Forum posts

Posted 4 years ago2019-12-23 09:14:30 UTC
in A good tutorials to make TFC maps? Post #343504
Good list of tfc-specific tutorials here: https://www.feckin-mad.co.uk/forum/viewtopic.php?f=15&t=3121

I made a tutorial which covers at least parts of team setup for tfc: https://www.feckin-mad.co.uk/forum/viewtopic.php?f=15&t=3369

If you want to make flags and capture points, etc, you can follow this tutorial: http://www.bspquakeeditor.com/archive/planetfortress_com_factory/tutor.html#tfent

If you need any further help you can ask here and I might be able to help.
Posted 6 years ago2018-07-01 13:14:39 UTC
in Help with my .rmf Post #340037
Hello. It's hard to help you properly if we don't know anything. Your link doesn't describe the problem it only says "I can't compile map by an unknown reason."

What you can start with is go in hammer > map > check for problems
this will reveal common problems but not everything and it can help fix a lot.
Posted 6 years ago2018-01-05 17:10:04 UTC
in Help me Post #338573
Wanting to quit is a completely normal part of the creative process that happens to the best of us. Giving up isn't the end of the world, maybe you'll find the motivation to continue the project in the future.

I have some advice on keeping motivated.

1. Be realistic. There's an abundance of content creators all competing for the spotlight. If you think your project deserves attention, you also need to earn that. Having those goals as a beginner might be too ambitious. Undertake smaller projects, ones that can be finished in a few weeks maybe.
if your project seems too big, maybe put it off for the future when you have learned enough to give it another go.

2. Do something every day. Getting started is often the hardest part. Making a productive habit takes time (8 weeks I think). Try not to procrastinate. If you want to learn coding, learn it, don't put it off for another day. The same goes for everything. It all seems daunting until you actually get into it. Set up small daily goals, or try to learn something new every day, this all adds up in the end. Trading bad habits for good habits is hard and takes time.

3. Show the project to friends and communities, have it play-tested, upload screenshots etc. Having people take an interest in your project is hugely motivational.

Also, Leonardo Da Vinci was notorious for not finishing most of his work and he's considered one of the greatest geniuses ever. The key to achieving your goals is simply being productive, if you want to make a mod, make it every day and don't put things up for later. This is what almost every famous creator will agree on, without the hard work you will not get far.
Posted 6 years ago2017-12-05 18:29:53 UTC
in Has mapping for games "ruined" Post #338322
@Rimrook

The truth is there are always better methods to achieve a higher artistic quality in any given craft, which comes with a greater understanding of it. Just because the novice fails to see the depth of the master's work doesn't mean its not there or it's not worth studying closer. Anyway, you do what you do, can't say I don't admire your work ethic. I always second-guess myself.
Posted 6 years ago2017-12-05 15:38:37 UTC
in Has mapping for games "ruined" Post #338319
If you want to write well, take a writing course or study the literary masters. Learning to write specifically for games just never seem to bode well. I don't know what you're working on but if you want something neatly fitted for the format that doesn't obstruct the rest of your development, this is all solid advice. Though you won't write any masterpieces with these insights either.
Posted 6 years ago2017-12-05 11:57:10 UTC
in Has mapping for games "ruined" Post #338317
With or without mapping knowledge I think a lot of gamers understand there's not content behind every locked door or inaccessible area. Anyone who have used noclip or spectator mode in a game will probably find that out. although there's undoubtedly a higher degree of perception for those who know level design. Actually getting into mapping and then game development makes playing games more enjoyable in a way since I can view it from the eyes of a developer and designer. It definitively makes gaming a much more 'transparent' experience. the curtain is removed in a way, some times this can be very bothersome, other times I'm completely engrossed and don't care.

Now video game writing is a whole other can of worms. Want to break immersion? Hire a team of video game writers and ask them to write a few lines of dialogue.
Posted 7 years ago2017-11-18 09:58:27 UTC
in What editor do you use? Post #338100
I alternate between Sledge and J.A.C.K
I Haven't tried sledge, is it preferable in some cases?
Posted 7 years ago2017-02-03 14:33:36 UTC
in What motivates you? Post #333315
OK, those were maps for money. But that's not always true that money motivates me.
Once a guy contacted me and asked me to help him finish a map for money. I accepted and completed the map and got paid. Though I didn't enjoy the project as the map was a ridiculously difficult skill map that I couldn't even play. So I felt quite unmotivated, the only thing that kept me going was my promise to the guy, my reward and the fact that I've already spent hours fixing it. Some time later he contacted me again and wanted me to make several new changes to the map, which I declined.

