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File 126711007222.png - (405.44KB , 590x473 , down.png )
349 ID: ab7a18 No. 349 Stickied hide watch quickreply [Reply]
Just so everyone knows, I'll be keeping http://mods.fightingamphibians.org/ up to date. post any finished maps/skins/whatever in this thread you'd like me to add and I'll get around to it at some point
>> ID: 7584c2 No. 1079
okey dokey everything is nice and updated again


File 127991969948.jpg - (105.04KB , 1440x900 , mid.jpg )
1080 ID: 9d454f No. 1080 hide watch expand quickreply [Reply]
Something I started working on a few days ago. Screenshots because DS asked for some.
3 posts and 3 images omitted. Click Reply to view.
>> ID: 9d454f No. 1084
File 12799197824.jpg - (109.99KB , 1440x900 , last.jpg )
1084
>> ID: cedeec No. 1087
has valve ever even used those opened-up containers in one of their maps
>> ID: 5f11b7 No. 1090
>>1087
Make a sign on it that says "DON'T STAND ON ME"
>> ID: 9d454f No. 1095
First alpha is finished!

http://www.mediafire.com/file/9oolb4xzz5278a7/cp_bunk_a1.zip
>> ID: 9d454f No. 1117
Update:
-Fixed a BLU's forward spawn door
http://www.mediafire.com/file/4hy6y95mp3nm4du/cp_bunk_a2.zip


ID: 768ce7 No. 1100 hide watch quickreply [Reply]
  male_07
>> ID: beee2f No. 1101
lol
>> ID: 96eee1 No. 1102
good mod
>> ID: 527ede No. 1116
haha


File 128011996215.jpg - (407.55KB , 1920x1080 , penis0000.jpg )
1104 ID: 9ef1d7 No. 1104 hide watch expand quickreply [Reply]
man, i wonder if the ai will even be able to navigate and fight in such an area

what are you guys doing with alien swarm?
1 post omitted. Click Reply to view.
>> ID: 9eda1a No. 1106
File 128015485342.jpg - (343.69KB , 1680x1050 , asi-jac8-skyblue0000.jpg )
1106
>>1104
trying to figure everything out as far as game mechanics, i love/hate how valve did the elevators.
>> ID: dd591e No. 1108
File 128015550387.jpg - (325.85KB , 1440x900 , faggotshit0008.jpg )
1108
Kind of getting used to spawners and balancing out the amount of enemies to throw at you at a time, but I'm having plenty of fun making Tech Hell puzzles.
>> ID: ce458a No. 1109
So... Are some realy released?
>> ID: da29e2 No. 1113
>>1106
I want that map so badly.
Spiral Swarm?
>> ID: 4f5dd3 No. 1115
Trying to stop pl_badwater from crashing my game.Thats what.


File 12734334941.jpg - (149.83KB , 680x408 , ctf_unnamed_a10001.jpg )
649 ID: 1b2c67 No. 649 hide watch expand quickreply [Reply]
i love that valve broke A/D CTF in a recent update and now when you cap it does this

actually they may have fixed it recently but the last time i compiled my map it did this
23 posts and 15 images omitted. Click Reply to view.
>> ID: 1b2c67 No. 1096
File 128002156741.jpg - (58.78KB , 1000x625 , ctf_waterhole_b50009_1000x625.jpg )
1096
look what i found pictures of today.

oh jesus.
>> ID: 1b2c67 No. 1103
http://dl.dropbox.com/u/1794884/ctf_remnants_a3.bsp

new version, no SEXY PICS to show for what's changed though. i should probably get on that.

The big thing today is that I've added some railings at the final spawn for RED so people stop cluelessly walking off the edge, I added a stairway for BLU to access the little hut in 1-2, and there's a new path to access 2-2 from.
>> ID: 1b2c67 No. 1111
File 128029661041.jpg - (308.51KB , 1280x768 , ctf_remnants_a30026.jpg )
1111
so ok here's some new pictures
>> ID: 1b2c67 No. 1112
File 128029672353.jpg - (459.84KB , 1280x768 , ctf_remnants_a30014.jpg )
1112
one of the changes added in this version was a new path to 2-2

it was sort of a bad idea to have only two paths in and one of them was underwater
>> ID: 1b2c67 No. 1114
File 128029678726.jpg - (397.55KB , 1280x768 , ctf_remnants_a30011.jpg )
1114
original character DO NOT STEAL poster


File 127302894730.jpg - (367.21KB , 1920x1200 , ctf_1fort_b20034.jpg )
619 ID: f735cf No. 619 hide watch expand quickreply [Reply]
hey remember this map b2 is almost out

still

maybe this week i hope
21 posts and 9 images omitted. Click Reply to view.
>> ID: f735cf No. 806
File 127517673115.jpg - (287.25KB , 1920x1200 , ctf_1fort_b20065.jpg )
806
>>805
Yep, lots of exit places. However, creating an easy/obvious place for tele entrances has been a challenge. I'm still considering combining the two spawns (upper and lower) with a staircase so that you can pop out on either floor, but I'm not sure how much of a difference that will make. I was also suggested the idea to make the outer parts of the spawns buildable (like gravelpit) so that you can safely drop a teleporter entrance where teammates will see it and not have to worry about it being destroyed.

