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<channel>
	<title>Comments for TopHATTwaffle</title>
	<atom:link href="http://www.tophattwaffle.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.tophattwaffle.com</link>
	<description>Source Engine Level Design</description>
	<lastBuildDate>Mon, 22 Apr 2013 22:15:55 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
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	<item>
		<title>Comment on Hammer Tutorial #51 &#8220;Cable, and ropes&#8221; by Andrew</title>
		<link>http://www.tophattwaffle.com/hammer-tutorial-51-cable-and-ropes/#comment-1010</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Mon, 22 Apr 2013 22:15:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=3912#comment-1010</guid>
		<description><![CDATA[I saw u made those pretty well placed models of people on the map. So the question is how do i pose them like that? Did i miss something? Maybe link me to a tutorial about this?]]></description>
		<content:encoded><![CDATA[<p>I saw u made those pretty well placed models of people on the map. So the question is how do i pose them like that? Did i miss something? Maybe link me to a tutorial about this?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Hammer Tutorial #100 &#8220;Creating and Editing Particle Systems&#8221; by LiquidGravity</title>
		<link>http://www.tophattwaffle.com/hammer-tutorial-100-creating-and-editing-particle-systems/#comment-1008</link>
		<dc:creator>LiquidGravity</dc:creator>
		<pubDate>Fri, 19 Apr 2013 00:29:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=4434#comment-1008</guid>
		<description><![CDATA[I wanted to thank you for making this great tutorial. You really went above and beyond with this one! Thanks!]]></description>
		<content:encoded><![CDATA[<p>I wanted to thank you for making this great tutorial. You really went above and beyond with this one! Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Hosting down!!! by HG Saver</title>
		<link>http://www.tophattwaffle.com/hosting-down/#comment-1004</link>
		<dc:creator>HG Saver</dc:creator>
		<pubDate>Mon, 01 Apr 2013 18:15:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=4224#comment-1004</guid>
		<description><![CDATA[aah, it happens buddy. I have faced this many times and know it is really frustrating.]]></description>
		<content:encoded><![CDATA[<p>aah, it happens buddy. I have faced this many times and know it is really frustrating.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Protecting a Map From Decompiling by Anonim_1</title>
		<link>http://www.tophattwaffle.com/protecting-a-map-from-decompiling/#comment-939</link>
		<dc:creator>Anonim_1</dc:creator>
		<pubDate>Fri, 30 Nov 2012 12:24:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=2355#comment-939</guid>
		<description><![CDATA[VMF obfuscator didn&#039;t work for me :(
https://www.dropbox.com/s/m4mqt4u25vg50b7/error1.png]]></description>
		<content:encoded><![CDATA[<p>VMF obfuscator didn&#8217;t work for me <img src='http://www.tophattwaffle.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /><br />
<a href="https://www.dropbox.com/s/m4mqt4u25vg50b7/error1.png"  rel="lightbox[2355]">https://www.dropbox.com/s/m4mqt4u25vg50b7/error1.png</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Hammer tutorial #9 &#8220;Custom textures, and Normal maps&#8221; by Alistair</title>
		<link>http://www.tophattwaffle.com/hammer-tutorial-9-custom-textures-and-normal-maps/#comment-937</link>
		<dc:creator>Alistair</dc:creator>
		<pubDate>Fri, 16 Nov 2012 06:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=3826#comment-937</guid>
		<description><![CDATA[This is a great video, thanks! I liked that you could get a much smaller normal map, by first saving the image as a TGA, but I found the results weren&#039;t as desirable, as saving as the larger--normal map--format.]]></description>
		<content:encoded><![CDATA[<p>This is a great video, thanks! I liked that you could get a much smaller normal map, by first saving the image as a TGA, but I found the results weren&#8217;t as desirable, as saving as the larger&#8211;normal map&#8211;format.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Hammer Tutorial #43 &#8220;Dynamic Water&#8221; by doug</title>
		<link>http://www.tophattwaffle.com/hammer-tutorial-43-dynamic-water/#comment-935</link>
		<dc:creator>doug</dc:creator>
		<pubDate>Fri, 09 Nov 2012 00:08:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=3896#comment-935</guid>
		<description><![CDATA[If you&#039;re getting pink and black that means that the textures cannot be found. If the particles are spawning, that means the particle systems are working fine. Check your texture paths and please try again.]]></description>
		<content:encoded><![CDATA[<p>If you&#8217;re getting pink and black that means that the textures cannot be found. If the particles are spawning, that means the particle systems are working fine. Check your texture paths and please try again.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Hammer Tutorial #43 &#8220;Dynamic Water&#8221; by Adrian</title>
		<link>http://www.tophattwaffle.com/hammer-tutorial-43-dynamic-water/#comment-934</link>
		<dc:creator>Adrian</dc:creator>
		<pubDate>Wed, 07 Nov 2012 22:02:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=3896#comment-934</guid>
		<description><![CDATA[I am getting pink/black squares in hammer particle browser (for L4D2). Any ideas? Particle is in the particle folder and manifest has:

