Comments

Commented 4 months ago2024-08-11 10:30:58 UTC in wiki page: Tutorial: How to Make HD 1080p Backgrounds for HL1/Goldsrc Games Comment #106293
Thank you for your webpage, @Jpe. Other possible options: More information: https://developer.valvesoftware.com/wiki/Menu_Background
Commented 4 months ago2024-08-10 10:55:18 UTC in vault item: Tunnels Comment #106292
8.0/10
Architecture — 8
Texturing — 8
Ambience — 10
Lighting — 8
Gameplay — 6

Awesome map! Loved all the little details. That ending was pretty anticlimactic though. Like damn I died just like that?
Commented 4 months ago2024-08-10 10:36:47 UTC in vault item: Half-Life Parking Predicament Comment #106291
5.8/10
Architecture — 6
Texturing — 8
Ambience — 5
Lighting — 6
Gameplay — 4

Felt like it wrapped up too quickly but otherwise it's an okay map.
Commented 4 months ago2024-08-09 09:48:05 UTC in poll: Favourite HL Title Comment #106290
No inclusion or even a mention of Uplink??
I shall write a slightly displeased letter to the council about this! 😤
Commented 4 months ago2024-08-08 05:47:32 UTC in wiki page: Tutorial: Adding effects to Source textures Comment #106289
Thanks!
Commented 4 months ago2024-08-07 16:20:12 UTC in wiki page: Tutorial: Render Properties Comment #106288
I feel like migrating the stuff I added to env_render page here, and redirect from that page, but I'm undecided on how much I should rewrite the original content of this page, and even who the original author to be credited is, because the entire page content will need to be reworked to properly label and address bmodel/studiomodel/sprite differences.
Commented 4 months ago2024-08-07 14:43:24 UTC in vault item: Full-Poly HD Guns Comment #106287
NIce work! i really need this
Commented 4 months ago2024-08-07 14:42:19 UTC in vault item: dm_foxtrot Comment #106286
NIce map! i will surely add it to my server
Commented 4 months ago2024-08-07 14:41:37 UTC in vault item: Render Properties Example Map Comment #106285
NIce thanks for the work! im learning a lot from this
Commented 4 months ago2024-08-07 14:40:31 UTC in vault item: Blue Shift SUV Prefab Comment #106284
Thanks for this prefab! it's very polished and i can see that you put a lot of effort into creating this. Do more!
Commented 4 months ago2024-08-07 08:57:18 UTC in journal: Any fellow Iranians / Persians out there? Comment #106283
I think I've seen one or two Iranians on the TWHL Discord. There's much more activity on the Discord than here on the site so you'll have better luck asking there.
Commented 4 months ago2024-08-07 07:30:02 UTC in vault item: Vanilla sprite train Comment #106282
To clarify angular velocity for sprites, the XYZ values of avelocity is treated as the angle's PYR to rotate for. Assuming parallel sprite (always facing the camera), the third value of angles (Roll) is used to initially offset the sprite's rotation. So to animate the rotation you use the third value of avelocity (Z).
Commented 4 months ago2024-08-06 09:11:17 UTC in wiki page: Tutorial: Map details and misc Comment #106281
for the love of god, jamie, please upload images to twhl directly. otherwise your contribs are useless, a waste of your own time.
Commented 4 months ago2024-08-05 01:08:36 UTC in wiki page: VERC: Rendering Properties Comment #106280
There's a few secret Render FX values:
18 : "Bulge Sideways (Models)"
19 : "Glowing Aura (Models)"
18 is the effect used by monster_gargantua as it explodes.
19 is the classic doom/quake glowing effect wrapping a model. It takes FX color as the colour of the glow, and FX amount as the offset between the model and the glow aura. Note that in some render modes FX amount is also used to adjust opacity and sadly you can't separate the two when using FX 19 + off-normal mode.
Commented 4 months ago2024-08-04 01:14:05 UTC in journal: j1a3 Comment #106279
Probably not until I'm done with the whole chapter.
Commented 5 months ago2024-08-01 20:32:24 UTC in news: New Competition! Make Black Mesa Come Alive! Comment #106278
Read the title and thought it was a BM:S competition for a second... no such luck. But my time will come xD

