Commented 19 years ago2004-06-16 14:35:35 UTC
in vault item: HackingComment #2349
I never said it'll be special. The coffee machine is good, really. But have you ever seen such thing been done?
I see the link works and I see there's no readme so let's put things clear:
-The password is in a briefcase. -Just press the keyboard when you've got the pass (it displays onscreen 'Passowrd found' or sumtin) -If you're stuck in the folders press the keyboard and you're back to the root folder. -When you finnish the level (actually copy the files) just walk out the door to the elevator and it'll fade. If this doesn't happen then what you're waiting for? Get back and have this box hax0red!
This comment was made on an article that has been deleted.
Commented 19 years ago2004-06-16 06:16:28 UTC
in vault item: Resettable ExplosionsComment #2344
Yes, for some reason the button_target alone just continually kept triggering the mm after one shot. By targetting a button, I could adjust the delay-before-reset...which made it one-shot, one-explosion.
Commented 19 years ago2004-06-16 03:12:11 UTC
in vault item: fy_rooftopsComment #2342
ok dude the texturing is the best part, there is only one thing that the textures are bad on, but thanks for the comment. I played it with 3 other mates and it was alot of fun for a while, but it got boring after like 10 rounds.
Commented 19 years ago2004-06-15 21:15:47 UTC
in vault item: Door Light BeamsComment #2340
Oops. Thought I got rid of my OpFor wad a while ago. My bad. As for passable, thanks for the info. It's so much easier with a door than a train, and I can never manage to get the thing exactly right with path corners.
Commented 19 years ago2004-06-15 17:23:19 UTC
in vault item: OfficeComment #2337
Cool. But you can make it a LOT better with some easy steps.
Align all the textures in the entire map so they lok right. (Drawers, inside window frame, ceiling.) When you add more hallways and such, make sure you put in better lighting.
Commented 19 years ago2004-06-15 10:34:47 UTC
in vault item: arch_awp_mapComment #2327
omg. how original. aztec arch textures. piranesi grass? (or am i giving u too much credit?) and half life crates. did you even think a teeny weeny bit of realism would have made this map so much better?
Commented 19 years ago2004-06-15 10:25:40 UTC
in vault item: BuildingComment #2325
ok. you need to put the sound in 'cstrike/sound'. and have the path set to 'sound/yoursound.wav'. the paths must include the '.wav' at the end (in hammer); the same goes for the sprite. and make sure you have set the sprites rendermodes etc correctly.
Commented 19 years ago2004-06-14 20:11:38 UTC
in vault item: BuildingComment #2323
The sprite seems to work, but in Hammer it doesn't show the sprite it just shows a purple box. Before with "cstrike/sprites/flames.spr" it did show the actual thing.
Now, another problem, the ambient_generic. I have that as an entity (no brush) with the path (EX):C:/Programfiles/steam/apps/account/counter-strike/cstrike/sound/ambience/burning.wav
The sound file is in the correct format, 8 bits 11/22(tried both)khz or w/e and Mono.
It gets to the "Verifying Resources" point and it just stays there. When I click cancel and open up the console it says "Error: could not transmit sound/D", or something like that.
Commented 19 years ago2004-06-14 20:05:26 UTC
in vault item: BuildingComment #2322
Thanks for confusing me (lol). So you're saying you don't want me to make a brush and "Tie to entity", you just want me to make an entity and assign it to env_sprite?
Commented 19 years ago2004-06-14 19:43:35 UTC
in vault item: BuildingComment #2317
ok, you need to change the path from 'cstrike/sprites/flames.spr' to 'sprites/flames.spr'
and also you have the env_sprite (point based entity) tied to a brush (textured with a window texture, i can't see what it could be for). this is creating a point/brush based entity combo. i don't know alot about the pitfalls of combining entities, but i know it doesn't help to try and combine brush and point based entities within the same entity.
Commented 19 years ago2004-06-14 14:38:07 UTC
in vault item: HackingComment #2315
Yeah, I expected it to be corrupted. It's not an external link, just some network problems. I hope it works this time. If not then you'll have to wait atleast until Friday and I'll remove this from the Vault until then.
