Forum posts

Posted 18 years ago2005-10-14 08:57:44 UTC
in adding models problem Post #141462
They need code for that!
Posted 18 years ago2005-10-14 07:19:51 UTC
in adding models problem Post #141449
Well, if you want the gonome to work in your map, you have to make your own mod directory and use the OppFor dll for that.
Posted 18 years ago2005-10-14 06:56:40 UTC
in adding models problem Post #141443
You need to write custom code.
Posted 18 years ago2005-10-14 04:49:41 UTC
in adding models problem Post #141427
If you use custom models, yes.

As for the model field propertie, always enter this:

models/alien.mdl

It always starts with models/
Posted 18 years ago2005-10-14 03:47:11 UTC
in adding models problem Post #141416
Place your models in your moddir.models directory. Like:

valve/models
cstrike/models
tfc/models

Etc.
Posted 18 years ago2005-10-13 16:53:11 UTC
in Ok, Now im really pissed! Post #141351
I aded a room and craved
Well, there's your problem...
I think the carving went horribly wrong creating many many micro small faces. I think...
Try rebuilding the room without carving.
Posted 18 years ago2005-10-13 04:19:55 UTC
in Problem running map Post #141209
No 7th, that doesn't matter.

Post your Hammer configurations settings.
Posted 18 years ago2005-10-13 04:15:52 UTC
in Half-Life: Hostage Situation Post #141208
Saco's right.
No really.

Ask permission first before modifying Ambient.Impact's model(s) and putting them into our mod.

Unbreakable, i think you should contact him. Would you?
Posted 18 years ago2005-10-12 07:39:05 UTC
in KMD files Post #141031
Are you sure that that file is an audio file? Maybe it isn't. How/where did you get that file from?
Posted 18 years ago2005-10-12 04:34:35 UTC
in Spirit features not working Post #141002
Redownload and install Spirit to make sure you are up-to-date.
Posted 18 years ago2005-10-12 04:09:37 UTC
in Work at Black Mesa? Post #140995
Tal_N...

HAAAAAAAHAHAHAHAHAHAHA!

How old is that article... :

If i could get a job at Black Mesa. i'd work at the Lambda Reactor Complex. One of the most interesting places at BM...
Posted 18 years ago2005-10-11 15:18:02 UTC
in HL launcher borked after Oct 3rd update Post #140922
Posted 18 years ago2005-10-10 12:48:23 UTC
in Half-Life: Hostage Situation Post #140706
Posted 18 years ago2005-10-10 06:22:30 UTC
in leak! Post #140651
entitys doesn't count as VIS in HL1?
Brush based entities (func_wall, func_door, (func_rotating etc) don't block vis leafs. If you have a lot of detailed architecture, func_wall them, making compile times a lot faster, but don't overdo it.
Posted 18 years ago2005-10-10 03:56:43 UTC
in pk3 Post #140608
You can use PAKscape to open pk3 files, as well as pak files.
Posted 18 years ago2005-10-10 03:54:45 UTC
in leak! Post #140607
Using the pointfile to find leaks isn't that hard, but if you got leaks all over your map, it could get confusing.

When you order Hammer to open the leak file, Hammer askes you if you want to open mapname.pts. Select no, and browse to mapname.lin. This'll give you a better result. The leaks is near the red part of the line.
Posted 18 years ago2005-10-10 03:48:11 UTC
in Competition 17 Post #140605
:aghast:

Hey Seth, Muzz here... i mean, Atom... no, TMA! :D
Posted 18 years ago2005-10-08 18:00:47 UTC
in Competition 17 Post #140393
Looks like a cool map. But remember: Detail!
And try not to make blocky rooms. Use curves, arches, etc. :)
Posted 18 years ago2005-10-08 17:56:03 UTC
in Competition 17 Post #140390
Kk. XD :nuts: :cool:

Yoda says: Get mapping you must.
Posted 18 years ago2005-10-08 17:55:30 UTC
in Power, on - off + a trigger Post #140389
K, contact me through MSN, i added you. :)
Posted 18 years ago2005-10-08 17:50:49 UTC
in Power, on - off + a trigger Post #140385
But are you insterested in my example map?
Posted 18 years ago2005-10-08 17:49:36 UTC
in Competition 17 Post #140384
Try not to post screenshots of your development, people might "steal" your ideas...

