Forum posts

Posted 20 years ago2004-09-11 22:00:03 UTC
in yet a prob :( Post #58339
Also, if you have everything set up for HL, use an info_player_start. Info_player_spawn shouldn't be available in SP game.
Posted 20 years ago2004-09-11 21:56:44 UTC
in face/world issues Post #58338
You get both boxes checked when you've selected an entire brush before you bring up the texture application tool. When you have the texture app tool up and click on a face in the 3D view, the boxes should change.
Posted 20 years ago2004-09-11 21:51:53 UTC
in trigger after killing multiple enemies Post #58337
There's an example map on using a game_counter to count monster kills.
Posted 20 years ago2004-09-10 13:42:52 UTC
in Surreal Horror set in the North Pole Post #58027
"Cold as Steam"
Posted 20 years ago2004-09-09 17:26:13 UTC
in regular screenies? Post #57857
Do what ministeve suggests. That puts the screenshot onto your clipboard as a .bmp file. You can now paste it (ctrl-V) into Word or Paint or PaintShop or whatever. Edit it to your liking (probably reducing the imagesize to something reasonable) and then save it as a .jpg to reduce the filesize.

Remember not to post huge pix on the site, though. ;)
Posted 20 years ago2004-09-08 17:15:47 UTC
in Crimson Room: A puzzle game Post #57647
Looks like a lot of people don't get the right combo to the safe. The combo you get apparently depends on the time of day or something. In any case, the number I got didn't work.

Any one have any clues as to how to get a number that works?
Posted 20 years ago2004-09-08 16:10:00 UTC
in Doesn't work Post #57597
What type of map? HL? CS? And are you running Steam or Won-based Half-Life?
Posted 20 years ago2004-09-08 12:05:13 UTC
in Nerd Post #57542
Oh, that's rich! I'm going to do something.. uh.. appropriate to my work computer. Who ever looks there except the ISD guys and they'd get a kick out of it?!
Posted 20 years ago2004-09-08 11:59:51 UTC
in Steam vs Hammer Post #57538
Try running it through Steam with whatever Steam's equivalent is to "Multiplayer/Lan Game/Create Game" is.
Posted 20 years ago2004-09-08 10:22:24 UTC
in Nerd Post #57520
Seventh - those pix are great!
Posted 20 years ago2004-09-08 07:55:50 UTC
in Crimson Room: A puzzle game Post #57470
Tried several times just to get the page to come up, much less download. :(
Posted 20 years ago2004-09-08 07:41:21 UTC
in Steam vs Hammer Post #57463
All the files Hammer needs are stored in your Steam directory in files called GCF caches. You need to get a program called GCFscape, locate your Steam directory and extract the necessary files with GCFscape.

You should then be able to load them up in Hammer.
Posted 20 years ago2004-09-06 13:29:32 UTC
in cs mapping scale Post #56975
Nice answer, Peace! Useful info.

There's also a 'Dimensions' tutorial

http://cariad.co.za/twhl/tutorial.php?id=40

that describes important dimensions for usability of the map. Doesn't tell you what looks right, but tells what works and what doesn't with respect to dimensions.
Posted 20 years ago2004-09-05 21:00:29 UTC
in Camera Fade-ins. Need a little help? Post #56821
A multimanager can indeed handle multiple cameras. The multimanager doesn't "know" what type of entity it triggers, in that sense.

However, if you've got it working the way you want, that's all that really matters.
Posted 20 years ago2004-09-05 20:54:12 UTC
in Beginner just starting out - need files Post #56817
BTW, have you purchased a copy of Half-Life? You will need to own a copy.
Posted 20 years ago2004-09-05 20:36:30 UTC
in Laser Help Post #56811
I'm not sure what you mean by a 'round.' What kind of map are you working on? Half-LIfe? Deathmatch?

In general:

If you give your lasers a name, you can turn them on and off when you want. Give all the lasers the same name if you want them all to turn on and off together.

If you don't want them on when the map loads, don't set the 'Start On' flag. Turn them on with an appropriate trigger. Turn them off with whatever triggers the end of a 'round.'
Posted 20 years ago2004-09-05 10:54:34 UTC
in Camera Fade-ins. Need a little help? Post #56699
With respect to the reflashes and the wait until it "works" again, it sounds like your timing in the multimanager isn't synced with the hold times of the individual cameras.

