Hyce
Account Details
SteamID64 76561198007577013
SteamID3 [U:1:47311285]
SteamID32 STEAM_0:1:23655642
Country United States
Signed Up October 25, 2013
Last Posted September 13, 2021 at 2:48 AM
Posts 753 (0.2 per day)
Game Settings
In-game Sensitivity 2.06
Windows Sensitivity
Raw Input 1
DPI
1250
Resolution
1920x1080
Refresh Rate
144 Hz
Hardware Peripherals
Mouse G400s
Keyboard 1986 IBM Model M
Mousepad Steelseries Mass
Headphones Sennheiser HD280/AT 2020 Mic
Monitor The 144hz BenQ everyone has
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#6 PDXLAN 24 - July 11-14 in LAN Discussion

I definitely don't have the $$$ at the moment (yay college) to buy a ticket, so I guess I can reserve one and hope it lasts until the 10th when I get more $$$.

posted about 10 years ago
#21 cp_logjam (5CP) in Map Discussion

So an alpha 4 did come out for this, but it was right before a PUG and I didn't make a release for it. We came up with a metric fuck ton of changes for it, so there's no sense in releasing or putting screens up anyways...

Alpha 5 to be coming soon... it's a lot of work.

posted about 10 years ago
#4 PDXLAN 24 - July 11-14 in LAN Discussion

In Portland? Neat...

I'll be back home in Seattle over the summer, so I'm thinkin' about this.

posted about 10 years ago
#96 cp_intermodal (5CP) in Map Discussion
nightwatchHyceThose two concrete textures look exactly the same in hammer. The darker one is a displacement, the lighter one is just a brush. I don't know why they aren't lighting up the same. If anyone can shed any light on this (lol) I'd appreciate it.
As I understand it, vrad (the lighting compiler) treats displacements and brushes differently. I believe that it has something to do with displacements being similar to models - they're really just a collection of triangular planes - and so they have a different sort of lighting being done to them, called vertex lighting. On the other hand, brushes are lit with lightmaps.

Practically speaking, the only way to have them both lit the same way is to make them both the same type of thing. I would recommend changing the displacement if possible (why is it a displacement in the first place?), or if you need it to be a displacement, duplicate the other brushes and texture them with nodraw, then turn the sides of the originals that are textured into displacements.

Thanks for the explanation. The one that is a displacement was a relic from before I put a door sill on that shutter, so I could blend the grass texture to the concrete texture. Now I don't need it so I can fix that pretty easily. Thanks.

ALSO-

Thintri (love that guy always) made soap DM spawns if any of you nerds ever host my map.

http://www.mediafire.com/download/q9oc174x61c9z11/intermodel+soap+spawns.txt

posted about 10 years ago
#93 cp_intermodal (5CP) in Map Discussion

Incoming RC2!

There's been a whole page of tiny little changes done. Fixed all of the stupid props touching stuff that was mentioned before, added sills under some doors, blocklighted shutters, added lights inside of the shutters so they don't look weird when open with the light contrast, worked on indoor lighting more, fixed up some clipping stuff, fixed the wall glitch, fixed some small displacement issues, worked on the 3d skybox, etc... Only one real change that people will probably notice.

DOWNLOAD https://www.dropbox.com/s/pb018nazw5uvlwi/cp_intermodel_rc2.bsp

Screens:

http://i.imgur.com/u12M73U.jpg

http://i.imgur.com/ABDGuAD.jpg

http://i.imgur.com/uxXJIla.jpg

http://i.imgur.com/xNq1I64.jpg

HEY THIS IS THE NEW THINGY THAT YOU'LL PROBABLY NOTICE

http://i.imgur.com/39f7OV9.jpg

WASN'T THAT COOL AND LESS GAY THAN THE HILARIOUS STICKY TRAP BOXES?

http://i.imgur.com/2pv7HLG.jpg

http://i.imgur.com/6d69hxR.jpg

http://i.imgur.com/UAbgXMe.jpg

The only thing I can't seem to figure out (maybe one of you other lovely mappers can give me a hand) is this.

http://i.imgur.com/1ZnsqfP.jpg

Those two concrete textures look exactly the same in hammer. The darker one is a displacement, the lighter one is just a brush. I don't know why they aren't lighting up the same. If anyone can shed any light on this (lol) I'd appreciate it.

posted about 10 years ago
#23 CEVO-O S4 Happenings/Predictions in TF2 General Discussion

Dedoris pooped on my team today

Go win low/mid open or whatever the hell we are Yurwill

posted about 10 years ago
#16 college sucks in Off Topic

As someone in engineering school: Work is going to be more fun. We work hard and have no women here...

posted about 10 years ago
#91 cp_intermodal (5CP) in Map Discussion
wareyaSource's problem with angled walls is like if you have stacked brushes with even vertical angled sides, even if their edges line up perfectly, you can get clipped on those edges. You can surround the entire brush structure with a thin playerclip to fix it, or make the wall straight.