And Elon, you still don't know the correct spelling for Chack and Quastion?

Its Check and Question! :P ;)
Posted 18 years ago2005-10-08 17:45:56 UTC
in Power, on - off + a trigger Post #140382
Also, you need to copy the Half-Life dlls to your own mod folder. That includes:

client/client.dll
dlls/hl.dll
Posted 18 years ago2005-10-08 15:04:56 UTC
in Power, on - off + a trigger Post #140351
Ow ok, i just made a simple example map for you to check out, but never mind that. :)
Posted 18 years ago2005-10-08 10:27:03 UTC
in Power, on - off + a trigger Post #140303
MuzzleFlash: are you sure that the power texture will change from off to on if it's targeted?
Yes, i did that many times. Just try it. :)

Are you on MSN?
Posted 18 years ago2005-10-08 08:49:15 UTC
in Power, on - off + a trigger Post #140284
A brush with a switch texture (entity: func_button)
A brush with a texture of a power light, wich starts as the off version.
Make these a func_wall and name them the same. When targetted, they will change texture.
Posted 18 years ago2005-10-08 08:13:14 UTC
in Power, on - off + a trigger Post #140269
So let me get this straight. What you want is this:

When you hit the button:
  • the texture changes from off to on.
  • The light changes color (red to green?)
  • actiavte an env_shake
Right?
Posted 18 years ago2005-10-08 08:05:41 UTC
in Half-Life: Hostage Situation Post #140266
And MuzzleFlash, what level of credits do you plan to have in the beginning? like just our TWHL names or like the whole shabang of credits. I plan on having everything at the end but with the:
firstname 'TWHL name' lastname
thing(unless you don't want your name attributed to a great game :P )
Do you mean something like this: during the intro map, which im making, all out TWHL names apprear on the screen. Im not going to use texture for those, because i have a moving camera sequence. And then in the final credits map, we can have our first name - TWHL name - last name.

Im ok with that. :)
Posted 18 years ago2005-10-07 15:27:25 UTC
in Competition 17 Post #140148
Good, should'nt be a problem with 28 days left. :)
Posted 18 years ago2005-10-07 15:21:01 UTC
in Half-Life Sentences.txt Editor Post #140143
I vote for, 7th! :D

Cool prog!
But get rid of that installer! There is really no need for such a small little program like that. :)
Posted 18 years ago2005-10-07 15:15:22 UTC
in Competition 17 Post #140140
Right.

Sounds funny, but keep in mind that squeeky mice is not the main objective. So you won't get any "points" with squeeky mice. :)
Posted 18 years ago2005-10-07 15:10:30 UTC
in Steam Beta Skin Post #140136
Valve is working on a new skin for Steam. The beta skin is allready available. To get it, add this to your Steam shortcut:

-clientbeta betaui

Now start Steam, and it'll autoupdate, downloading the required skin files. Enjoy. :)
Posted 18 years ago2005-10-07 14:36:21 UTC
in error on hammer new map open Post #140105
Hammer 3.4/5 (HL1) or Hammer 4.0 (HL2)?
Try reinstalling.