As a mapper I always felt the greatest reward is the positive feedback. To see people playing and enjoying my work. Lately I've been getting into Unity and been trying to make a game. Even though I feel my game ideas are really good I have abandoned several projects, thinking I'll get back to them later but never do. I haven't even completed a game yet, despite limiting myself to smaller projects. I think the problem is I'm simply missing the positive feedback. I have nothing to show and haven't come near to having a representative test-version of anything. So I feel kinda lost. It's just more uncertain that I'm on the right track, or that there will be enough interest. And I also feel that I have so much to learn that I'm not yet good enough to make the games I really want to.
Posted 8 years ago2016-10-27 16:00:31 UTC
in I need h Post #332133
You can try lowering the view distance in map properties. Look for stretched faces and fix any errors you have, especially with bad geometry. I don't know what your map looks like so I can't go on anything specific.
Posted 8 years ago2015-12-04 16:48:35 UTC
in Can't load map and get this console mess Post #327667
I found it! It was some completely empty point entity, no class name or any properties. When I removed it everything runs fine.
User posted image
On entity report it will appear in list but just as an empty field.
Posted 8 years ago2015-12-04 14:00:12 UTC
in Can't load map and get this console mess Post #327665
anyone?
Posted 8 years ago2015-12-03 23:01:23 UTC
in Can't load map and get this console mess Post #327658
I'm trying to fix this map that's not mine. I'm getting this console message when I try to run it and that's the only thing it tells me. Running other maps work good. No compile errors and no google results. Does anyone know what this mean and how to resolve it?

Usage:
Setmaster unavailable, start a server first.
NET Ports: server 27015, client 27005
Host_Error: ED_LoadFromFile: found origin when expecting {
Posted 10 years ago2014-11-21 17:00:01 UTC
in problem with misbehaving +0/+1 textures Post #322438
Thanks it works for the buttons but the doors don't change texture. I guess I can live with this but am I missing something?
Posted 10 years ago2014-11-21 13:20:29 UTC
in problem with misbehaving +0/+1 textures Post #322433
I made this
User posted image
you can see buttons and wall of different colours. press a button the same coloured part of wall go out. I have the wall pieces as doors. I want it to be that the colour change between on/off states of door but instead the textures flicker between the +0 and +1 textures. textures have simple names like +0~green.
Posted 10 years ago2014-10-21 16:49:24 UTC
in Now Gaming: ... Post #322113
I just finished Metro last light. Over a solid fps experience with lots of good fun. I wish it was longer and it could have some improvements. I don't like the trade system, even though I played on hardest difficulty I never had an issue with ammo so trading became useless. Also don't like the mute brickhero character you're playing, somehow it just makes the story so unappealing not being able to socialize, take initiative or have an actual character. Have anyone else played this game? I'm a bit late I think it was released half a year ago.
Posted 10 years ago2014-10-21 14:13:14 UTC
in anyone know a good place for gldscr mode Post #322111
I'd make it smaller of course. I just need to know how big you want it (in Hammer units if possible). Or you can create it as a big brushwork, then send me the RMF and I'll remake it as a model. Your choice.
I don't know if it would be working as a model. I have the middle part as a rotator and the lighting brushes are scroll textures set to conveyors. But if you guys wanna try you don't have to follow my design.
Right now it is about 320 units in height but I want it to be closer to 200.
it doesn't need to be a tesla coil just something that looks like it spews out a lot of mean electricity.
https://www.sendspace.com/file/fwsj83

edit:
I'm not very good at texturing but I was trying for a more early 1900's with darker metals (or steampunk-like) I don't want anything too clean or friendly looking.
Posted 10 years ago2014-10-21 08:34:36 UTC
in anyone know a good place for gldscr mode Post #322108
well I was looking for some kind of tesla coil or other fitting machinery because I made a trap that electrocute player if they get close. I don't find anything fitting on 17buddies but its ggood site they have a lot.
I made something http://imgur.com/RyV4YrW you can see i selected the top thats where the lightning is. but if someone think they can do better I will gladly use just dont want to bother.
Posted 10 years ago2014-10-20 10:44:57 UTC
in anyone know a good place for gldscr mode Post #322099
it seems my go-to-place hl-lab.ru no longer exists. anyone else know any site with plenty of models and stuff?
Posted 11 years ago2013-07-17 07:57:11 UTC
in Sven co-op big update Post #314241
Posted 11 years ago2013-01-17 23:16:23 UTC
in malformed face Post #312235
Stretched textures was the problem. Thanks!

