User talk:MrTwoVideoCards

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Conversation with Daedalus

Gear wrote:
And hey daedalus when is your mod coming out? I think your are working on two? Combine destiny and darn whats that other one.... Hauntings? Hmm yeah thats it.

I've never worked on Combine Destiny :P The mods I worked on are:
I've done some updates on Hauntings but I took a lot of time off it to get Master Blasters out. Thanks for the interest! --Daedalus 00:11, 20 Apr 2007 (PDT)


Haha yeah sure. The html view you created was very nice good luck with that and keep it coming!--Gear 19:49, 23 Apr 2007 (PDT)

Re Multiple Edits

Hey, I'm not trying to get on anyone's case, just trying to educate people if it seems they don't realise about the preview button. -Daedalus 04:24, 8 Aug 2007 (PDT)

HDR

I had a qustion for you amckern. Im MrtwoVideoCards and ive been working on city 17 the MOD. When you guys compile for HDR what compile option do you use advanced or normal. Also do you speed up vvis and vrad or check it to normal. Also how do you attain a final HDR map that way you can send to someone and they wouldn't have to buildcubemaps. Thankyou--Gear 01:30, 27 Oct 2006 (PDT)

I normaly compile with a batch file (saves about 1.2GB of un-needed texture data in RAM). I normaly run with this code in the batch file:
vbsp -threads 2 background01
vvis -threads 2 background01
vrad -final -threads 2 -both background01
copy background01.bsp "C:\Steam\steamapps\nigredo_licence\Prime - Are you game\Prime\maps"

Two-stop elevators

A couple of notes on your new tutorial (thanks for contributing it!):

  • Articles on the Wiki can't be signed. If you want to say "I made this", the best way of doing it is to link to the article from your user page (User:MrTwoVideoCards). Similarly it is preferred that articles be written without reference to "I".
  • It'd be great if you could include some formatting to make the article easy to read. If you want to put a title in, put == either side of the title and it's automatically formatted. Similarly, to make bold text put ''' or for italic text put '' around the text that you want to format. To make a list, simply put a * at the start of each line of the list item. Very easy, huh? :)

--Giles 01:17, 11 May 2006 (PDT)

This is copied straight from akg: http://www.gmodcentral.com/mirror/akg/tutorials/wiseElevators.htm
I'm still waiting on some opinion or consent on what to do with the AKG links here: Category talk:Level Design... --Vaarscha 01:47, 11 May 2006 (PDT)
I'm not hugely familiar with AKG or its history. My first reaction though would be: If you can contact the articles' authors and get permission, put them directly on here. If not, link to mirrors. If there are no mirrors, delete the links. --Giles 02:02, 11 May 2006 (PDT)
copied your comment over to Category talk:Level Design because discussing it in one place makes more sense after all. --Vaarscha 07:07, 11 May 2006 (PDT)
Note: My old AKG site is now SDK Nuts (New .NET v2 servers.) --wisemx 16:20, 6 Sep 2006 (PDT)

The MrTwoVideoCards page has been canidated for deletion because it isn't a user page. (The user page is called User:MrTwoVideoCards, if you didn't know.) --Andreasen 15:51, 5 Sep 2006 (PDT)

Posting a screenshot

You need to upload it to the Wiki first. To do this use the Upload file link on the left hand side of any Wiki page. Then once you've done that, you will be able to link to it using the double brackets. --Giles 11:50, 6 Sep 2006 (PDT)


Thankyou for that i wasnt sure on how to enetr the pic in.---MrTwoVideoCards 6:12, Sep 6 2006

Please stop reverting the Gear Logo page. Feel free to create it when there's some useful information, but right now it's doing absolutely nothing for the community. --AndrewNeo 15:49, 6 Sep 2006 (PDT)


Yup i decided to change it and put the gear logo on the main screen iots funny that link really was pointless but all well im a bit new to the community so dont be angry---MrTwoVideoCards 6:10, Sep 6 2006

Ah, no wonder it wouldn't work when I tried uploading a file called gear.jpg! --Quanta 20:37, 5 Jul 2007 (PDT)


Hey, is it just me or is your gear logo's positioning on this page messed up? It gets loaded in the right spot for about a second and then it teleports to the center of your user page... --Darthkillyou 19:14, 18 Sep 2007 (PDT)
Odd let me check.--Gear 21:43, 18 Sep 2007 (PDT)
Nope nothing wrong at all, maybe its the way your browser is loading the page?--Gear 21:44, 18 Sep 2007 (PDT)
Same effect on every computer i use... in home, or anywhere else. --Darthkillyou 17:34, 19 Sep 2007 (PDT)

Suggestions

Your screenshots are very, very dark. Before taking a screenshot, opening the console and typing mat_fullbright 1 will flood the map with light that will make taking screenshots much easier. (Type mat_fullbright 0 again to turn off.)