Wishing everyone fun with the challenge!
Commented 5 months ago2024-07-31 15:14:13 UTC in wiki page: Tutorial: Unpluggable TV Comment #106277
This tutorial worked very well
Commented 5 months ago2024-07-30 21:38:42 UTC in journal: j1a3 Comment #106276
Are you planning to release it? Looks interesting.
Commented 5 months ago2024-07-29 20:04:53 UTC in wiki page: Tutorial: Setting up TrenchBroom for GoldSource games Comment #106275
Oh right I should probably update that. A simple screenshot change + edit the relevant paragraph a little bit.
Commented 5 months ago2024-07-29 19:12:13 UTC in wiki page: VERC: Dynamic Lighting Comment #106274
@Arase
Please post your question in the forums, not here.
Commented 5 months ago2024-07-29 03:42:41 UTC in wiki page: VERC: Dynamic Lighting Comment #106273
Hello there, I've been trying to set up Grenade having TE_DLIGHT or TE_ELIGHT using Angelscript language (Sven Co-op Plugins), I was planning on turning custom grenade to Flare as a weapon, However I still couldn't be able to do that. I only succeeded on making the light surround the player when player throw the grenade entity, but the light doesn't follow the flare entity. Not only that, when I switch the flare to another weapon, the light still appear . Can you help this by chance?
Commented 5 months ago2024-07-28 22:31:34 UTC in wiki page: Tutorial: Setting up TrenchBroom for GoldSource games Comment #106272
As of version 2024.1 (released march 4th), they've changed how WADs are managed.

From the github release:
WAD files are now managed by clicking on the wad property of the worldspawn entity. Selecting this property will show a list of WAD files below the entity property table. Use the buttons below the list to manage the wad files.
Commented 5 months ago2024-07-28 20:47:06 UTC in vault item: storagex3 Comment #106271
Yet another 10/10 map from this author. Please keep them coming. Your maps have a traditional hldm style to them. To me, these are the maps that should have been released with the 25 Year Anniversary update.
Commented 5 months ago2024-07-26 11:34:21 UTC in vault item: storagex3 Comment #106270

Pros

The hornet trap is novel to me; an uncommon puzzle in Half-Life and mods in general, let alone in multiplayer HLDM. The upstairs area is also very comfy.

And the gantry crane makes another appearance :D

Cons

The elevator however is clunky in that you need to bump onto the button twice, once to call the elevator and once more to move up. There should've been buttons inside. It does feel like overall you couldn't figure out how to make func_train elevators with doors etc.

There are a lot of ledges with trigger_push on top. this could've been simplified with clip brushes shaped like wedges, tied to func_detail and made to use info_hullshapes that are pointed at the bottom. see the following vault for example:
Loading embedded content: Vault Item #6735
Commented 5 months ago2024-07-25 13:18:35 UTC in wiki page: Tutorial: The Complete Guide to Lighting Comment #106269
Added undocumentend features: _diffuse_light2 and info_chopscale.
Commented 5 months ago2024-07-25 11:04:05 UTC in vault item: sewagex3 Comment #106268
Thanks guys!
To sookj:
Thanks that comment means a lot to me. 👍
Commented 5 months ago2024-07-25 11:01:18 UTC in vault item: verticalx3 Comment #106267
To X-Ray:
Thanks!
A 4? It could be 4.5, but not a 4 sorry dude. 😂
Commented 5 months ago2024-07-24 19:50:42 UTC in vault item: TWHL Tower: Source Comment #106266
8.0/10
Architecture — 8
Texturing — 8
Ambience — 8
Lighting — 8
Gameplay — 8

