Comments

Commented 3 years ago2020-11-25 13:03:17 UTC in vault item: Switchable Tracktrain Comment #103089
I downladed this map and launched it with JACK. At first it was plain black in the game but there was no problem with the map.
The line +0~LIGHT3A 255 255 255 10000 was commented in the ligths.rad inside my HalfLife tools folder (D:\Steam\steamapps\common\Half-Life\tools).
Once I had removed the double slash // it was lit very well.
Now I am to study this puzzle.
Thank you for this interesting sample!
Commented 5 years ago2019-03-31 13:55:40 UTC in wiki page: Tutorial: trigger_camera Comment #101937
Hi, I've tried the first lines of this tutorial about trigger_camera. In JACK the info_player looks like Gordon with his special outfit but when I run the map, in the camera sight the player has the Gman outfit ? I'm afraid Half-Life grants identity theft !! Is it normale like a joke of the devellopers ?
Commented 5 years ago2019-03-28 09:50:27 UTC in wiki page: func_conveyor Comment #101934
4 years later I still think it would be a good idea but I dare not bothering the smithing god with that. Indeed that would be too short a tutorial since this entity is basically straightorward : a brush with the scroll texture , tied to a func_conveyor . The yaw defines the steering. As for the angle of the texture, it is set with the Advanced texture tool.
Then a func_button which target is the name of the conveyor switches the steering for both the conveyor and its texture.

Anyhow the YouTube Hammer Quickies 6 is great, for a mortal that is.
Commented 7 years ago2017-06-15 12:17:54 UTC in journal: #8819 Comment #67654
J.A.C.K.S seems to be mostly identical to Hammer although eaqier to use. I made my choice quickly. I'll have to donate.
Well, I would cast away money every day if I gave a fee everytime I use those shareware with donation.

It would be helpful to copy/paste some vectorized shape in JACK. Is there a way to do this with , say, Inkscape or Blender ?
Thank you!
Commented 7 years ago2017-06-15 08:04:25 UTC in journal: #8819 Comment #67653
Sorry I still don't know how to insert a picture in the forum.

Can you tell me which line to alter please ?
User posted image
By the way I tried J.A.C.K and it R.O.C.Ks.
Commented 7 years ago2017-06-15 07:03:39 UTC in journal: #8819 Comment #67652
Windawz, should I disable any Windows §ecurity ??
Why the .map files are copied to the maps folder but not bsp's?
Commented 7 years ago2017-06-15 07:00:05 UTC in journal: #8819 Comment #67651
** Executing...
** Command: Change Directory
** Parameters: D:\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "D:\Valve Hammer Editor\maps\doors\doors.map" "D:\Steam\steamapps\common\Half-Life\valve\maps\doors.map"

** Executing...
** Command: D:\Valve Hammer Editor\zhlt\hlcsg.exe
** Parameters: "D:\Steam\steamapps\common\Half-Life\valve\maps\doors"

Unknown option "Editor\zhlt\hlcsg.exe"
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)

= hlcsg Options =
-nowadtextures   : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip          : don't create clipping hull
-noclipeconomy   : turn clipnode economy mode off
-cliptype value  : set to smallest, normalized, simple, precise, or legacy (default)
-nullfile file   : specify list of entities to retexture with NULL
-onlyents        : do an entity update from .map to .bsp
-noskyclip       : disable automatic clipping of SKY brushes
-tiny #          : minmum brush face surface area before it is discarded
-brushunion #    : threshold to warn about overlapping brushes
-hullfile file   : Reads in custom collision hull dimensions
-texdata #       : Alter maximum texture memory limit (in kb)
-lightdata #     : Alter maximum lighting memory limit (in kb)
-chart           : display bsp statitics
-low | -high     : run program an altered priority level
-nolog           : don't generate the compile logfiles
-threads #       : manually specify the number of threads to run
-estimate        : display estimated time during compile
-verbose         : compile with verbose messages
-noinfo          : Do not show tool configuration information
-nonulltex       : Turns off null texture stripping
-dev #           : compile with developer message
-wadconfig name  : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect   : Force auto-detection of wadfiles
mapfile          : The mapfile to compile
** Executing...
** Command: D:\Valve Hammer Editor\zhlt\hlbsp.exe
** Parameters: "D:\Steam\steamapps\common\Half-Life\valve\maps\doors"

Unknown option "Editor\zhlt\hlbsp.exe"
hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)

= hlbsp Options =
-leakonly      : Run BSP only enough to check for LEAKs
-subdivide #   : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size
-notjunc       : Don't break edges on t-junctions     (not for final runs)
-noclip        : Don't process the clipping hull      (not for final runs)
-nofill        : Don't fill outside (will mask LEAKs) (not for final runs)
 -noopt         : Don't optimize planes on BSP write   (not for final runs)
-texdata #     : Alter maximum texture memory limit (in kb)
-lightdata #   : Alter maximum lighting memory limit (in kb)
-chart         : display bsp statitics
-low | -high   : run program an altered priority level
-nolog         : don't generate the compile logfiles
-threads #     : manually specify the number of threads to run
-estimate      : display estimated time during compile
-nonulltex     : Don't strip NULL faces
-verbose       : compile with verbose messages
-noinfo        : Do not show tool configuration information
-dev #         : compile with developer message
mapfile        : The mapfile to compile
** Executing...
** Command: D:\Valve Hammer Editor\zhlt\hlvis.exe
** Parameters: "D:\Steam\steamapps\common\Half-Life\valve\maps\doors"