Glad to hear I don't have to rearrange a decent amount of map geometry. This is the kind of stuff I like to hear in alpha, not rc1. But nevertheless, needs to be fixed. Added to change list.

posted about 10 years ago
#88 cp_intermodal (5CP) in Map Discussion

http://i.imgur.com/QAjZH2N.png

I hope you like your new title, Ben...

Maybe I should just throw my maps at Phi because he details like a mofo.

Shit clipping into walls isn't a huge deal, but if it bugs you guys I can fix it. Lol. There's a couple props on badlands and granary that clip into stuff. Not as many, but a few.

Doors and handles? There's only so many door props. Lol. I'll modify them a bit.

Floating stuff and stuff you get stuck on IS a problem. Point out that as much as you can.

Labeling 2/3 doors? I labeled the shutters... come on, Ben! haha.

Thanks so much for the feedback guys. I'll run this sucker through a fine tooth comb when I get the chance this week and throw out rc1a soon.

posted about 10 years ago
#7 cp_tubular_peril (5cp) in Map Discussion
BuschmasterACRhyce this map does not work

half the time you are glitching through the walls half the time you're glitching through the cieling

INNOVATION HAS A PRICE MY FRIEND

mr64bitBut you never glitch through the floor?
Wait, what is the floor?

EVERYTHING IS THE FLOOR AT SOME TIME OR ANOTHER

posted about 10 years ago
#1 cp_tubular_peril (5cp) in Map Discussion

So after not getting much feedback on cp_uintah and cp_intermodel, I've decided to work on a past project.

cp_tubular_peril is a concept map that should really refresh the way 6's is played. It's completely different and will be a lot more fun to play than such silly 5cp maps like Process or Badlands. It's a big deal. Alpha one is almost perfection to start, so I don't know if I'll make any more versions. Probably just release it.

So, no download yet (the world isn't ready) or screens, but this video should give you the gist of the map.

http://www.youtube.com/watch?v=IsTLEaqI1LA&feature=youtu.be

posted about 10 years ago
#84 cp_intermodal (5CP) in Map Discussion
BerethYour detailing could really use some polish.

-snip-

I could probably find more if I look through it.

Keep the anal shit coming. This is the stuff that I don't see and does not get mentioned in PUGs, and it won't get fixed unless someone comes up.

It's how I finally added tracks to the map, lol. "the trains are floating on nothing... wat"

BerethYour detailing could really use some polish.

http://i.imgur.com/aAvu18H.jpg
This prop looks terrible.

Also with that, you'll notice it's a pipe, there's pipes in the ceiling missing a piece, a bucket, and a welding machine... hmmmmm, maybe I planned that? Haha.

BenroadsYo what the fuck being an OCD piece of shit is my job

Benroads aka "HYCE WHY ISN'T THERE A FUCKING DOORHANDLE ON THIS DOOR"

posted about 10 years ago
#79 cp_intermodal (5CP) in Map Discussion

INTERMODEL_RC1 IS HERE! GO GET IT!

Download: https://www.dropbox.com/s/9p420wgjd28uigl/cp_intermodel_rc1.bsp

Changes: Made some detail changes with geometry lining up.
Made some fixes with floating props.
Added a ramp on the train at last.
Fixed some places where stickies floated.
Changed the skybox.
Added tracks on mid (because it took this long for some motherfucker to notice that there were no tracks under the trains... lols
Other small changes.

What's left: Final balancing (spawn times, cap times), some more building details, 3d skybox details, and a bit more work on the outside lighting.

Screens:

http://i.imgur.com/uyeUvlF.jpg

http://i.imgur.com/qqfe3WC.jpg

http://i.imgur.com/blHeoGX.jpg

http://i.imgur.com/0J7xqm7.jpg

http://i.imgur.com/Vr9s0xK.jpg

http://i.imgur.com/EYtI0er.jpg

http://i.imgur.com/fmyxxpr.jpg

Now I need some cute people to make me some rollout videos because how do I do anything that isn't demoman

posted about 10 years ago
#107 Help with new team name please! in TF2 General Discussion

Our Demo is Actually White

posted about 10 years ago
#29 koth_airfield in Map Discussion

Played it for 4s and going to be playing it for 6's.

This is how this map goes:
Take control point and live: Win.
Don't take control point and die: Lose.

You cannot push out from any of the doors to mid. You get screwed six ways from sunday out of every single door. If those connectors were to be reworked it could be interesting, but it's not possible at the moment.

posted about 10 years ago
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