Why did not compiler tell me that? :(
Stupid compiler..
Posted 11 years ago2013-01-17 22:05:16 UTC
in malformed face Post #312233
BuildFacelights:
Malformed face (241) normal @
(2720.00, -182.00, 1449.00)
(2718.99, -180.65, 1449.75)
(2656.00, -159.14, 1496.21)
(2656.00, -320.00, 1496.21)
(2720.00, -320.00, 1449.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'

The editor doesn't see this bug so what do I do? btw huge map.
Posted 11 years ago2012-12-21 13:41:24 UTC
in Competition 33 Post #311730
Sure. But prizes would be nice :glad:

Thinking about some Roger Dean design mixed with Monkey Island. Might enter..
Posted 12 years ago2012-11-06 10:18:25 UTC
in inactivate button? Post #310805
it didn't work because turning off button activated them and didn't turn them off. I also tried placing a clip over a button and activating a func_door to move into it's position to block the button but that just messed things up and didn't work.

help please. Could I use func_doors instead of buttons and make that work somehow?

edit:
@captain terror, I have seen that mod but haven't tried mapping with it. And what I am going for here is making an elevator used in all hl mods.
Posted 12 years ago2012-11-04 07:05:38 UTC
in inactivate button? Post #310767
Nope. I've realized it would be a bad idea with more buttons on the panel, so there's only 4 floors and I don't think I could do a bigger entity setup anyway.
The elevator moves according to what floor the player wants to go to, so I can't move the buttons with it, so I have invisible buttons on each floor. there's a total of 12 in the shaft, along with the 4 buttons on each floor that calls the elevator.

Okay I have a question. The trigger_relay can turn ents on and off. So could I have all buttons the same name (because there's no other ents triggering them) and set them to one trigger_relay?
Turning on and off actually means on and off I hope. So does it trigger button or disable it?
Posted 12 years ago2012-11-03 08:43:37 UTC
in inactivate button? Post #310745
I have made an elevator. There's 16 buttons in all and I need them inactivated for when the elevator is in use.
I was thinking about having func_doors block the buttons so players can't reach and trigger them but that would be a problem with a player blocking another player making him die on crush.
Posted 12 years ago2012-11-01 11:20:18 UTC
in elevator Post #310702
I am making an elevator like a real one. I have 4 floors and player can chose which floor to go to from any floor. It's my most complex entity setup yet and it will work in multiplayer as well by blocking the buttons when the elevator is in use.
But one thing I am thinking about is how to get the elevator to go to a sselected path_corner. Is that possible? Because elevators are set to one path_corner. Or if there is any other way to make it work?

I was thinking about having 12 elevators and depending on what floor player wants to go to from which floor I make that specific elevator teleport there and teleport out the old one from of the shaft. But that would be a lot of work and maybe entity overload.
Posted 12 years ago2012-10-30 20:21:48 UTC
in elevator Post #310671
Which is the best elevator ever mapped for gldsc? I mean real elevators not funny elevators or sci-fi elevators. Has it been done?
Posted 12 years ago2012-10-26 17:20:22 UTC
in Platforms that kill you Post #310621
add func_water, set it to kill and move with wall.
Posted 12 years ago2012-10-17 08:38:42 UTC
in Post your screenshots! WIP thread Post #310403
User posted image
User posted image
User posted image
strafemap_2 wips.
Posted 12 years ago2012-09-20 07:19:06 UTC
in face shows wrong rendering Post #309952
More problems :(
It's not very important that I have these brushes there and if no way to make it work it's not such a big deal.
Anyway, I have a func_illusionary and it renders weird because part of the top face can be seen as normal and not texture rendering in some angles. I think it may be too large because if I make it smaller it renders properly. But can I surpass this? I can't work around the canvas of the room.
Posted 12 years ago2012-09-19 15:23:57 UTC
in Compiling stuck Post #309948
Got it to work, thanks. Hammer is really tricky some times.
Posted 12 years ago2012-09-17 19:55:35 UTC
in Compiling stuck Post #309897
I made a wooden bridge and removing it makes compiling work. So I also tried to make it func_wall and it compiles. Man...

Okay, waterfalls. How do they work??
Posted 12 years ago2012-09-17 12:08:50 UTC
in Compiling stuck Post #309888
Compiler decides to stop at 90% on leafthread. It's no error or freeze just nothing happens. Before that it compiled just right.
What should I do? Have my map reached some sort of capability limit?

Also, I try making waterfalls. Using func_conveyor but it won't scroll in the right direction.
Posted 12 years ago2012-09-16 14:29:07 UTC
in Black Mesa: Source Set for Release! Post #309863
Yes I like it. Make Gordon Freeman seem more badass. But it bothered me how they jumped around and did backflips. Why? You are in a firefight, you don't do that shit in a freaking firefight.
Posted 12 years ago2012-09-16 14:22:06 UTC
in Black Mesa: Source Set for Release! Post #309861
Where is xen?? Are they going to do xen or already working on it? Man what a total anticlimax :cry:

Here's my opinions on what could have been improved:
  • Why do I kill zombies with flares in the start? Just give me the crowbar already.
  • plastic and cartoonish looking npc models. Aliens have too big eyes and bright colors.
  • no xen, no ending.
  • Could use more voice actors.
  • I've played half life enough to know all the rooms and enemy placements. So it's kinda a downer not to have the element of surprise and discovery like if it were new.
Posted 12 years ago2012-08-08 08:49:26 UTC
in Black Mesa: Source video leaked Post #308857
Love the scene in hl1 when they talk about me and I'm right behind them.

