Show off your EVERYTHING


#1181

Toying around with the Gravity Gun and I’m having way too much fun with the bouncy pads.
youtube.com/watch?v=E3u-n0CJRws


#1182

Something I made over the weekend:
youtube.com/watch?v=ujr_LMwp3lQ





#1183

That’s some fantastic lighting, and good use of reflection as well.


#1184

Here’s some WIPs. Working hard on my modelling and texture creation skill, so pretty much everything is my work.





#1185

Well, aside from a few little tweaks I think this is pretty much ready.


#1186

As if Tiberian Sun and Halo had a baby.


#1187

Am I wrong in noticing that the bottom picture shares a striking resemblance with Half-Life 2’s Combine ball ammo?


#1188

Confusion arises when Scientist01 suddenly decides to have a sex change.


#1189

I am so triggered right now.

In all seriousness, how did you get them to wield assault rifles?


#1190

After a long and painful testing process I found out how:
You have to tell them to give it to themselves, just giving it to them doesn’t work.
Their aim with the glock is better than the soldiers aim with a mp5, so be careful about that.
Also they refuse to use crowbars, being too civilized for that I guess. (They equip them, they just don’t attack with them).


#1191

I´m trying to re-imagine old canteen signs from Half-Life and it´s expansions. Mainly just trying to learn to use Gimp.
teslastacos.png


#1192

Purely from branding strategy it feels like you should have some of those simpler bolts on the taco as in the original.


#1193

Before I saw the bit about hard surface modelling I legit thought these were prop photos


#1194

[LINK DEPRECIATED, MAP UNDERGOING CHANGES]


#1195

that link is an error link.


#1196

Your link returns:

Error

Sorry!

An error was encountered while processing your request:

That item does not exist. It may have been removed by the author.[/size]


#1197

I changed the 7 at the end of the URL to a 6 and got this nice ass.
https://steamcommunity.com/sharedfiles/filedetails/?id=1403999516


#1198

Oh right. I had to take it back down. It needed some reworking to work better as a CS:GO map. At the time of upload the two bombsites were more or less in the same area with only distance between them. Newer version will be posted later with a division and an actual mid area of the map, along with other tweaks.


#1199

https://steamcommunity.com/sharedfiles/filedetails/?id=1407937198
Now with a proper middle and a working minimap!

EDIT:

Revision 6 because the people who I want to test this map are exceedingly picky with map elements:

https://steamcommunity.com/sharedfiles/filedetails/?id=1408881823


#1200

One thing I find myself doing a lot in BMPD is taking a large, complicated model and reversing one or more animations, so I made a script capable of doing so automatically to a .smd file as output by the Crowbar decompile mode:

[code=python,‘reverser.m’]function reverser(NAME_IN, NAME_OUT)
f = fopen(NAME_IN);
fgetl(f);
fgetl(f);
fgetl(f);
line = fgetl(f);
node_count = 0;
while ~strcmp(line, ‘end’)
node_count = node_count + 1;
line = fgetl(f);
end
%display(sprintf(‘File contains %d nodes.’, node_count));
line = fgetl(f);
time_count = 0;
while ~strcmp(line, ‘end’)
if strfind(line, ‘time’)
time_count = textscan(line, ‘time %d’);
time_count = time_count{1};
end
line = fgetl(f);
end
%display(sprintf(‘File contains %d times.’, time_count));
fclose(f);
whole_thing = cell(time_count, node_count + 1);
f = fopen(NAME_IN);
fgetl(f);
fgetl(f);
fgetl(f);
line = fgetl(f);
while ~strcmp(line, ‘end’)
line = fgetl(f);
end
fgetl(f);
for i = 1 : time_count + 1
for j = 1 : node_count + 1
whole_thing{i, j} = fgetl(f);
%display(sprintf(’(%d, %d) = %s’, i, j, whole_thing{i, j}));
end
end
fclose(f);

for i = 1 : time_count + 1
	tnum = sscanf(whole_thing{i, 1}, '  time %d');
	whole_thing{i, 1} = sprintf('  time %d', time_count - tnum);
	%display(sprintf('(%d, %d) = %s', i, j, whole_thing{i, 1}));
end

new_thing = cell(time_count, node_count + 1);
for i = 1 : time_count + 1
	for j = 1 : node_count + 1
		new_thing{i, j} = whole_thing{time_count + 2 - i, j};
		%display(sprintf('(%d, %d) = %s', i, j, new_thing{i, j}));
	end
end

g = fopen(NAME_OUT, 'w+');
f = fopen(NAME_IN);
fprintf(g, fgetl(f));
fprintf(g, '\r\n');
fprintf(g, fgetl(f));
fprintf(g, '\r\n');
fprintf(g, fgetl(f));
fprintf(g, '\r\n');
line = fgetl(f);
fprintf(g, line);
fprintf(g, '\r\n');
while ~strcmp(line, 'end')
	line = fgetl(f);
	fprintf(g, line);
	fprintf(g, '\r\n');
end
fprintf(g, fgetl(f));
fprintf(g, '\r\n');
for i = 1 : time_count + 1
	for j = 1 : node_count + 1
		fprintf(g, new_thing{i, j});
		fprintf(g, '\r\n');
	end
end
fprintf(g, 'end\r\n');
fclose(g);
fclose(f);

end[/code]It’s in Matlab because I use that pretty exclusively at work and if you a;ready have the editor it’s highly portable, but it shouldn’t be too hard to port into, say, Python.