User:Hurricaaane: Difference between revisions

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<span style="font-size: 1.2em; color: #3333FF; border-bottom: 1px dotted gray;">Little info. about myself</span>
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=Half-Life=
 
=About me and Half-Life=
Hi! I'm Hurricaaane, but I'm mostly known as Hurry, which is simply a diminutive. I'm French, and am actually being initiated to engineer's sciences (sorry but I really don't know what's that in English and what's the England-relative translation of "Lycéen", engineer's sciences initiation is a litteral translation). French is my native language, and I can read and write English enough to understand and be understood. I live in France.
 
I was introduced into Half-Life world, I think when I was 10, with a slow computer and a Counter-Strike game with bots. Today, I estimate my first CS-running computer FPS to 5 fps.
 
I went into Half-Life map-making when I wanted to create CS maps. I didn't even know that Half-Life existed. I'd like to say that the first time I saw a headcrab I did a C+A+D and made nightmares. Well, I don't know how I went totally neutral to it now.
 
If I went info Half-Life, that was because of the mapping tutorials were based on Half-Life. With that, I've met the webmaster of this website, FabHacker who has an ingenious map-maker, who made maps that were both good-looking and technically great. He taught me mapping technique, especially I've learned how to use env_global and advanced multisources with his help.
 
I've made CS maps since then. I progressively went on Half-Life and totally stopped CS map-making.
The best map I've made for CS was a knife arena map with was in fact an huge horizontal ladder. Using ladder techniques (speed-moves) we could stab enemies different ways. If you can't reach the ladder in time or jump while on the ladder, you fall and die. I think this map is still downloadable on some website...
 
I don't know when and why but I've discovered Sven Co-op and then have fallen totally in love with this mod. I know that when I've found this mod, WON system was still online. I've also seen the first day of Sven Co-Op v3.0 release, and saw all the servers full-filled with 30 players in and seeing freaks running around saying AWESOME and all, many players taking down an osprey with enthousiasm... hordes of players blocking at e/o in the middle of a trigger_pushed pipe... I must have still some screenies of it.
 
Of course, I've took all of my time on learning how to make a Sven Co-Op map. That was awesome how Sven Co-op gives liberty to the mapper as no mod have done this before.
 
While doing this, I've learned how to code a website, I've earned experience on Photoshop-handling, and things. Half-Life was the game I spend most of my time, with Grand Theft Auto 3 and Vice City.
 
Later, later, later...
 
Cause my computer couldn't run Half-Life²: Demo correctly, I've changed my graphics gard and bought the silver pack. Cause Half-Life: Source should be in it.
 
<<whoops, its midnight, I've got to continue and reduce all of this>>
 
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=Half-Life map-making=
[[Image:labtextsample1.jpg|thumb|Sample of high-res textures.]]
[[Image:labtextsample1.jpg|thumb|Sample of high-res textures.]]
[[Image:labtextsample2.jpg|thumb|Sample of high-res textures.]]
[[Image:labtextsample2.jpg|thumb|Sample of high-res textures.]]
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===Projects done===
===Projects done===
* Antitelefrag teleporter for [[Sven Co-op]] v3.0 (when hard-coded antitelefrag feature wasn't included)
* Antitelefrag teleporter for [[Sven Co-op]] v3.0 (when hard-coded antitelefrag feature wasn't included)
* Flashbang-like trigger in the map Crazymaze made by [[DarthRod]] on [[Sven Co-op]]
* Flashbang-like trigger in the map Crazymaze made by DarthRod on [[Sven Co-op]]
===Projects done but undelivered===
===Projects done but undelivered===
* Chain-reaction Easter Egg for the map Crazymaze² by [[DarthRod]] planned for [[Sven Co-op]]
* Chain-reaction Easter Egg for the map Crazymaze² by DarthRod planned for [[Sven Co-op]]
* Special teleporter that activates only after pushing 5 invisible buttons in the correct order at different places at the right rythm on Goldsource engine (Made for [[Sven Co-op]])
* Special teleporter that activates only after pushing 5 invisible buttons in the correct order at different places at the right rythm on Goldsource engine (Made for [[Sven Co-op]])
* Volumetric light ''smoke'' on [[Sven Co-op]] as a visual effect, used near outdoor lights at night
* Volumetric light ''smoke'' on [[Sven Co-op]] as a visual effect, used near outdoor lights at night

Revision as of 15:06, 9 May 2006

Half-Life map-making

Sample of high-res textures.
Sample of high-res textures.
Screen of sc_hurricaaane.
Screen of sc_hurricaaane.

I'm a Goldsource and Source map-maker, focused in technical mapping, and entities manipulation. I began map-making in 2002. I'm fond of Sven Co-op, Half-Life SP and Half-Life² SP.

Abilities

I have a trend on Singleplayer and Co-Op entities manipulation. I'm not talented on making maps for mods like Counter-Strike, HL²:CTF, and other teamplay-based mod. I can easily make use of Vertex tool. I never use Carve, or hollow. I learned how to make textures, on Goldsource and Source engines. Their quality varies from great to bad. I'm not talented enough to make a good-looking map. Map-makers often tell me I can't handle well light atmosphere (poor light, not scarying enough, too bright...) and that there are not enough details (signs, objects, furniture, electrical installations, and other). I can confirm that sometimes, I really think that rooms are... empty and doesn't even have a logical use on the facilities I make.

