remainder (about 200 of them) in 2 seconds.. sighs sad when you forget the little steps.

Anyways, Maze.. If you would hang around more frequently, I would not mind swapping the map back and forth with you. I leave out tomorrow afternoon, so I can send it to you for the next 4 days or so.. Then I want it back so I can do some more.

If you would.. I would rather you sort out the entities (you know I am stupid with MM's and such). We have teleporters and machinery that need ported. If you could do those, I would be happy to sort the 50,000 textures.

The best things in life, aren't things.
Re: Snarkpit2 Posted by Orpheus on Mon May 23rd 2005 at 1:58pm
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I am a tiny bit confused. This is not truly an editing question so I am opting to post it here.

I am noticing a few HL1 textures in my HL2 editor. Is this normal?

If they belong, can I use them?

If I use them, do I have to convert them?

If I use them do I have to embed them into the .bsp?

The best things in life, aren't things.
Re: Snarkpit2 Posted by DrGlass on Mon May 23rd 2005 at 2:01pm
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I am a tiny bit confused. This is not truly an editing question so I am opting to post it here.
I am noticing a few HL1 textures in my HL2 editor. Is this normal?

If they belong, can I use them?

If I use them, do I have to convert them?

If I use them do I have to embed them into the .bsp?
yeah, they were used in the intro when they flashed the big orange
chamber thing from hl1 behind the g-man, I'm pretty sure they are
perfectly safe to use.
Re: Snarkpit2 Posted by Orpheus on Mon May 23rd 2005 at 2:03pm
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DrGlass said:
yeah, they were used in the intro when they flashed the big orange chamber thing from hl1 behind the g-man, I'm pretty sure they are perfectly safe to use.
Coolness, I have some of them in Spit already. :smile:

The best things in life, aren't things.
Re: Snarkpit2 Posted by Orpheus on Mon May 23rd 2005 at 3:01pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I am determined to get this done. To illustrate I will be keeping a running dialog.

BEFORE:

User posted image

AFTER:

User posted image

Sadly, This is my area. I know it intimately and it is still taking me ages to retexture it.

The best things in life, aren't things.
Re: Snarkpit2 Posted by Addicted to Morphine on Mon May 23rd 2005 at 3:05pm
Posted 2005-05-23 3:05pm
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Take it texture by texture, don't think about the scope, you'll only be intimidated. :smile:
Re: Snarkpit2 Posted by G4MER on Mon May 23rd 2005 at 3:35pm
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Orph, thats gonna look so cool with some of the new textures. The Shiney metal work on the new vents will just be amazing.. but you may have to use the prop vents to get that effect, im not sure.
Re: Snarkpit2 Posted by Orpheus on Mon May 23rd 2005 at 4:57pm
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Image updated..

Well guys, I'm off on my next run.. cya's Fri/Sat

The best things in life, aren't things.
Re: Snarkpit2 Posted by Orpheus on Sat May 28th 2005 at 12:16pm
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My unfamiliarity with the texture sets is getting annoying. Can anyone refresh my memory of the command to identify the textures in game?

I have been looking through some maps thinking "those would look nice in Spit" but I have no clue what texture it is.

Yup, this could be considered an editing question but since it is an "impulse ???" one I opted to put it here instead cause I am unsure how to postulate it there.

A listing of the impulse commands may be best if you have them handy.

The best things in life, aren't things.
Re: Snarkpit2 Posted by Addicted to Morphine on Sat May 28th 2005 at 1:45pm
Posted 2005-05-28 1:45pm
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Impulse 107 tells you the name of the texture you're looking at.

Impulse 106 tells you what type of prop, the name of it, and the model of what you're looking at.

I couldn't remember that off the top of my head but I had it written
down in a fourm thread here:
http://www.snarkpit.net/forums.php?forum=1&topic=4971&highlight=grunt-o-matic&findpost=84860#post84860

Good luck with the texturing.
Re: Snarkpit2 Posted by G4MER on Sat May 28th 2005 at 5:01pm
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I just use the Texture keyword. Concrete, metal, glass, vent, etc to find all textures that are alike and then pick and choose what I need. Its a lot easier than trying to going though all them textures at once.
Re: Snarkpit2 Posted by ReNo on Sat May 28th 2005 at 5:14pm
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Likewise. Unlike HL1, all the textures in HL2 are pretty well named and
by putting in the material type (eg. concrete, brick, wood) in the
filter you can get up the suitable candidates for what you need. Just
watch out and avoid using any materials in the models or props folders,
as they aren't meant to be used on world geometry.
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Re: Snarkpit2 Posted by Orpheus on Sat May 28th 2005 at 6:36pm
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Allow me to reiterate.

I know how to use the "browse" in the textures. What I am not familiar with is how the look in game, so I walk through maps and think "WOW, that looks nice, I wonder what it is"?

Just looking through the textures does not really help cause many times they look differently, IE, dirt now has foliage.

Lastly, I completely forgot the "metal" categories and there are a buttload of truly nice textures in it.

All I really wanted was the way to identify textures.

The best things in life, aren't things.
Re: Snarkpit2 Posted by G4MER on Sat May 28th 2005 at 7:07pm
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Oh Ok.. My Bad Orph. Yeah I dont know how to get a texture name while in game. Can that be done while on a public server?
Re: Snarkpit2 Posted by ReNo on Sat May 28th 2005 at 7:19pm
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I doubt it - I'm fairly sure all of the "impulse" commands require sv_cheats to be enabled.
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Re: Snarkpit2 Posted by Orpheus on Sat May 28th 2005 at 7:45pm
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ReNo said:
I doubt it - I'm fairly sure all of the "impulse" commands require sv_cheats to be enabled.
Correct-a-mundo. However, you can download most maps via the server and do so on your home lan made game.

it is as follows Money.

press console "~"
type "sv_cheats 1"
walk up to a texture and center the crosshair on it..
type "impulse 107"

the texture name will show in the window provided by the console.

The best things in life, aren't things.
Re: Snarkpit2 Posted by G4MER on Sun May 29th 2005 at 12:28am
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Oh cool.. im gonna go play with impluse commands. =)
Re: Snarkpit2 Posted by Orpheus on Sun May 29th 2005 at 12:16pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I seem to have been sleeping in class, I cannot seem to find any of the props (vents) or the chargers :sad:

BUT here is an updated screenshot of my area.

User posted image

The best things in life, aren't things.