Unknown option "Editor\zhlt\hlvis.exe"
hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)

= hlvis Options =
-full           : Full vis
-fast           : Fast vis
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : don't generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-maxdistance #  : Alter the maximum distance for visibility
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
mapfile         : The mapfile to compile
** Executing...
** Command: D:\Valve Hammer Editor\zhlt\hlrad.exe
** Parameters: "D:\Steam\steamapps\common\Half-Life\valve\maps\doors"

Unknown option "Editor\zhlt\hlrad.exe"
hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)

= hlrad Options =
-sparse         : Enable low memory vismatrix algorithm
-nomatrix       : Disable usage of vismatrix entirely
-extra          : Improve lighting quality by doing 9 point oversampling
-bounce #       : Set number of radiosity bounces
-ambient r g b  : Set ambient world light (0.0 to 1.0, r g b)
-maxlight #     : Set maximum light intensity value
-circus         : Enable 'circus' mode for locating unlit lightmaps
-nopaque        : Disable the opaque zhlt_lightflags for this compile
-smooth #       : Set smoothing threshold for blending (in degrees)
-chop #         : Set radiosity patch size for normal textures
-texchop #      : Set radiosity patch size for texture light faces
-notexscale #   : Do not scale radiosity patches with texture scale
-coring #       : Set lighting threshold before blackness
-dlight #       : Set direct lighting threshold
-nolerp         : Disable radiosity interpolation, nearest point instead
-fade #         : Set global fade (larger values = shorter lights)
-falloff #      : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale #        : Set global light scaling value
-gamma #        : Set global gamma value
-sky #          : Set ambient sunlight contribution in the shade outside
-lights file    : Manually specify a lights.rad file to use
-noskyfix       : Disable light_environment being global
-incremental    : Use or create an incremental transfer list file
-dump           : Dumps light patches to a file for hlrad debugging info
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #    : Alter maximum lighting memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : Do not generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)
mapfile         : The mapfile to compile
** Executing...
** Command: D:\Steam\steamapps\common\Half-Life\hl.exe
** Parameters: +map "doors"
Commented 7 years ago2017-06-14 19:14:44 UTC in journal: #8819 Comment #67650
Copy to clipboard ?
I know how to do it!
Will do tomorrow when I'´ll be in front of my laptop.
Thanks in advance.
Commented 9 years ago2015-04-02 08:32:27 UTC in journal: #8528 Comment #67646
Nice try Jiminy but you heard the doctor : that's not possible.
Commented 9 years ago2015-04-02 07:17:08 UTC in journal: #8528 Comment #67645
Jiminy Criket gave me the following idea.
At the 1st PC the rotating door should be a brush so I can group it with elev. The Group go down as 1 brush.
The 2nd PC would trigger a func like multi_manager or whatnot which automatically Tie to entity the door brush to the func_rotating_door with the right parameters (Name, Use only) and fire the door (Target).
I have never used a multi_manager yet so I ask before making any hardwork.
Does it sound possible ?
Commented 9 years ago2015-03-31 13:40:39 UTC in journal: #8528 Comment #67644
GoldSource, func_tracktrain, Spirit ...
Once again you're hustling me in my boundaries.
Commented 9 years ago2015-03-26 22:07:25 UTC in wiki page: Tutorial: Changing Levels Comment #100624
Moreover this trigger_changelevel method allows the following entity persistence !
Commented 9 years ago2015-03-17 19:05:17 UTC in wiki page: func_conveyor Comment #101128
If I was HephaIstos I would write a tutorial on this topic like a wriiting translation of this one https://www.youtube.com/watch?v=68HAHbxSgCI but for hl 1 :(
Commented 9 years ago2015-03-06 09:17:38 UTC in journal: #8516 Comment #67637
In HL1 the tongue takes a while to get down.
It seems that barnacles from HL1 have less appetite than the one in HL2.It won't eat gargantua nor any alien.That's fair enough as enemy won't eat each other. However they eat scientists, g.i.s and even Assassins but not gmans !
Is it a joke about bureaucracy from the game makers ?

Dont talk to me about the HL2 editing credentials ... I know nothing on this subject.
It's a great game, such a big world. The edition must be very confusing.
Commented 9 years ago2015-02-17 19:43:45 UTC in journal: #8507 Comment #67631
There's another utility.
The entities that are used to be tied to brushes don't apper in the dropdown and so it can be convenient to copy it with one click.
As you can see lazyness keeps killing me.
Commented 9 years ago2015-02-17 11:25:55 UTC in journal: #8507 Comment #67630
monster_bullchicken is the string for the bullsquid.A single click and Javascript put the whole string in the clipboard so that you just have to paste it in
properties field which require it. It's very pointless because so far I only found one enities which could have use of it :O) it's the monstermaker, Type of monster field.
http://samuel.dumont.pagesperso-orange.fr/file/entity.png
What's worse it's only locally effective while it's html. An issue with the encoding impedes the web to run it as well.
My lazyness kills me softly.
Thanks Tetsu0
Commented 9 years ago2015-02-16 19:45:50 UTC in journal: #8507 Comment #67629
If physic engine smashes one's dream nothing stop the Dreamweaver. That lead to a vicious circle and eventually to the grave but with an ethereal computer and Half Life and the After Life mod that's a tolerable fate.
I'll keep on knocking the world wit my Hammer.