Another thing: By now people has probably had their fill of "Grunt-fest" maps. Even in the first Half-Life games too many maps has been filled with numerous military grunts, and while cool for perhaps the first two minutes, it will quickly get very, very boring just shooting down soldier after soldier. If you can change it, people would probably prefer a little more variation to the concept of having a single arena filled with a seeming unending assault of Combine soldiers. --Andreasen 16:40, 6 Sep 2006 (PDT)


I added some full bright ones however thats how the map is it takes place during the night but i took screenshots of areas that were a bit less darker.---MrTwoVideoCards 6:14, Sep 2006

When playing a map one can move about, listen to sounds and use a flashlight to illuminate the darkness, while a screenshot is just a picture, so if all the viewer sees in the picture are black silhouettes against a sky, you are better off taking screenshots with fullbright, even though the level is dark in-game, because viewers would like to see, for instance, how good the brushwork is, what the scenery is about, and get an idea of the game-play other than: "It's apparently very dark. ... Very, very dark."
Also, how come your user signature always link to a non-user page? If you are writing those signatures by hand, you'll be happy to know that there is a button for it - the second for the left - that will write "--~~~~", that will translate into a signature and date stamp automatically.
Another thing: While this wiki will list mods in production and users working on them for the sole purpose of informing the public, wikis are generally strictly like a dictionary, meaning writing several personal pages in first person outside the user page is not what it is for. At best the pages about the mod outside your user page (that is the only personal space a user has on a wiki) will be edited mercilessly by other users, turning it into a standard information page about a small mod being in production by your team. At worst it will get deleted for being purely self-promoting. --Andreasen 18:31, 6 Sep 2006 (PDT)
Also, please use the "Show preview" button (next to the Save page button) until you are satified with the result of a page, to avoid spamming up the Recent Changes page. --Andreasen 18:48, 6 Sep 2006 (PDT)
While writing up a page for your mod, I'm wondering: Will this be a mod containing several maps, or will this be a single map? --Andreasen 19:01, 6 Sep 2006 (PDT)
I've summed up the mod on its own page now. Important information about the mod should go there, written in third person, with proper grammar. I keep thinking that you might be in the wrong place judging by your writing style. You might want to consider writing a developers blog instead, on a blog site. A wiki is not a place for writing details about the progress of a mod, especially not in first person. --Andreasen 19:36, 6 Sep 2006 (PDT)
Also, I understand that you want to be taken seriously, as a professional, but unless you are serious about buying the site you mentioned as your future official site, and plan to start an actual software business (which will require you to first of all be of legal age), you will have to come to terms with being a beginner at Hammer in a small mod team, or else people will figure you for a wannabe - a fraud at worst.
Also as a general advice, having too high expectations of great achievement, and mustering too much confidence, will also often only lead to big disappointments and unfinished projects. Don't bite off more than you can chew, and don't announce huge projects that you might find yourself having to shamefully admit a failure later on, because that will only hurt your self-esteem in the end. Instead, work on the mod, and see how much time and effort you have. While there are exceptions where just one single person will create a whole, good-ranking mod, mod teams normally consists of at least 10 people that can work together in coordination during at least a year of effort, so creating a mod will require much of you. --Andreasen 20:03, 6 Sep 2006 (PDT)


Wow well thanks im sorry if most of the things i type are wrong im new to the community so im not suer how do things around here very well but thanks for helping me with that though---MrTwoVideoCards

ps. what should i do to make things better or whatever?

We all make mistakes in the beginning. Here are some tips on how to get started:
For a general understanding of the role that wikis play, you could start by looking at general articles in the Wikipedia. Wikipedia articles are much stricter than the articles in this wiki, but it will give you an idea about the importance of writing in third person, being objective, writing about significant things and always writing about what you have a first person understanding of, so that you know that what you are writing is true, because people will rely on the wiki being a source of unbiased truth.
You can also open articles just to study the format of them, so you can learn how to write in a visually clean format. Also, when I was fresh here, Jeff Lane posted me this page to help me understand the standard text formating of this wiki.
Third of all, start out small and modest, because if you make a mess, people can correct any mistakes you could make more easily, instead of just writing a Cleanup tag on it and hoping someone will have the time and effort to correct the larger article.
Fourth of all, I see that you have copied the elevators tutorial that WiseMX wrote from offsite. This is first of all not neccessary, because a link to that tutorial would do just as well if you weren't going to significantly improve the article. Second of all, unless WiseMX will give his permission, this could even be a copyright violation. In most cases copying articles from offsite (instead of just linking to them) is a bad idea. Third of all, if you are going to copy a large article, make sure that you can format it into wiki standard, because otherwise you will just leave the article in a big format mess, and all the users here work very hard at keeping the articles in the cleanest possible condition.
Hopefully this was helpful to you. If you have any questions, just ask. =) --Andreasen 22:09, 6 Sep 2006 (PDT)