As I mentioned above, if your multimanager retriggers a camera, make sure the hold time for that camera has expired before the mm retriggers it.
Posted 20 years ago2004-09-05 10:45:20 UTC
in Camera Fade-ins. Need a little help? Post #56698
Actually, you don't need to untoggle earlier cameras. Triggering a second camera will make the view go immediately to the second camera.

If you want to retrigger a previous camera, make sure it's hold time is less than the time to its next trigger.
Posted 20 years ago2004-09-04 15:58:31 UTC
in Help making textures for McDonalds Map Post #56553
Just a thought. If you're going to use the McDonalds logo or anything that's trademarked or slogan-marked by McDonalds in something you intend to distribute, be sure you understand the implications of using copyrighted or trademarked material.
Posted 20 years ago2004-09-03 21:13:50 UTC
in Textures Post #56391
Not sure exactly what you mean by "get the wads," zooyorkbmxer. If you mean just to see how something is done, that can be part of learning. If you have any intent of actually using any custom textures in the bsp, take heed of Rabid's comments.
Posted 20 years ago2004-09-03 21:02:06 UTC
in Problem when running custom map in Steam Post #56390
There are several good tutorials out on the web that will help you find the leak in your map.

http://www.gamedesign.net/book/view/303 is a decent one.

There are some links on that page that will give you some more information.
Posted 20 years ago2004-09-01 21:29:37 UTC
in TFC escape map Post #55862
If you try Google and search for 'tfc mapping,' you'll find lots of resources. The one at valve-erc will probably get you a good start. There are several tutorials you may find useful.
Posted 20 years ago2004-09-01 19:40:00 UTC
in info_landmark problems Post #55847
Wow, fizscy! Nice catch!
Posted 20 years ago2004-09-01 15:29:38 UTC
in Texture lighting is too dim Post #55796
I thought entity based lights were 0-255?
I'm not sure what the high end of brightness or color is for a light entity, but it's not restricted to 255 or less. It probably depends on the compiler. I suspect '255' is a holdover from 4-byte color days, 3 bytes of RGB and 1 byte of alpha. Also, oridinary color pickers max out at 255 (a single byte's worth of number) of brightness.

But the color numbers can be ranged up and provide brightness also. It appears that a color of 255 255 255 will add 255 to the brightness. E.g., there's no difference between a light at 255 255 128 200 and one at 510 510 256 100 (twice the color but half the brightness).
Posted 20 years ago2004-08-31 22:41:37 UTC
in Replace Gordon? Post #55557
You can use a trigger_camera.
Posted 20 years ago2004-08-30 15:43:52 UTC
in counting Post #55307
What didn't work? You'll need to post some information other than "didn't work," Howdy.

What did you try (entities, settings, etc.) that didn't work?
Posted 20 years ago2004-08-30 14:35:26 UTC
in Sound...? Post #55298
Click on the "HL Entity Guide" link in the left column of this page. The ambient_generic entity is described in the 'misc' section of that guide.
Posted 20 years ago2004-08-30 13:23:53 UTC
in Confirmation Of What I already Knew Post #55286
:) Quite a site, Jahzel. I like the "genealogy" page. Actually, the chance that someone of WASP-like blood is not descended from British Royalty is probably slim to none!
Posted 20 years ago2004-08-30 13:11:44 UTC
in Text Question Post #55282
game_* entities certainly weren't intended to be used in TFC because they're missing from tfc15f.fgd (which you should be using). So I'm not sure whether you can or should try to get them to work. Maybe someone with a little more TFC mapping experience can help out.

Map-based screen messages aren't, in general, part of the TFC experience anyway.

BTW, the TFC entity list is not directly linked (hint, hint) but here it is:

http://cariad.co.za/twhl/entitycats.php?game=3
Posted 20 years ago2004-08-30 12:34:58 UTC
in Textured Lighting tutorial Post #55271
(continued via email)
Posted 20 years ago2004-08-30 12:02:12 UTC
in Text Question Post #55265
game_text is not available in TFC. I'll bet you're editing a TFC map, right?

If not, give us a bit more time. Let us know either way, hmm?
Posted 20 years ago2004-08-29 21:25:54 UTC
in Text Question Post #55148
Sounds your fgd file might be messed up. Did you replace your halflife.fgd file? Even so, you could download it again and replace it.

The fgd is what defines what pops up in your menus.

Another quick check is to open halflife.fgd in Notepad and search for "game_text". It should show up in a line like:

@PointClass base(Targetname, Target) = game_text : "HUD Text Message"

Another thought. game_text is a point-based entity. You don't tie it to anything, you just plop the entity somewhere in your map.