particles_manifest
{
	&quot;file&quot;		&quot;!particles/error.pcf&quot;
	&quot;file&quot;		&quot;particles/steamworks.pcf&quot;
	&quot;file&quot;		&quot;particles/environmental_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/rain_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/burning_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/fire_01.pcf&quot;
	&quot;file&quot;		&quot;particles/fire_01L4D.pcf&quot;
	&quot;file&quot;		&quot;particles/electrical_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/steam_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/locator_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/witch_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/speechbubbles.pcf&quot;
	&quot;file&quot;		&quot;particles/rain_storm_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/military_artillery_impacts.pcf&quot;
	&quot;file&quot;		&quot;particles/rope_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/spitter_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/fireworks_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/vehicle_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/insect_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/charger_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/item_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/gen_dest_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/tanker_explosion.pcf&quot;
	&quot;file&quot;		&quot;particles/firework_crate_fx.pcf&quot;
	&quot;file&quot;		&quot;particles/combine_fx.pcf&quot;

	// clean
	&quot;file&quot;		&quot;!particles/footstep_fx.pcf&quot;
	&quot;file&quot;		&quot;!particles/screen_fx.pcf&quot;
	&quot;file&quot;		&quot;!particles/smoker_fx.pcf&quot;
	&quot;file&quot;		&quot;!particles/boomer_fx.pcf&quot;
	&quot;file&quot;		&quot;!particles/hunter_fx.pcf&quot;
	&quot;file&quot;		&quot;!particles/water_fx.pcf&quot;
	&quot;file&quot;		&quot;!particles/tank_fx.pcf&quot;
	&quot;file&quot;		&quot;!particles/blood_fx.pcf&quot;


	// Were ! appear to be precached
	&quot;file&quot;		&quot;particles/infected_fx.pcf&quot;

	//require cleaning
	&quot;file&quot;		&quot;!particles/survivor_fx.pcf&quot;
	&quot;file&quot;		&quot;!particles/weapon_fx.pcf&quot;
	&quot;file&quot;		&quot;!particles/impact_fx.pcf&quot;



