b1rd

b1rd

@b1rd

just a fella

Joined 26 Apr 2023
Badges
Made it
Made it
Completed the LambdaGeneration Half-Life 25th Anniversary Adventure
One Year
One Year
Time flies when you're browsing Half-Life memes
Follow
I... am GORDON

A very legally distinct deathmatch map for TAG: Foam FPS (all textures made by me)

Modeling, mapping and Programming are open for TAG and PH 
(Programming not open for PH, role filled)
 (no requirements, apply here: discord.gg/vkt2AykUeC)
^ also it's a community server so also join for more frequent news
I... am GORDON

A very legally distinct deathmatch map for TAG: Foam FPS (all textures made by me)

Modeling, mapping and Programming are open for TAG and PH 
(Programming not open for PH, role filled)
 (no requirements, apply here: discord.gg/vkt2AykUeC)
^ also it's a community server so also join for more frequent news

I... am GORDON A very legally distinct deathmatch map for TAG: Foam FPS (all textures made by me) Modeling, mapping and Programming are open for TAG and PH (Programming not open for PH, role filled) (no requirements, apply here: discord.gg/vkt2AykUeC) ^ also it's a community server so also join for more frequent news

(Edited)

I'm turning all four of the GoldSRC Half-Life Games into an RPG! The first devlog, going over what I've done so far and what the project itself is, is up now :D hope you enjoy it! :3

Usually 1 thing that I mostly love about GoldSRC is the custom skyboxes for mods. And the mod that I adore so far is Gangsta Wars with it having these city/town backgrounds that were made way long ago.

1st Skybox looks pretty neat of the old industrial vibes, and this night time one kind of reminds me of the poster/wallpaper of Babe: Pig in the City.
Usually 1 thing that I mostly love about GoldSRC is the custom skyboxes for mods. And the mod that I adore so far is Gangsta Wars with it having these city/town backgrounds that were made way long ago.

1st Skybox looks pretty neat of the old industrial vibes, and this night time one kind of reminds me of the poster/wallpaper of Babe: Pig in the City.
Usually 1 thing that I mostly love about GoldSRC is the custom skyboxes for mods. And the mod that I adore so far is Gangsta Wars with it having these city/town backgrounds that were made way long ago.

1st Skybox looks pretty neat of the old industrial vibes, and this night time one kind of reminds me of the poster/wallpaper of Babe: Pig in the City.
Usually 1 thing that I mostly love about GoldSRC is the custom skyboxes for mods. And the mod that I adore so far is Gangsta Wars with it having these city/town backgrounds that were made way long ago.

1st Skybox looks pretty neat of the old industrial vibes, and this night time one kind of reminds me of the poster/wallpaper of Babe: Pig in the City.

Usually 1 thing that I mostly love about GoldSRC is the custom skyboxes for mods. And the mod that I adore so far is Gangsta Wars with it having these city/town backgrounds that were made way long ago. 1st Skybox looks pretty neat of the old industrial vibes, and this night time one kind of reminds me of the poster/wallpaper of Babe: Pig in the City.

I remember 2 years I tried out Vampire Slayer, and it looks like one of the good OG multiplayer games with early 2000s feelings, but too bad its dead.
I remember 2 years I tried out Vampire Slayer, and it looks like one of the good OG multiplayer games with early 2000s feelings, but too bad its dead.
I remember 2 years I tried out Vampire Slayer, and it looks like one of the good OG multiplayer games with early 2000s feelings, but too bad its dead.
I remember 2 years I tried out Vampire Slayer, and it looks like one of the good OG multiplayer games with early 2000s feelings, but too bad its dead.

I remember 2 years I tried out Vampire Slayer, and it looks like one of the good OG multiplayer games with early 2000s feelings, but too bad its dead.

To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well.

This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance.

... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly checks whether the surfaces receive any lighting or not, which turned out to be perfect for my case here.

Attached comparison screenshots description: 
1) The demonstration of a bug. The texture of helicopter landing site on crossfire.bsp is stretched, which causes the dynamic light (Half-Life flashlight on the screenshot) to be cut off. For the purpose of demonstration, lit surfaces are marked with red color and the map lighting is toned down to better see flashlight.
2) With increased radius dynamic light lits the neighbor surfaces as well, giving more correct result.
3) This screenshot shows the crossfire bunker entrance, which has lesser amount of stretched textures, but with the increased radius it lits surfaces that don't get any light from the flashlight.
4) With enabled LadyHavoc's fix, only the surfaces that's lit by the flashlight get marked
To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well.