If you're looking for it in the 'Tie to entity' entities list, it won't be there.
Posted 20 years ago2004-08-29 20:57:02 UTC
in Text Question Post #55146
What editor are you using?
Posted 20 years ago2004-08-29 20:34:17 UTC
in Text Question Post #55144
Take a look at the game_text entity. That should serve your needs.
Posted 20 years ago2004-08-29 19:08:39 UTC
in Textured Lighting tutorial Post #55135
:) Neither accusation or approval, SM, rather a statement of sympathy.

And I heard you about the Site Comments. The End.
Posted 20 years ago2004-08-29 13:39:47 UTC
in Half-Life sign stays !? Post #55071
The video is also mentioned in the Mods tutorial on this site.
Posted 20 years ago2004-08-28 21:21:05 UTC
in Textured Lighting tutorial Post #54988
Understand the priorities, SM.
Posted 20 years ago2004-08-28 21:04:27 UTC
in Classroom lights Post #54981
To make your texture light switchable, you'll have to use ZHLT 2.5.3 Custom Build 1.7. See http://collective.valve-erc.com/data/docs/1034150354-69206000/files/instructions.html.

Texture your light with whatever texture you want and tie it to an entity like func_wall.

Specify that texture as a texlight either in lights.rad (see the Textured Lights tutorial) or with an info_texlights (better method).

Group the textured entity with a light (see the instructions in the url above on how to do that).

The textured light is now switchable.
Posted 20 years ago2004-08-28 16:02:46 UTC
in Textured Lighting tutorial Post #54880
SM, perhaps an update to the Textured Lighting tutorial to describe the use of info_texlights under the ZHLT custom build?
Posted 20 years ago2004-08-28 12:48:28 UTC
in Andy - the url to your resume page.. Post #54838
Thanks for the correction, pepper! (Andy has node/edit/ instead of book/view)
Posted 20 years ago2004-08-27 18:14:56 UTC
in Map Vault Suggestion Post #54637
Ach aye, ministeve. If an American wants to take the elevator to the second floor in the UK, things get very confusing. ;)
Posted 20 years ago2004-08-27 18:12:28 UTC
in Andy - the url to your resume page.. Post #54632
..to be fixed.

It's http://href=..

Even without the href stuff, the page says "Edit.. you're not authorized to access.." or the like.

Fix it, would you? I'd like to see it!
Posted 20 years ago2004-08-26 15:30:36 UTC
in Conspiracy Conspiracy Conspiracy! Post #54295
Jahzel, you are definitely a few peanuts shy of a full bag. :D
Posted 20 years ago2004-08-26 14:38:35 UTC
in extra bright textures Post #54285
If you have the ZHLT custom build implemented, you could also use an info_texlights and not mess with the rad file.
Posted 20 years ago2004-08-26 12:41:01 UTC
in anyway to reset entities ingame? Post #54244
You really need to understand the env_global and multisource entities to do what you want. If you're having difficulty with using env_globals and multisources, maybe what you want to do is a bit too complex for your stage in mapping right now.

Simplify things a bit, keep learning and come back to this later.
Posted 20 years ago2004-08-26 11:52:48 UTC
in Can seem to get darkness on my map =/ Post #54237
If you have followed the tutorial and get no errors from the compiler, you should be able to run it.

Take a look at the tutorial "How do I run a HL map (bsp file)?"
Posted 20 years ago2004-08-26 08:53:37 UTC
in Can seem to get darkness on my map =/ Post #54205
Work through the tutorial "In The Beginning." It starts out with a simple box, a player start and a light. It has an example map, also. Work through the tutorial until you can build your own box like that from scratch with no problems.
Posted 20 years ago2004-08-26 07:27:22 UTC
in anyway to reset entities ingame? Post #54179
Done, SM.
Posted 20 years ago2004-08-25 19:10:30 UTC
in toggle func_illusionarys? Post #54076
i answerd both his questions correctly
Strictly speaking, I agree, anonymous. I certainly don't disagree with encouraging the reading of tutorials. However, "correctly" has connotations of manner involved, and that's what I was taking exception to.
you have no idea what you're talking about.
Your statement does nothing to encourage a positive learning experience and sounds like the "rap on the knuckles" response to his question "Is it possible..?"
Posted 20 years ago2004-08-25 18:32:45 UTC
in anyway to reset entities ingame? Post #54071
Take a look at 'Door with Lock' in the Examples map vault.

It may appear complicated if you're not use to using entities this way.