Wrong forum, btw.
Posted 18 years ago2005-10-07 12:03:00 UTC
in Half-Life: Hostage Situation Post #140078
Singles??? :P
Posted 18 years ago2005-10-07 11:31:53 UTC
in infinite weapon boxes Post #140073
Kinda useless, becuase you can decide what you want to give to the player when he picks up a weapon_box. It is all in that tutorial.
Posted 18 years ago2005-10-07 04:02:58 UTC
in Half-Life: Hostage Situation Post #140010
Tip: When you finished your maps, rename your rmf's to logical names, without _beta after it.
Posted 18 years ago2005-10-07 03:57:40 UTC
in Func rot mad Post #140008
No, set the deg to 360. 360? is a full rotation. 90 is only a quarter rotation. :)
Posted 18 years ago2005-10-07 03:50:46 UTC
in Locking door Post #140007
Read my post! It'll definitely work.
Posted 18 years ago2005-10-07 03:48:58 UTC
in infinite weapon boxes Post #140006
This is what you need. Check out this tutorial how it works:

http://twhl.co.za/entityinfo.php?ent=weaponbox&game=1
Posted 18 years ago2005-10-06 11:38:20 UTC
in Mudanchee - Half-Life 2 Deathmatch Post #139793
No that is done with Displacements mapping. :)
Posted 18 years ago2005-10-05 11:39:23 UTC
in Mudanchee - Half-Life 2 Deathmatch Post #139489
CP, post that wireframe screeny. :D
Posted 18 years ago2005-10-04 10:46:47 UTC
in Competition 17 Post #139285
The specimen can be anything?
Yep. It can be a cristal, somekind of equipment, anything you can think off. :)
Posted 18 years ago2005-10-04 05:53:40 UTC
in Competition 17 Post #139200
Whats with the freakin Source! I don't want a Source compo!
Posted 18 years ago2005-10-04 04:38:13 UTC
in Competition 17 Post #139196
^^

Go to it, Commander!
Posted 18 years ago2005-10-04 04:30:27 UTC
in Competition 17 Post #139194
I don't understand your sentence either, Elon.

Keep in mind, that i'll judge the entries on the following aspects:
  • Level design (No blocky rooms/brushes)
  • Detail
  • Texturing
  • Entity work
  • Third party area's (not required, but it adds in the overall gameplay)
But the top four aspects are most important.
Posted 18 years ago2005-10-04 04:04:48 UTC
in Locking door Post #139190
Alternately, you can give the door the name 'locked' so it's always locked (thanks to Muzzle for that one ).
Naming the door 'locked' (target name) won't actually make it locked. To make a locked door, without the ability to ever open it, use these properties:

(func_door_rotating)
name: dummydoor
speed: 0
delay before close: 0
Locked sound: Latch Locked
Distance (deg) 0

With these properties added to the door, the door never will open, and when you touch it, you will hear the locked sound.
Use a multisource and fill it's name in in the master property of the door. Now set up an env_global and set the global state of that multisource off whenever you trigger the env_global. Trigger the env_global by the switch and you can lock the door.
Basically, the state of the doors master (the multisource here) controls whether it can open or not. The same can be applied to buttons and a lot of other entities.
Sigh. And again: you don't need an env_global to achieve that effect! All you need is:

The locked door
A lock
One multisource

Required properties to fill in:

The locked door:
master: lock_ms

The lock:
target on break: lock_ms

The multisource:
name: lock_ms

What will hapen:

When you destroy the door lock with your crowbar or any other weapon, it'll target the multisource, and the multisource will target the door making it unlocked.

I haven't tested this yet, but i used this method before, and i believe this is the way to do it.
Posted 18 years ago2005-10-04 03:50:01 UTC
in Competition 17 Post #139187
Ghehe, neat! :D
Posted 18 years ago2005-10-03 16:13:55 UTC
in Competition 17 Post #139045
Yep, HL1 only. :)
Posted 18 years ago2005-10-03 15:58:46 UTC
in Competition 17 Post #139039
Go for it people. :)

This is a compo that doens't require lots and lots of mapping (brushwork) but a lot more entity work. Lets see how you pull this off. :)
Posted 18 years ago2005-10-03 14:53:54 UTC
in Competition 17 Post #139023
So we are not supposed to make a whole map with a ending ?
Just the testchamber ?
Well, yes and no. You can make and ending, but its not really required.