This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance.

... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly checks whether the surfaces receive any lighting or not, which turned out to be perfect for my case here.

Attached comparison screenshots description: 
1) The demonstration of a bug. The texture of helicopter landing site on crossfire.bsp is stretched, which causes the dynamic light (Half-Life flashlight on the screenshot) to be cut off. For the purpose of demonstration, lit surfaces are marked with red color and the map lighting is toned down to better see flashlight.
2) With increased radius dynamic light lits the neighbor surfaces as well, giving more correct result.
3) This screenshot shows the crossfire bunker entrance, which has lesser amount of stretched textures, but with the increased radius it lits surfaces that don't get any light from the flashlight.
4) With enabled LadyHavoc's fix, only the surfaces that's lit by the flashlight get marked
To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well.

This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance.

... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly checks whether the surfaces receive any lighting or not, which turned out to be perfect for my case here.

Attached comparison screenshots description: 
1) The demonstration of a bug. The texture of helicopter landing site on crossfire.bsp is stretched, which causes the dynamic light (Half-Life flashlight on the screenshot) to be cut off. For the purpose of demonstration, lit surfaces are marked with red color and the map lighting is toned down to better see flashlight.
2) With increased radius dynamic light lits the neighbor surfaces as well, giving more correct result.
3) This screenshot shows the crossfire bunker entrance, which has lesser amount of stretched textures, but with the increased radius it lits surfaces that don't get any light from the flashlight.
4) With enabled LadyHavoc's fix, only the surfaces that's lit by the flashlight get marked
To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well.

This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance.

... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly checks whether the surfaces receive any lighting or not, which turned out to be perfect for my case here.

Attached comparison screenshots description: 
1) The demonstration of a bug. The texture of helicopter landing site on crossfire.bsp is stretched, which causes the dynamic light (Half-Life flashlight on the screenshot) to be cut off. For the purpose of demonstration, lit surfaces are marked with red color and the map lighting is toned down to better see flashlight.
2) With increased radius dynamic light lits the neighbor surfaces as well, giving more correct result.
3) This screenshot shows the crossfire bunker entrance, which has lesser amount of stretched textures, but with the increased radius it lits surfaces that don't get any light from the flashlight.
4) With enabled LadyHavoc's fix, only the surfaces that's lit by the flashlight get marked

To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well. This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance. ... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly c…

barnpog3
i never thought i'd manage to make something like this, but good god i've made it!

original idea for the vines by @goldsrcguy

(this is also for a mod project i was planning and still working on for years, i might need some help but so far things are quite alright)
i never thought i'd manage to make something like this, but good god i've made it!

original idea for the vines by @goldsrcguy

(this is also for a mod project i was planning and still working on for years, i might need some help but so far things are quite alright)
i never thought i'd manage to make something like this, but good god i've made it!

original idea for the vines by @goldsrcguy

(this is also for a mod project i was planning and still working on for years, i might need some help but so far things are quite alright)
i never thought i'd manage to make something like this, but good god i've made it!

original idea for the vines by @goldsrcguy

(this is also for a mod project i was planning and still working on for years, i might need some help but so far things are quite alright)

i never thought i'd manage to make something like this, but good god i've made it! original idea for the vines by @goldsrcguy (this is also for a mod project i was planning and still working on for years, i might need some help but so far things are quite alright)

(Edited)
stahp3
worldcraft1
It's outdated by today's mapping standards, but there's something so comforting to me about They Hunger's chunky geometry and gloomy lighting
It's outdated by today's mapping standards, but there's something so comforting to me about They Hunger's chunky geometry and gloomy lighting
It's outdated by today's mapping standards, but there's something so comforting to me about They Hunger's chunky geometry and gloomy lighting
It's outdated by today's mapping standards, but there's something so comforting to me about They Hunger's chunky geometry and gloomy lighting

It's outdated by today's mapping standards, but there's something so comforting to me about They Hunger's chunky geometry and gloomy lighting