	//deprecated
	//&quot;file&quot;	&quot;particles/ui_fx.pcf&quot;
}]]></description>
		<content:encoded><![CDATA[<p>I am getting pink/black squares in hammer particle browser (for L4D2). Any ideas? Particle is in the particle folder and manifest has:</p>
<p>particles_manifest<br />
{<br />
	&#8220;file&#8221;		&#8220;!particles/error.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/steamworks.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/environmental_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/rain_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/burning_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/fire_01.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/fire_01L4D.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/electrical_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/steam_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/locator_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/witch_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/speechbubbles.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/rain_storm_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/military_artillery_impacts.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/rope_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/spitter_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/fireworks_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/vehicle_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/insect_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/charger_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/item_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/gen_dest_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/tanker_explosion.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/firework_crate_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;particles/combine_fx.pcf&#8221;</p>
<p>	// clean<br />
	&#8220;file&#8221;		&#8220;!particles/footstep_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;!particles/screen_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;!particles/smoker_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;!particles/boomer_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;!particles/hunter_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;!particles/water_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;!particles/tank_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;!particles/blood_fx.pcf&#8221;</p>
<p>	// Were ! appear to be precached<br />
	&#8220;file&#8221;		&#8220;particles/infected_fx.pcf&#8221;</p>
<p>	//require cleaning<br />
	&#8220;file&#8221;		&#8220;!particles/survivor_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;!particles/weapon_fx.pcf&#8221;<br />
	&#8220;file&#8221;		&#8220;!particles/impact_fx.pcf&#8221;</p>
<p>	//deprecated<br />
	//&#8221;file&#8221;	&#8220;particles/ui_fx.pcf&#8221;<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My Level Design Process by stoooges</title>
		<link>http://www.tophattwaffle.com/my-level-design-process/#comment-931</link>
		<dc:creator>stoooges</dc:creator>
		<pubDate>Tue, 30 Oct 2012 02:56:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=4150#comment-931</guid>
		<description><![CDATA[This is really good stuff! I agree with most of the things you said, and some of the other comments.

To add my own advice, I think that it&#039;s a really good idea to draw your sketches on grid paper/grid notebook. This helps because you know where some gridlines are, and makes things nice and organized. You can also get a general idea about how you can detail your level, and imagine the scale of it too.]]></description>
		<content:encoded><![CDATA[<p>This is really good stuff! I agree with most of the things you said, and some of the other comments.</p>
<p>To add my own advice, I think that it&#8217;s a really good idea to draw your sketches on grid paper/grid notebook. This helps because you know where some gridlines are, and makes things nice and organized. You can also get a general idea about how you can detail your level, and imagine the scale of it too.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Protecting a Map From Decompiling by doug</title>
		<link>http://www.tophattwaffle.com/protecting-a-map-from-decompiling/#comment-929</link>
		<dc:creator>doug</dc:creator>
		<pubDate>Sun, 14 Oct 2012 20:23:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=2355#comment-929</guid>
		<description><![CDATA[New games and old tools... Sorry man.]]></description>
		<content:encoded><![CDATA[<p>New games and old tools&#8230; Sorry man.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My Level Design Process by Mr. Darkness</title>
		<link>http://www.tophattwaffle.com/my-level-design-process/#comment-928</link>
		<dc:creator>Mr. Darkness</dc:creator>
		<pubDate>Sun, 14 Oct 2012 13:29:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.tophattwaffle.com/?p=4150#comment-928</guid>
		<description><![CDATA[Strangely, but for my entite mapping experience I had done absolutely the same steps except or sending the map to DIFFERENT testers on different stages.

Now the stage 6 and 7 are a little different for me. Sometimes I do detailing before I complete the full geometry of my map, simply because sometimes I can:
1) Lose the detailing I had in my mind for a certain area.
2) I might want to add more geometry at some point.

For stage 7 I never actually used -final, my map will simply load for ages, since my pc is kinda slow with compiling vvis even if I fully optimized my map :V

Anyhow, everything else is all the same for me except for detailing being different sometimes when I complete like a small building and then detail it.]]></description>
		<content:encoded><![CDATA[<p>Strangely, but for my entite mapping experience I had done absolutely the same steps except or sending the map to DIFFERENT testers on different stages.</p>
<p>Now the stage 6 and 7 are a little different for me. Sometimes I do detailing before I complete the full geometry of my map, simply because sometimes I can:<br />
1) Lose the detailing I had in my mind for a certain area.<br />
2) I might want to add more geometry at some point.</p>
<p>For stage 7 I never actually used -final, my map will simply load for ages, since my pc is kinda slow with compiling vvis even if I fully optimized my map :V</p>
<p>Anyhow, everything else is all the same for me except for detailing being different sometimes when I complete like a small building and then detail it.</p>
]]></content:encoded>
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