Half-Life Underneath

A Work In Progress for Half-Life

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Progress Report

In Development - 0% finished

Updates

alpha 1.1
  • new areas, tram system
lastlifeofficial avatar
Member Joined 2y
164 points Ranked 20387th
lastlifeofficial
18d
alpha 0.2
  • minor improvements
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Member Joined 2y
164 points Ranked 20387th
lastlifeofficial
7mo
Hey guys, I've recently begun to develop my first mod, I know how to make some interesting stuff, the thing is, university is consuming all time I have for developing the mod, and the map I've been working on has a couple of compiling errors, yet is still on early alpha phase, If someone is interested on the mod and would like to help on the maps or anything, I'd be glad, otherwise progress will take me forever!

Posts

  • 1
  • 2
  • 18d
    X RaY avatar
    X RaY avatar RECHARGING...
    Black Mesa Inc. Flag Affiliation: Black Mesa Inc.
    Member Joined 2y
    11,228 points Ranked 378th
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    X RaY avatar
    X RaY
    Black Mesa Inc. Flag
    Black Mesa Inc.
    Oh my God great mapping man!
    May i ask what textures you using i want them :)
    Another Black Mesa Fan <3
  • 18dEdited 18d
    Alberto309 avatar
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    Sapientia Studio Flag Affiliation: Sapientia Studio
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    Alberto309 avatar
    Alberto309
    Sapientia Studio Flag
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    The level design looks very consistent, while maintaining a bit of the classic Half-Life style.

    Could we have some in-game screenshots? I'd like to take a look at the lighting.

    Great job by now. You got a watch.

    EDIT: About your compiling problem, the error you're getting is the old "mixed face contents", which means that two planes or two vertices almost coincide with each other but leave small gaps.
    To fix them, remake the brushes listed on the log by using the function "Map > Go to brush number" or "Map > Go to coordinates", using the X, Y and Z coordinates to directly go to the problem or type the brush/entity number. You also might be able to fix them by converting those brushes to func_detail, but since you probably can't tie all of them to func_detail you must check every single one of them.

    I hope this helps.
    Gamer since 1995 avatar
    Mantra
    Gamer since 1995
  • 18d
    lastlifeofficial avatar
    Member Joined 2y
    164 points Ranked 20387th
    Here are some pics from new areas for the intro pretty much



    Bananite
  • 1mo
    OldManHan avatar
    OldManHan Offline
    Member Joined 1mo
    Wow, looks good. I'm making a map in J.A.C.K of my own now lol, but this is way better and more complete. Keep up the good work! I'm looking forward to it ;)
    Russian Spy
  • 7mo
    lastlifeofficial avatar
    Member Joined 2y
    164 points Ranked 20387th
    Map log file https://gist.github.com/anonymous/64352eee075c6ac75ff627b62fb2325f
    Bananite
  • 7mo
    lastlifeofficial avatar
    Member Joined 2y
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    Posted by NekroMancer

    Wow, the maps are nice.
    Sadly, I don't know how to map :7

    No hay problema xd
    Bananite
  • 7mo
    lastlifeofficial avatar
    Member Joined 2y
    164 points Ranked 20387th
    Posted by ISKYY

    i can help ya with maps or sounds

    If you can make detailed maps based on concepts and real-places pictures, it would be helpful, even though detailing the maps takes time, It's time worth spent
    Bananite
  • 7mo
    lastlifeofficial avatar
    Member Joined 2y
    164 points Ranked 20387th
    Posted by Harris

    You got some high quality maps there and I'd like to help. But unfortunately I don't use Jackhammer. Could you post a log file? Maybe the issue is common like a leak or something. You can also click the ' Map ' drop down menu and see if there is a ' Check for problems ' option.
    Thanks! jackhammer can also use vhe map formats, I always use the "check for problems - fix all" option, it seems to ruin the pipes on the map (you can see it on the pics, the vertex manipulation on them has been ruined) right now it only says "no errors were found" even though the map is incomplete I isolated everything inside the skybox, it should prevent any leaks...I think

    I believe most of actual problems are:

    "Ambiguous leafnode content ( EMPTY and SOLID )" and "Bad surface extents"

    after the BasePortalVis reaches 100%, the LeafThread stays on 20%, I'll upload the log file of this part of the compiling process so far as an update
    Bananite
  • 7mo
    Harris avatar
    Harris Offline
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    You got some high quality maps there and I'd like to help. But unfortunately I don't use Jackhammer. Could you post a log file? Maybe the issue is common like a leak or something. You can also click the ' Map ' drop down menu and see if there is a ' Check for problems ' option.
    aaabdurazak! avatar
    Mantra
    aaabdurazak!
  • 7mo
    Zaxy avatar
    Zaxy avatar Off da line
    Member Joined 1y
    i can help ya with maps or sounds
    xdxdxdxdxdxdxdxdxdxdxd
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11
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968
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Date Added
7mo
Date Updated
18d

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