I remember that i had copied that tutorial because the site was down so i had also noticed that the elevator tutorial was empty so i copied it and placed it here in the Wiki however you guy can take it out or put it up for speedy deletion due to there is a link that exits so therefore the tutroial isn't needed.---MrTwoVideoCards 10:48, Sep 2006 (PDT)

If you really like to keep the community informed about the mod, how about the mods talk page? =) That would leave space on your user page to describe yourself instead. --Andreasen 11:28, 7 Sep 2006 (PDT)

Wow neve thought about that thankyou ill do that!---MrTwoVideoCards 11:29, 7 Sep 2006 (PDT)


Discussion Area

Could we get something like a discussion area on your mods talk page, so that the page hosts both your log and the purpose it is really intended for? It could get a separate headline so it won't be confused with the log. --Andreasen 15:31, 9 Sep 2006 (PDT)

Designing

It's spelled designing/designer/design, and so on. You're misspelling this word quite often. --Andreasen 06:18, 11 Oct 2006 (PDT)

hahah yeah sry about that hahah anyway ill spell designing better this time around sry its just one of those words to me if you get what i mean.--Gear 16:24, 11 Oct 2006 (PDT)

Buildings in screenshots

No, I used referance pictures I took from the game, and pictures I found on the net. --Bladesinger 01:49, 22 Oct 2006 (PDT)

ah so those screens are part of the game? right thats still work copying.--Gear 01:50, 22 Oct 2006 (PDT)

Part of which game? I used referance for buildings, not for whole levels. --Bladesinger 01:52, 22 Oct 2006 (PDT)

Yes, they are --Bladesinger 01:55, 22 Oct 2006 (PDT)

I though I said that I used referance pictures for the buildings. --Bladesinger 02:10, 22 Oct 2006 (PDT)

Exactly --Bladesinger 04:02, 22 Oct 2006 (PDT)


Archives

Instead of scattering pages "all over the wiki", you can create sub pages, like City 17 (mod)/Archive August. (I personally think you should get something like an offsite blog to write in (like all the other mods) though. They're free.) --Andreasen 19:06, 22 Oct 2006 (PDT)

we really dont have anything right now but i think i miht throw itin our website.--Gear 19:34, 22 Oct 2006 (PDT)

However i did make an archive already for the log so its a bit cleaner and isnt there unlmited space on the wiki?--Gear 19:36, 22 Oct 2006 (PDT)

It's not a question of space, but of relevance: No matter the space, there will only be one "Archive December" title, so if somebody would like to create something like a main wiki archive for december, that title will already have been reserved for some third party mod. Titles are also intended to be so descriptive to the degree that readers should be able to figure out what it's about, so that they won't get fooled thinking that "Archive December" will be about some wiki archive. A Volvo is not the car, and therefore should not be the only thing described under the title Car. Say you hog the title "Outer Space", and then Valve introduces outer space as a setting for Episode 3. Then your article will be in the way, and editors wanting to write about that more relevant setting, might not even know where to move your article. --Andreasen 06:29, 23 Oct 2006 (PDT)

Wow im sorry i never thought about it that way thankyou for that. I will call it City17 MOD Achive. Yeah that makes sense and it kinda just hit me in the head right now so thankyou very much. I will do that now.--Gear 16:23, 23 Oct 2006 (PDT)

Hey

Hey np I like to help anyone who needs any. hey do you think i could join your mod team? my steam account is creat0rpowers, my hotmail is ideratherbeskiing, and i have a myspace at www.myspace.com/ericabram.

No problem, if you need to know any thing else about hammer, HDR or have any questions in general; feel free to ask =]. - Meteora.

360 content

Hey M2VC,

Prime is a source licence, not a mod, hence it can jump onto the 360, and PS3.

Episode One mod gameinfo.txt

Sorry about the slow reply - haven't logged in to this site for ages! (Been using it for reference for MINERVA, of course...)