Though in the video the player takes too many hits. Hopefully the hardest difficulty will have even health points so enemies don't take forever to kill like hl1.

I only hope they'll release it soon. How long has this been in development? since 2005?
Posted 12 years ago2012-08-06 15:29:41 UTC
in Now Playing: ... Post #308801
Icarus dream suite opus 4 - yngiwe malmsteen:
http://www.youtube.com/watch?v=TtUn_QHtZGc

the possibly best guitar album ever. rising force 84!

btw, some good deep purple 60's songs:
anthem: http://www.youtube.com/watch?v=WNkxgjQvOa8
chasing shadows: http://www.youtube.com/watch?v=BHP3JYecsLE
shield: http://www.youtube.com/watch?v=Wwn7amENVyo
Posted 12 years ago2012-08-04 14:24:15 UTC
in Mission Improbable - a HL2 EP2 mod Post #308770
Shit this looks amazing! I'm very tempted to reinstall hl2 and episode 2. Though not enough space on my steam hard drive for hl2 :(

btw, does anyone know if it's possible to install games on other drives from steam?
Posted 12 years ago2012-06-22 12:41:12 UTC
in How do you rate maps? Post #307344
Bruce almighty.
Posted 12 years ago2012-06-22 09:22:08 UTC
in Now Playing: ... Post #307333
http://www.youtube.com/watch?v=Q2evIg-aYw8
I just remembered how awesome I thought this song was and it still is.
Posted 12 years ago2012-05-28 05:48:40 UTC
in Now Playing: ... Post #306528
Posted 12 years ago2012-05-27 05:43:23 UTC
in l4d2 stuff Post #306515
In l4d2 is it possible without moding to change these things?
Infected and special infected custom model skins, have survivors start with no weapons or melee weapons, remove and add flashlight on survivors, change health and behaviour of infected and have level on campaign with no special infected whatsoever.
Posted 12 years ago2012-05-27 05:31:23 UTC
in Now Playing: ... Post #306514
cannibal holocaust theme - riz ortlani
recently saw it's been added on spotify. Great song, the irony of it makes it even nicer :)

http://www.youtube.com/watch?v=kf1Vt6r-sj8
Posted 12 years ago2012-02-27 19:23:32 UTC
in spawn with suit Post #303802
okay I found a way. Since inactivating group affects all players and not just ap and blocking way also affects all players. I came up with a thing that worked.
When player dies with suit on he spawns in a hole in the roof, there I added another suit that goes for a third spawn location that is same as spawn. When player respawns in roof-hole he gets the new suit and so he can't pick up the other suits. Problems fixed with no help from you guys :cool:
Posted 12 years ago2012-02-27 16:08:45 UTC
in spawn with suit Post #303798
It is tfcgoal.
Thanks for tip I copied the entities from mooncheese and it works. But I don't know how to keep players from getting the suit a second time.
Problem:
player get suit and die > player spawn in the suit room > player can still take suits
I want the suits deactivated for players when they die and spawn in suit room.
There would be a trigger that activates as ap player spawns (trigger would be unreachable from any point but spawn)
But it should only work for the ap and not deactivate for other players. I am not good at goals and groups.
Posted 12 years ago2012-02-27 11:17:38 UTC
in spawn with suit Post #303784
Have anyone played the map mooncheese? http://editingarchive.com/view.php?ID=220

In mooncheese you can take a suit when you're on the moon. The suit lets you spawn on moon instead of original spawn point on earth and after that you lose the suit so it only works once, unless you get a new suit.
So if you don't have suit on you spawn back on earth.

I was wondering how that is done.
And if it would also be possible to not get a suit again after you died but again after that.
So: spawn on start > get suit > die and spawn new location and can't get suit now > die and go back to start > suit available again

edit: the suit will be in same location as the new spawn. So when you spawn the suit is right there but shouldn't be able to take it.
edit2: It doesnn't necessarily need to be a suit or something you pick up, anything that works is fine.
Posted 12 years ago2012-02-24 09:11:29 UTC
in Now Playing: ... Post #303677
Terror by night - Death Cube K
Posted 12 years ago2012-02-23 16:51:36 UTC
in Really simple HL mod quiz Post #303651
30% (lowest again :L) Looks like I need to play more mods. :)
Posted 12 years ago2012-02-23 16:43:24 UTC
in Long-time lurker, first-time poster Post #303650
You play TFC? I play TFC! What servers are you on?
Posted 12 years ago2012-02-12 14:26:31 UTC
in Urby's Half-Life Quiz 2! Post #303328
Fun quiz, make more if you please :) Got 0% on first lol
How can you remember all those small details? :I