Commented 19 years ago2004-06-14 13:20:45 UTC
in vault item: as_evilComment #2314
I liked this map it was fun to play it had nice sounds and textures were cool, but near the hotel there is some metal stairs and if you jump on the railing you hear glass break it puzzeled me.
The transparant parts aren't transparant because they're blue, but because they're covered with the last color of the texture's palette. Go to the texture in the .wad file and repaint those area's with the last color of the palette (wich is blue when you named your texture with a '{' ).
Commented 19 years ago2004-06-13 19:25:44 UTC
in vault item: fy_rooftopsComment #2306
Dont expect too many comments, its an fy map after all, there have been so many of them. Anyway, if that screenshot shows the whole map then it looks good. texturing looks kinda cheesy, but as in the case of most fy maps, the rounds should fly by fast enough to not take much note of it.
Commented 19 years ago2004-06-13 19:08:35 UTC
in vault item: Kill the shakeComment #2304
yeah its in the unfinished, also, youre right, the tank and such arent entities, i realized that this ISNT the right one, although i did fix it and finish it..i have much thanks to you and all who helped
Commented 19 years ago2004-06-13 16:35:13 UTC
in vault item: Kill the shakeComment #2300
The cars and the tank are still no entities, so you're still gonna have a lot of face-splitting. Also, you still have a skybox, you should only cover the ceiling with a skybrush so that the map is sealed off, that's enough. Using a skybox causes the outside of your level to get compiled too, and that's a waste of compiling time.
Commented 19 years ago2004-06-13 15:19:45 UTC
in vault item: de_road_nightComment #2299
zeeba-G, I just took a look at some HL maps and haven't seen them using skyboxes. Skyboxes aren't the sky you see (since that's a box) but boxes covered with the sky texture, in the editor. This causes a lot of outside faces of the map to get compiled, wich is the case in this map.
-]GPAS[-, you can take away the lowest brush of this skybox without any problem. This makes the compilers to not creating the faces underneath (the useless faces) anymore, thus a faster compile.
I see the link works and I see there's no readme so let's put things clear:
-The password is in a briefcase.
-Just press the keyboard when you've got the pass (it displays onscreen 'Passowrd found' or sumtin)
-If you're stuck in the folders press the keyboard and you're back to the root folder.
-When you finnish the level (actually copy the files) just walk out the door to the elevator and it'll fade. If this doesn't happen then what you're waiting for? Get back and have this box hax0red!
...
nevermind...
Align all the textures in the entire map so they lok right. (Drawers, inside window frame, ceiling.)
When you add more hallways and such, make sure you put in better lighting.
For a first map, I give it 3 stars
did you even think a teeny weeny bit of realism would have made this map so much better?
the paths must include the '.wav' at the end (in hammer); the same goes for the sprite.
and make sure you have set the sprites rendermodes etc correctly.
Oh yeah Part 2 is almost done
Now, another problem, the ambient_generic. I have that as an entity (no brush) with the path (EX):C:/Programfiles/steam/apps/account/counter-strike/cstrike/sound/ambience/burning.wav
The sound file is in the correct format, 8 bits 11/22(tried both)khz or w/e and Mono.
It gets to the "Verifying Resources" point and it just stays there. When I click cancel and open up the console it says "Error: could not transmit sound/D", or something like that.
and also you have the env_sprite (point based entity) tied to a brush (textured with a window texture, i can't see what it could be for). this is creating a point/brush based entity combo. i don't know alot about the pitfalls of combining entities, but i know it doesn't help to try and combine brush and point based entities within the same entity.
As for the effect, nicely recreated.
2. i think the civilian team is usually there to watch the fights.
3. i think he said he put the civilian class in this map to act as a referee and gave them buttons to push to enforce rules.
could be wrong, but thats what i think...
4. is this a tfc map??
-]GPAS[-, you can take away the lowest brush of this skybox without any problem. This makes the compilers to not creating the faces underneath (the useless faces) anymore, thus a faster compile.