Here's the gameinfo.txt for the current version of MINERVA, anyway:

"GameInfo"
{
	game	"MINERVA: Metastasis"
	title	"MINERVA: Metastasis"
	type	singleplayer_only

	developer	"Adam Foster"
	developer_url	"http://www.hylobatidae.org/minerva/"
	icon		"icon"

	FileSystem
	{
		SteamAppId				380
		ToolsAppId				211
		
		SearchPaths
		{
			Game				|gameinfo_path|.
			Game				episodic
			Game				hl2
		}
	}
}

I think I remember something having problems with tabs versus spaces - so if things still don't work, make sure there's a single tab before 'game', '"MINERVA:...', two tabs before 'SteamAppId' etc...

Hope that helps!

Cargo Cult (info, talk) 12:43, 20 Jul 2007 (PDT)


vandalism

With all the vandalism going on recently, I've grown a bit suspicious of newcomers. That's why I'm asking you to verify something a newcomer has altered in "your" article Advanced HDR. It's a lot of values and so far it's his only contribution. --Andreasen 04:45, 22 Aug 2007 (PDT)


Apparently he changed some values which are incorrect for the tutorial, ah shall the spam ever stop.--Gear 06:12, 22 Aug 2007 (PDT)

Your user page doesn't seem to be displaying correctly

Is it just me? or does anyone else, including you MrTwoVideoCards, that has trouble displaying your page? Everything else, including your discussion page, works fine. I'm on Firefox 2+ and / or IE 7+ (IE...blech!) --Kal Esh 14:18, 4 Sep 2007 (PDT)

Also, you should know that when lighting your maps, static meshes / models are either lit (as if they are fully in the light) or unlit (if they are fully out of the light). This is the case even if your models are half-way between a lit and unlit area. A couple of your screenshots have trees in them which are lit, even though the BSP at the base is in shadow. To be blunt, it just looks odd. So, just be careful when placing meshes in your level. --Kal Esh 14:24, 4 Sep 2007 (PDT)

Yeah i have no idea whats up with my user page, but as to that mesh idea, true. Need to fix that, all these maps are built using fast settings anyways. Not final just yet.--Gear 20:12, 4 Sep 2007 (PDT)

Your page doesn't display correctly for me either, but it was fine just a couple of days ago. (I'm using IExplorer 7.) Have you made any edits recently? Check if they might be the cause. --Andreasen 04:41, 5 Sep 2007 (PDT)


Added in my pc stats, maybe thats the reason?--Gear 05:14, 5 Sep 2007 (PDT)

Checking your page, it's obvious what's the problem: It's the "div" tags. What you've put in the beginning of the page moves the status bar, and the rest of the tags pushes down the menu underneath your page. I believe that those dividers are reserved to be used only with categories. I've seen users use similar boxes though, so you could check how they did their boxes instead of copying it of a category page. --Andreasen 07:40, 5 Sep 2007 (PDT)


I moved some things around yet it does not seem to do much, I've never had this type of problem with the div tags before.--Gear 09:21, 5 Sep 2007 (PDT)

You also haven't matched each "div" with a "/div", and you've just written "div" in the beginning instead of "/div". Also, those templates you are using, have you checked out what they mean? --Andreasen 11:44, 5 Sep 2007 (PDT)

Yeah know its fine, I'll just take the pc stats out for now.--Gear 18:19, 5 Sep 2007 (PDT)

Portals needing to be block shaped

-Copy

How have you come to the conclusion that portals need to be block (cube) shaped? --Andreasen 14:43, 16 Sep 2007 (PDT)

Ah yes i have tested it out, even with different settings and even on Func_areaportalwindow. The engine seems to act crazy why? Because each side represents a face or in other words a vis leaf. If a areaportal is a triangle then it creates 3 leafs, meaning no working geometry to hide. It can only be two leafes. Room 1 and Room 2 in example. Cant have two rooms in Room 1 get what i mean?--Gear 14:50, 16 Sep 2007 (PDT)
The reason I'm asking is that I created an octagonally shaped portal (with the MAIN surface shapes being octagonal), and it worked perfectly. I'll experiment further with wedges to see what you mean. --Andreasen 15:14, 16 Sep 2007 (PDT)
Actually, you're both correct in a way. func_areaportal entities can have more than 6 sides, although they can only be one brush. They certainly don't need to be orthogonal (cubes with all 90 degree sides). It is fairly common to have angled areaportals with six sides but "skewed" along the angle to connect two areas. That said, I would not go out of the way to explain the usage of areaportals with more than six brush sides, because it's quite easy to create degenerate leaves this way. Only someone with a deep understanding of the portal and leaf system would likely make one efficiently. I've seen them used this way only a handful of times by any designers in many years, and even then they could have used standard shapes just as effectively. I would not suggest it as a technique to anyone. --JeffLane 15:33, 16 Sep 2007 (PDT)
Still, I'll move this discussion to the areaportal discussion page, so that particularly curious minds can find this explanation if interested. --Andreasen 16:05, 16 Sep 2007 (PDT)
Yup so thats cool, theres alot more advanced ways to do so, but its harder eh? Thats interesting. Are any of those maps in your possession Jeff? Is so i'd like to take a a gander at em', that would be cool.--Gear 15:56, 16 Sep 2007 (PDT)