Of course, both of these points will require semi-major redesign of the spawns, so I'm not sure if it's worth it to implement. Feedback/opinions are helpful, as always.
>> ID: 96fe1b No. 807
Definitely need some kind of teleporter entrance solution. The issue with a Steel-style buildable spawn is that a sentry built inside the spawn can become problematic due to the way enemies are all the time running past the spawn, meaning it'd be too useful to build a sentry there.

A substantial amount of cover just outside the spawns, big enough to protect a single building from fire from all directions except the spawn itself, would work. The current issue is that it's too easy to just blow the entrance as you run past. If you have to take a big risk just to see if there is a teleporter there - get right up next to the spawn door and turn your back to it - that might deter opportunistic teleporter exploding without making it impossible to bring down.
>> ID: 96fe1b No. 998
where is the map
>> ID: f735cf No. 1073
File 12798648243.jpg - (48.62KB , 675x593 , derplant.jpg )
1073
der plants they are a broke
>> ID: 0c2b44 No. 1110
something inspired me to go poke around on this when i went to get some updated screenshots of remnants

holy shit you're good at detailing


File 127962710661.png - (158.07KB , 1280x984 , niggers1.png )
1019 ID: b9ec9f No. 1019 hide watch expand quickreply [Reply]
First, You have to download the Alien Swarm SDK. It's not really different from the Source SDK but for that it has a few little extras.

All floors have to be to a 256 units like in the picture to the side. I opened up a 1x1 hallway and expanded it to 4x1, Meaning it's 4 wide and 1 long.

Don't make the fatal mistake I did and not name it with a _ between the 4x1 and corridor. The system will not auto-pick up the measurements if you do not put the under-slash there. Some lighting for the corridor and now we go off into the game.
36 posts and 10 images omitted. Click Reply to view.
>> ID: 44d4bf No. 1077
>>1067
I TOLD YOU ABOUT CUBEMAPS MAN
I WARNED YOsorry i won't finish that.

Wutchu gotta do is stick a bunch of "env_cubemaps" about 64 spaces above the ground, in about every place you think the lighting is a bit different in. The purple textures are reflective surfaces, and as far as the game is concerned there's nothing there to reflect!
>> ID: 6dd682 No. 1086
So do the end of the level areas work like L4D, as in landmark+nextlevel kind of thing?
>> ID: e6a11f No. 1091
>>1077
there were cubemap orbs over the ground but they didint seem to do anything so i deleted them.Also for some strange reason my map crashes the game now (after the last update) i have no idea whats causing it!
>> ID: 44d4bf No. 1092
>>1091
put the cubemap orbs back and type
"mat_specular 0"
then
"buildcubemaps"

then exit the map, type
"mat_hdr_level 0"

then reenter your map and build cubemaps again. then exit AGAIN and set mat_specular and mat_hdr_level back to their default properties
>> ID: c9baa1 No. 1099
File 128009950737.jpg - (666.08KB , 1924x1080 , raytracing.jpg )
1099
holy shit raytracing works now
the results are nothing short of incredible, as you can see in this image


File 127916716789.png - (347.27KB , 888x304 , HUD.png )
990 ID: 049c93 No. 990 hide watch quickreply [Reply]
Making a Jurassic Park HUD. Here's the ones I've put in-game so far.
>> ID: 8e3245 No. 1014
stop
>> ID: 1f3b87 No. 1016
>>1014
don't please
>> ID: 11c738 No. 1017
>>990
You know there already is one right? and it looks just like what you posted.
>> ID: 049c93 No. 1018
>>1017
Yeah, because I made that one too. This is a remake.
>> ID: b2a8bd No. 1098
>>1018

oh shi-


File 127974134529.jpg - (612.03KB , 1100x800 , 1279492398834.jpg )
1051 ID: 89050b No. 1051 hide watch quickreply [Reply]
is there a way to change the tf2 menu sounds without them being replaced by the originals everytime you start the game up

and Im not talking about simply adding new songs, I want to replace the old ones too
>> ID: dec55d No. 1085
Make them read-only?
>> ID: 9b17c7 No. 1088
The first three? As far as I know those are the only ones you can't replace since TF2 will always overwrite them on starting up. Maybe try what Sleepy said?
>> ID: 70adf2 No. 1097
>>1085
>>1088

I tried that, tf2 refuses to start when I make them read-only though


File 127873219311.png - (125.85KB , 469x592 , 9988186.png )
970 ID: 09e334 No. 970 hide watch expand quickreply [Reply]
I want to make custom sounds to replace Pyro's lines. I know how to use Audicity and I already have the sound files needed, is there anything specific I should know about making custom sounds for TF2?
3 posts omitted. Click Reply to view.
>> ID: 09e334 No. 1045
File 127972675217.png - (161.17KB , 444x397 , uguuuuuuuu.png )
1045
ANIME

(http://www.megaupload.com/?d=JH6XHLFU)
Didn't want to make a new thread for this.

Oh and what programs do you guys make custom sounds in? I'm still working on my soundpack but I just wanna know what you guys use.
>> ID: 238c4a No. 1048
>>1045
audacity is free and easy to use, also get dBpoweramp for converting to the specific rates and frequencies
>> ID: afb41d No. 1052
>>1045

Goldwave for converting and batch operations, adobe audition for making things.
>> ID: ef36a6 No. 1057
File 127978170643.jpg - (87.71KB , 1065x786 , 125650116795.jpg )
1057
>>1045
oh god why would someone do that?
>> ID: 7764dc No. 1070
  >>1057


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