Projects

I have and I've had projects about mapping. Almost all of them are technical projects.

Projects done

  • Antitelefrag teleporter for Sven Co-op v3.0 (when hard-coded antitelefrag feature wasn't included)
  • Flashbang-like trigger in the map Crazymaze made by DarthRod on Sven Co-op

Projects done but undelivered

Projects going

Uncompleted projects

Notepad

I've put this link as a shortcut when I don't remember some editing functionnalities.
  • Nice Output table
If you hate images of I/O triggers where you can't copy values simply by clicking at it, you can use this table I've made:
Object outputs: speaker - env_microphone
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png SoundLevel spvol SetValueCompare <none> 0.00 No
{|
|+Object outputs: speaker - env_microphone
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || SoundLevel || spvol || SetValueCompare || <none> || 0.00 || No
|}


Object outputs: multiple objects
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnPressed train_cameratarget Stop <none> 0.00 No
Io21.png OnPressed train_cameratarget StartForward <none> 2.00 No
Io22.png OnPressed train_cameratarget StartBackwards <none> 3.00 No
Io11.png OnPressed ambient_intruderalarm PlaySound <none> 5.00 Yes
Io12.png OnPressed branch_amipressed SetSpeed 200 0.00 No
{|
|+Object outputs: multiple objects
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnPressed || train_cameratarget || Stop || <none> || 0.00 || No
|-
| [[Image:Io21.png]] || OnPressed || train_cameratarget || StartForward || <none> || 2.00 || No
|-
| [[Image:Io22.png]] || OnPressed || train_cameratarget || '''StartBackwards''' || <none> || 3.00 || No
|-
| [[Image:Io11.png]] || OnPressed || ambient_intruderalarm || PlaySound || <none> || 5.00 || Yes
|-
| [[Image:Io12.png]] || OnPressed || branch_amipressed || '''SetSpeed''' || 200 || 0.00 || No
|}


With these 2 tables, you may be capable to do your own.
There are some help:
  • If you have multiple selected objects, put |+Object outputs: multiple objects instead of |+Object outputs: entitytargetname - entityclassname
  • If you have only one entity selected but without name, replace entitytargetname - entityclassname to entityclassname
  • [[Image:Io11.png]]
  • First digit is 1 if the output is common to all selected entities, and 2 if not. If fact if you have one selected entity, you have to put the first digit to 1. If not, you have to see yourself.
  • Second digit is 1 if the output works at all, and 2 if it doesn't work.
  • When there is a parameter, don't put the < >.
  • If there is an error, turn your incorrect values bold. Remember that '''Bold text''' allows you to turn bold.
P.S.: Sorry, I should have done something like booleans with "common" and "works", It would've been logical but now its too late cause people already use my tables.
  • Object Properties table (this is still experimental, do not use)
Object properties
Keyvalue Value
env_microphone
Name speaker
Maximum hearing range 512
radius 512
Spawnflags Start on
Allow physics objects
Allow soundscapes
{|
|+Object properties
!Keyvalue || Value
|-
| colspan=2 align=center | [[env_microphone]]
|-
| Name || speaker
|-
| Maximum hearing range || 512
|-
| style="background-color:black; color:white;" | radius || style="background-color: #FFFFA3" | 512
|-
| rowspan=3 valign="top" | Spawnflags
| style="background-color: #A3FFA3" | Start on
|-
| style="background-color: #FFA3A3" | Allow physics objects
|-
| style="background-color: #FFA3A3" | Allow soundscapes
|}
If someone have the will to do a template for this, he can, but I wouldn't recommand you to use these tables directly as it for some reason (but why not, its just because of vacant styles, there should be a template so if we need to change the style all will be changed). Anyway, there's the way I've made their conception so you can use it to make a template or well, things:
  • env_microphone should be a link and so be surrounded by link brackets.
  • Until Spawnflags, thare's some info about how it works:
  • Left column is the keyvalue.
  • If the text is black in white, that means it uses Smart Edit.
  • If the text is white in black, that means it uses Advanced Mode (Smart Edit unchecked).
  • Right column is the value.
  • Improvement: There should be a background color (light gold for example) that indicates the reader should focus attention to this value (like modifying default values or veryfying that the value is right the one written, values that have an huge influence to the entity comportment on the tutorial). (done)
  • Spawnflags text on the left column has a rowspan: That means the rows will be fusionned into one. The number of lines be fusionned is the number of spawnflags to verify on the entity.
  • On the left column for Spawnflags is the flags the reader should verify.
  • If the background is red, that means it shouldn't be checked.
  • If the background is green, that means it should be checked.
  • Improvement: The colors should be changed to better looking ones keeping the text readable. I think about a really light red and a really light green. (done)

Template:EProperties


Subpages: Projects