-Copy

Hello

Hi there, How are u today. LOL.BioShot 15:23, 17 Sep 2007 (PDT)
Pretty good.--Gear 22:25, 16 Sep 2007 (PDT)


Mikeblas

It is likely that User:Mikeblas doesn't work at Valve at all, as no Valve employee writes "Hi, I work for Valve." at their user page, and if he does, he would know about the Valve tag. You might just have helped a fraud out. --Andreasen 03:49, 17 Sep 2007 (PDT)

Yes in fact i know that, but i wanted to see what he might of said next, yet he played the cards right. In other words i knew all along yet i wanted just to see if he would make that tiny slip up. Of course he would've known.--Gear 08:37, 17 Sep 2007 (PDT)


Messing with your page

I replaced your manual hack (extra line breaks), in the Maps section, with 'gallery' tagging, but it doesn't look quite as good. The thing is, when coupled with extra parameters it doesn't seem to work at all. My guess is it doesn't like being enclosed with 'div' tags. Any idea how to get around this?


Nah its cool. i know about the extra space but its needed sadly to have the page look clean like that.--Gear 15:16, 27 Sep 2007 (PDT)

Mainly I use this as a portfolio thats why.--Gear 16:17, 27 Sep 2007 (PDT)
I see; no more intrusions from me. :) --Tourorist 03:06, 28 Sep 2007 (PDT)
Haha no thats fine, looked nice though.--Gear 03:37, 28 Sep 2007 (PDT)

Portal Docs

No problem. I started to get working on it last night but something came up and I had to stop for the time being. Hopefully later today I can start to write some info on portal entities and how to make a level.--Remmiz 09:37, 22 Oct 2007 (PDT)

Sweet and good luck with all of that!--Gear 15:13, 22 Oct 2007 (PDT)

Hey Gear, I'm currently in my Programming class (and bored) so I went ahead and updated as much as I could without having Hammer in front of me. I'll finish up the dead links once I get home in about 2 hours.

Oh okay, then no camera guide for me, but im working on something right now, that being max portal hights, in other words, how high a portal can fling you no matter what speed you have.--Gear 18:28, 8 Nov 2007 (PST)

Gear_Portal_01

Portal Bumpers are your friend. Sometimes makes it (very) annoying to place a portal on anything small --volt 05:09, 23 Nov 2007 (PST)

      • spoilers***

Finished. Just to make sure, to get past the long gap over water midway through the level, you were supposed to tunnel back to the starting area, right? this is what I did, but I hit the ceiling pretty hard so I don't know if this is the intended solution. The Good:

  • (if above is true) Emphasis on tunneling (I like doing this for some reason)
  • Redirection coupled with GLaDOS's "weeeeeeeee" was awesome
  • Taking out the turret pair was satisfying

The Bad:

  • No portal bumpers
  • Getting past the grating that blocks your way while on the unstationary scaffold came a little too fast to be enjoyable --volt 05:21, 23 Nov 2007 (PST)

Yeah i already all fixed this in my new version, also adding a new map to the list as well, gravity! However thankyou, glad you liked it!--Gear 06:49, 25 Nov 2007 (PST)

Hi again! I know more than gear nyah nyah! :P! --volt 00:01, 27 Nov 2007 (PST)

hahah yes you do!--Gear 05:57, 27 Nov 2007 (PST)
I keed, I keed... Anyway - about the lack of portal bumpers I wrote on the 23rd above: I think you said you fixed it after I had downloaded it. I downloaded it, played it, and left the comment right away, so I had whatever version that was on FileFront on the 23rd. Disregard this if you've updated the map since then. I had problems with portal bumpers on the wall beside the moving platform, and on a couple of the floors in the last room. Just that one thing where when two adjacent surfaces in the same plane won't let you shoot a portal withing ~32 units of the non-portable surface. --volt 07:20, 27 Nov 2007 (PST)