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Author Topic: TimeSplitters Community Project: Roles + Confirmations  (Read 3281 times)

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Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #30 on: July 02, 2012, 01:33:05 PM »
If this whole thing works out well and things get started, I'll be up for helping you guys with maps/music, if needed.

Offline Tom Kane

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #31 on: July 02, 2012, 02:30:38 PM »
Well, an organized forum (or section) would go a long way.

And an FTP server (or I guess dropbox could work) in which to keep the current build in, would be useful.
Previously known as Mr. House.

Offline Jolteon

  • Administrator
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #32 on: July 03, 2012, 05:35:50 PM »
I'd suggest for a project of this scale, you familiarize yourself with SVN. A secure system which does automatical revisions and points to revert to in your code. http://en.wikipedia.org/wiki/Apache_Subversion
Frieden durch Macht!

Offline Tuppence870

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Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #33 on: July 05, 2012, 08:26:02 AM »
I have some questions about hammer (tuppence?)

I suppose the editor is downloadable for free? I had a version at the time of CS 1.6

are the items such as weapons, spawnpoints, etc... given with the editor, or do I need a game (like HL2) as well?

what would be the size of a 1x1x1 tile of the TS mapmaker in hammer?

do the maps still have to be closed? do you need to create a sky box, or sky ceilings, or is it done automatically?

1. Hammer is included in the Source SDK, which is available for free with any existing Source game downloaded through Steam.

2. Weapons/spawn points/props etc. are specific to the game you are editing. They are provided within the editor as 'entities', but a coder will need to create them elsewhere before they can be used in hammer.

3. It's hard to determine the exact size of a TS mapmaker tile, but Hammer works in inches, and an inch is the smallest size a brush (or wall) can be.

4. You don't have to close maps, but not adding a closed skybox will lead to water and the empty space not rendering. In other words, these spaces will react in a similar way to your desktop when you get one of those error messages that you can drag around to fill the screen with 'ghosts' of it. So yes, you do need to add a closed skybox.

Offline Fauch

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #34 on: July 05, 2012, 09:08:15 AM »
Quote
1. Hammer is included in the Source SDK, which is available for free with any existing Source game downloaded through Steam.
I need to buy a game to have it? well, I thought of maybe buying portal 2, but for xbox, so that I can play with a buddy on the same TV.

Quote
2. Weapons/spawn points/props etc. are specific to the game you are editing. They are provided within the editor as 'entities', but a coder will need to create them elsewhere before they can be used in hammer.
we will have to do that anyway, we aren't going to use CS or HL weapons in TS

Offline Tuppence870

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Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #35 on: July 05, 2012, 09:17:49 AM »
I need to buy a game to have it? well, I thought of maybe buying portal 2, but for xbox, so that I can play with a buddy on the same TV.

I'm not sure Portal 2 or the Left 4 Dead series count as they have their own separate SDKs. Team Fortress 2 should have one that works, and that's free anyway.

Offline Capt. Snow

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Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #36 on: July 05, 2012, 03:08:39 PM »
I'm not sure Portal 2 or the Left 4 Dead series count as they have their own separate SDKs. Team Fortress 2 should have one that works, and that's free anyway.
I believe any Source game would wok due to them all running on the same engine.

Offline Tom Kane

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #37 on: July 05, 2012, 06:38:51 PM »
It is more about the resources the games have. I am pretty sure TF2 won't come with the Half Life 2 textures, models, etc.

Half Life 2 would be the ideal game and engine to map for when it comes to mapping for a mod that doesn't have it own configuration in Source SDK yet.
Previously known as Mr. House.

Offline Tuppence870

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Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #38 on: July 06, 2012, 01:34:06 AM »
I believe any Source game would wok due to them all running on the same engine.

Yes, they all have Hammer, but they have their own SDK software which doesn't support mods. Left 4 Dead and Left 4 Dead 2 use the separate L4D SDK and L4D2 SDK, while Portal 2 is still in beta testing for its SDK. Half-Life 2 (including Deathmatch & Episodes 1 & 2), Counter-Strike Source, Day Of Defeat Source, Portal and Team Fortress 2 all use Source SDK, which allows you to create and edit your own mods.

Offline Fauch

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #39 on: July 06, 2012, 07:44:15 AM »
well, nothing is getting done yet, and we need someone who knows exactly what to do.

the most important is the mapmaker, I can probably manage with textures, and maps can probably be made compatible for any mod later.

that would be great to have working game mechanics.

Offline Genki

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #40 on: July 13, 2012, 12:53:55 PM »
Alright, so since I've been doing animation in Source Filmmaker and you can export animations, I guess that would be enough to be the animator for the project?
My name was Cheese, but then all the letters in the name disappeared in a magic act gone wrong.

Offline Tom Kane

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #41 on: July 13, 2012, 02:02:42 PM »
Alright, so since I've been doing animation in Source Filmmaker and you can export animations, I guess that would be enough to be the animator for the project?

Source Filmmaker can be used for a lot of cool things.

I would say, yes, it can be used as the animator. But first, we need the models and such to import into Source Filmmaker.
Previously known as Mr. House.

Offline Genki

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #42 on: August 01, 2012, 01:08:18 PM »
So guys, are we going to start putting this thing together?
My name was Cheese, but then all the letters in the name disappeared in a magic act gone wrong.

Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #43 on: August 01, 2012, 01:18:42 PM »
So guys, are we going to start putting this thing together?

The reason I don't think we went through with this was because of that FB page BS.

Now that we don't seem to care about that anymore, yeah, we should start on this.

Offline Tom Kane

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #44 on: August 04, 2012, 07:45:02 AM »
If we want to better organize, make a Private Steam Group dedicated to the Community Project. (I know there is a TimeSplitters Portal Steam Group.)
Previously known as Mr. House.

 

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