A mixed bag but nonetheless fun the whole way through.
Commented 5 months ago2024-07-24 15:45:20 UTC in vault item: Tunnel Vision Comment #106265
hands down my favorite entry of vanilla aesthetics, a good combination of linear and circular level design just giving the original 1998 vibe, the only thing odd for me was when I headed towards the left and right rooms to push buttons for that power generator, I was ready for some kind of jump scare but it was too peaceful.
Commented 5 months ago2024-07-23 06:39:05 UTC in vault item: Pre-Disaster Office Complex Comment #106264
@lux
Unfortunately I can't,
I lost all of the source files for the map. I was planning on doing it again but for now it's nothing.
Commented 5 months ago2024-07-22 21:54:40 UTC in vault item: TWHL Tower: Source Comment #106263
I love love love collaborative mapping projects. A wide variety of styles, visually and gameplay-wise. Sometimes manic, sometimes funny and sometimes weirdly touching. Combat was just slightly to the easy side (played on hard), which is 100% fine by me. And it’s got Urby as your sidekick!
Commented 5 months ago2024-07-22 11:04:25 UTC in journal: Web Based GoldSRC Steam Background Image Converter Comment #106262
Really nice, thanks!
Commented 5 months ago2024-07-22 06:18:00 UTC in vault item: Advanced Half-Life FGD (for VHE 3.5) Comment #106261
very nice but i had to install malware valve hammer editor, a horrible sequence of events that i wouldnt wish on my worst enemies... 10/10 fgd file tho
Commented 5 months ago2024-07-20 18:06:52 UTC in poll: New Poll? Comment #106260
Favorite compile error
Commented 5 months ago2024-07-19 22:34:09 UTC in vault item: TWHL Tower: Source Comment #106259
Most of these are works of source engine art
Commented 5 months ago2024-07-19 14:43:44 UTC in wiki page: Tutorial: Add a new simple weapon (straightforward way) Comment #106258
Great Tutorial.
I can get the gun in game, but it wont pick up any ammo so only get 30 shots.
says p->pszAmmo1 = "762"; I tried changing that to 9mm but the gun does not appear.
Commented 5 months ago2024-07-19 12:23:43 UTC in vault item: Pre-Disaster Office Complex Comment #106257
can you upload C1A2B and C1A2C maps ?
In this video ( https://www.youtube.com/watch?v=AcEWTPFXAgA ) we can see these maps
Commented 5 months ago2024-07-19 10:53:15 UTC in vault item: TWHL Tower: Source Comment #106256
it's finally here!!!
Commented 5 months ago2024-07-18 10:22:49 UTC in vault item: Techniques (Video Tutorial) Comment #106255
Thank you, I hope this video helps you!
Commented 5 months ago2024-07-18 07:46:15 UTC in vault item: Techniques (Video Tutorial) Comment #106254
This is actually a really cool video/example map. some of the stuff in here I didn't really know you could do. Would recommend you keep posting stuff like this. :hammer: :hammer: :hammer:
Commented 5 months ago2024-07-17 06:48:36 UTC in vault item: Techniques (Video Tutorial) Comment #106253
Hey wow. Even I learned something from it despite mapping for years. I didn't know about the align center texture button. Never exactly understood what that was useful for. Fantastic how you aligned the rail textures. I always aligned such things by hand.
Commented 5 months ago2024-07-17 05:58:25 UTC in journal: Web Based GoldSRC Steam Background Image Converter Comment #106252
Awesome!
Commented 5 months ago2024-07-16 06:11:52 UTC in wiki page: Tutorial: Texture Lighting Comment #106251
needs updates:
  • per-map texture lighting using <mapname>.rad and info_texlights
  • incorporate texlight switching using the previous comment's method as well as light_surface
  • light_surface
Commented 5 months ago2024-07-14 23:01:41 UTC in wiki page: Tutorial: How to Make HD 1080p Backgrounds for HL1/Goldsrc Games Comment #106250
If it's helpful for anyone using this tutorial I've built a web page which allows you to do the conversion in your browser, then download the files individually. The benefit of this is that you can use any file format your browser supports, bust most importantly: bmp, jpg, png, and even svg.

Once you've loaded the image click each of the images to download each tga.

GoldSRC Steam Background Image Converter

For now, the tool is set to output at 1920 x 1080, in sets of 256 x 256px, uncompressed 24-bit TGA images.
Commented 5 months ago2024-07-14 20:31:19 UTC in vault item: sewagex3 Comment #106249
9.8/10
Architecture — 10
Texturing — 10
Ambience — 9
Lighting — 10
Gameplay — 10

I've been running this on my server for some time now under OZDM with several bots to keep the game server lively. Zero issues. The map was well thought out and executed into a great dm map for around 10-12 players. Awesome work!!
Commented 5 months ago2024-07-13 21:21:31 UTC in journal: Map2Prop v1.0.0 Released! Comment #106248
Thanks you two! 😊
I'm actually surprised it wasn't already made for GoldSrc, only for Source in the form of Propper. And I agree, I think mappers would really have benefitted from it being made earlier. Just a shame I never really got the time and opportunity to properly sit down and work on modding until now.
Commented 5 months ago2024-07-13 19:18:36 UTC in journal: Map2Prop v1.0.0 Released! Comment #106247
Great success!
Awesome software, I only wish it were here earlier :)
Commented 5 months ago2024-07-13 19:17:35 UTC in journal: There is no spoon Comment #106246
Much appreciated Erty :lol:
Commented 5 months ago2024-07-12 21:42:08 UTC in journal: Map2Prop v1.0.0 Released! Comment #106245
Props to you for releasing! Nice work. :)
Commented 5 months ago2024-07-12 19:50:12 UTC in vault item: GoldSrc Map2Prop Comment #106244
Thank you! 🥳