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3ni

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Everything posted by 3ni

  1. You signed up to manage pb. What do you expect? Bunch of bebe kids play there.
  2. even cheated and still sucked
  3. [video=youtube;BsK-OxJQJP8]
  4. you sound funny

  5. Too much work ask punky or darnias Currently been working on this. BHOP 35HP (Design may change) Levels to come soccer course climb zm (yup) awps capture the flag (knife) (maybe) jump rope car from hell (maybe) surf Backalleyrun (remake) and more once I think of stuff... Its hard to keep ideas fresh and clean so this may take a while.
  6. what the fuck
  7. I've never compiled models before... It is something completely new to me. I was trying to see if there was a way I can make them without compiling it since punky wasn't here to teach me. I also don't own source (IDK if that even has anything to do with that) but I'll ask Punky when he's online today to teach me how to compile them. This is how I currently created the explosive barrels: env_steam, env_explosion and ambient_generic. The only issue with this is that for every barrel, I need to make new names for all 3 of the entitys. If I don't, if someone shoots 1 barrel, all of them explode. I also have to make the barrels touch to explode as well seeing as that isn't working either. I guess recompiling the model is what I should do. Thanks
  8. Alright so here's the "finished version" that is currently under very small renovation (I'm trying to see if theres another way that is much painless than the way I currently had to do it (93 barrels = 93 renames of 3 different parents for explostions, sounds etc. I thought I'd throw this cool effect screenshot in that I have been using (env_steam & sound) Map wasn't too hard to port other than the barrels.
  9. Added a screenshot @mattypoo Uhh, I'll see what I can do but I tend to stay away from those types of maps. I'll give it a shot this weekend.
  10. Porting over mg_backalley_run Hitting some speed bumps along the way (There isn't explosive barrels in GO...) but stably overcoming the issues (not really). Should be done tomorrow seeing as its a very easy port.
  11. Joke has been here longer than you've been alive
  12. you need based whooper to answer ur question
  13. Porting maps consist of decompiling the bsp file and taking all necessary custom files and putting them were they belong. Then retexturing the map and fixing things that may have broke. Sometimes maps have a decompile blocker which doesn't allow us to port them seeing as it is pretty much copyright. Then compiling the map at the end is also a very boring and cpu consuming task
  14. Nothing really Paul can do unless he has the files of a map made in like 2009. I need his permission to go ahead and port it.
  15. trains is already out https://steamcommunity.com/sharedfiles/filedetails/?id=518009483&searchtext=mg_ka_trains Run fetboy is forbidden to be decompiled
  16. You don't even do it right
  17. porting is ez. Also you can't port ze successfully. Too many issues I'm just mad ze sucks with porting
  18. no god no
  19. sweet
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