User talk:Angry Beaver
"Just a reminder to all VERC pals to throw a Very infront of my name"
- How did you get so very angry? :-) --wisemx 05:42, 13 Aug 2005 (PDT)
- Angry Beaver was taken at VERC, thats how come i'm Very Angry there :)
- Aw, I thought maybe it was because of the way Beavers are used for Bear bait in Canada. ;-) --wisemx 18:30, 13 Aug 2005 (PDT)
- *pulls out his bearskin rug*
- Aw, I thought maybe it was because of the way Beavers are used for Bear bait in Canada. ;-) --wisemx 18:30, 13 Aug 2005 (PDT)
- Angry Beaver was taken at VERC, thats how come i'm Very Angry there :)
All entities have those 2 inputs, so I just made the job easier of having them on entities which are visible...since any entity can have these changed -ts2do
Contents
- 1 About that adding detail to a room page...
- 2 SDK Beta Changelist, Update Thursday January 5th, 2006
- 3 "Advanced" vs "Intermediate"
- 4 Welcome @ Collaborate + Question
- 5 fgd
- 6 Intermediate Lighting additions
- 7 How did you make it cast shadows?
- 8 Intermediate Level Design
- 9 Missing
- 10 Save the kittens!
- 11 BLACK MESA
About that adding detail to a room page...
Hey thanks for adding more torwards it i haven't got around to completing it been busy with the MOD.--Gear 21:33, 24 Nov 2006 (PST)
SDK Beta Changelist, Update Thursday January 5th, 2006
- Increased performance of Carve tool.
"Advanced" vs "Intermediate"
I just raised this point here: Talk:Advanced Lighting, but looking at Image:Adv con sel modes.gif, it seems like it might also be appropriate here. I don't know what you have planned, but is "Intermediate" perhaps a better word to be using than "Advanced"? "Advanced" seems like it has the potential to intimidate novices, but rotating brushes, etc, is really an Intermediate thing and not an Advanced thing, no? --Giles 00:40, 17 May 2006 (PDT)
- Good point I think I'll make that overhual to my grand scheme of things, expect large ammounts of stuff to pop up over the next few weeks their may be the odd thing warning you like tweaks to pages I'm linking. But most of of my stuff is sat on my PC. Angry Beaver 00:43, 17 May 2006 (PDT)
Welcome @ Collaborate + Question
Hey Angry Beaver! :D Welcome to Collaborate, I wanted to congratulate you with it.
The question: I saw you were also a modeller. I've got permission of Dutchmega (although he says the mod is nobody's :P ) to be a concept artist. Is it ok to draw a very cool multiplayer-vehicle. It will be somewhat like a warthog from Halo 2 (on PC and Xbox). And then the kind question if you would like te shape it into a Source Model :-) Thanks in advance. --CrabbyData 14:26, 27 Jun 2006 (PDT)
fgd
I'll get to it after VDC has settled down. If you feel forgotten about, just send me a message—ts2do 21:25, 5 Aug 2006 (PDT)
ts2do's Episode One Base FGD Upgrade Release—ts2do 21:27, 7 Aug 2006 (PDT)
- Soooo10:34, 8 Aug 2006 (PDT)
- Yeah thanks, I'll be taking a look at is as soon as im not working all damnned day and have my HL2 box infront of me. i was watiing till then to say thankyou so i could give proper praise :P. Stupid work --Angry Beaver 12:59, 8 Aug 2006 (PDT)
Intermediate Lighting additions
I wouldn't put your heart and soul into that section. It's all but certain to change quite significantly later this year. :-) --TomEdwards 00:03, 11 Aug 2006 (PDT)
- I know :) but its part of the larger intermediate series I'm working on. as soon as we get better lighting I'll come back and rewtie/upgrade it but for now i'll write what needs to be said :) --Angry Beaver 11:11, 11 Aug 2006 (PDT)
How did you make it cast shadows?
http://developer.valvesoftware.com/wiki/Image:Int_nody.jpg I've been trying things out, and I can't get npcs or func_brushes to cast shadows at all. How did you do that?? --Andreasen 01:29, 29 Sep 2006 (PDT)
- Last time I checked, all NPCs casted shadows? func_brush is a weird case though... --dutchmega 03:28, 29 Sep 2006 (PDT)
- Try it with an npc_citizen. I wonder if it's my graphics card. I've tried it with shadow_control too. I thought it was the dev texture not being able to show shadows, but Angry Beaver used the same texture. --Andreasen 04:27, 29 Sep 2006 (PDT)
- I vaguely remember that an env_fog_controller might also be required for the shadows to show up. Not 100% confident, but worth trying, right? --Giles 06:11, 29 Sep 2006 (PDT)
- Should it be set to a particular setting, or will just placing it within a map do? It didn't help just placing it. If I put the map up for hosting, could you take a look at it and see if it works? It's just a crude example map for testing out the disablereceiveshadows keyvalue, but only half of them has this keyvalue enabled, and I don't recall every having seen a shadow in HL2 (not that I looked for them either), and ts2do apparently hasn't seen them either. My graphics card is a ATi Radeon X800 Pro. Ts2do, if you're reading this, what's your graphics card? --Andreasen 10:39, 29 Sep 2006 (PDT)
- I just placed the NPC, the shadow wasn't the best for the example so I threw in the directional control for shadows. Shadows are pretty automatic and should appear on everything unless you have the graphics option turned off or your card doesn't support the shader. I've got an "Nvidia Geforce 5900 Ultra" and its fine... Well except for the fact the cards DX8.0 and I'm physically incapable of seeing HDR *shakes fist angrily*. I think its just a graphics setting or convar you've altered from the info I found on that card. I never could keep track of ATI's naming/numbering system --Angry Beaver 22:41, 29 Sep 2006 (PDT)
- Should it be set to a particular setting, or will just placing it within a map do? It didn't help just placing it. If I put the map up for hosting, could you take a look at it and see if it works? It's just a crude example map for testing out the disablereceiveshadows keyvalue, but only half of them has this keyvalue enabled, and I don't recall every having seen a shadow in HL2 (not that I looked for them either), and ts2do apparently hasn't seen them either. My graphics card is a ATi Radeon X800 Pro. Ts2do, if you're reading this, what's your graphics card? --Andreasen 10:39, 29 Sep 2006 (PDT)
- I vaguely remember that an env_fog_controller might also be required for the shadows to show up. Not 100% confident, but worth trying, right? --Giles 06:11, 29 Sep 2006 (PDT)
- Try it with an npc_citizen. I wonder if it's my graphics card. I've tried it with shadow_control too. I thought it was the dev texture not being able to show shadows, but Angry Beaver used the same texture. --Andreasen 04:27, 29 Sep 2006 (PDT)
Intermediate Level Design
Uhm, okay, I'll try to write something tonight. It'll probably be stub-ish. --Campaignjunkie (talk) 20:05, 26 Nov 2006 (PST)
Looking at Designing a Level and Intermediate Lighting, I feel that your articles would greatly benefit from being more concise. I think you could probably say the same stuff in about half the words, and they'd be much more readable as a consequence. Just one guy's opinion. :) --Giles 17:11, 16 Dec 2006 (PST)
Missing
Lots of things are missing, like descriptions of what different values in entities do or links to other relevant articles. The things I can't find, I can't write because I don't know how they work myself because I can't find any information on them. Thelonesoldier 19:08, 16 Feb 2007 (PST)
- Ambient_generic is the first one that springs to mind. The information on the page is copied directly from Hammer, which means the page is utterly useless because it provides no data the user doesn't already have. Thelonesoldier 22:24, 16 Feb 2007 (PST)
Save the kittens!
I hope you don't mind, I copied your kitten carving image to my profile ... he's so cute...save the kittens! --Daedalus 17:21, 27 Feb 2007 (PST)
BLACK MESA
Nice work. (tell that to everyone working on the MOD, too!) and don't worry,contarary to what wisemx said, we don't use you guys as bear bait ;) --JeffMOD 14:54, 8 Sep 2008 (PDT)