Forum posts

Posted 19 years ago2005-06-13 11:51:57 UTC
in Making NPC's do meaningful things Post #114147
Thanks.

You know, I thought I'd read every tutorial on this site.

How did I miss those ones......
Posted 19 years ago2005-06-13 10:37:59 UTC
in Making NPC's do meaningful things Post #114134
Thanks for that.
Posted 19 years ago2005-06-13 09:22:35 UTC
in Making NPC's do meaningful things Post #114120
I'm moving on from CS:S mapping (for awhile anyway) and starting to work on HL2 - SP maps.

I really would appreciate it if someone could tell me how to achieve the following:

1. Player starts in small cell - door is locked (OK I can handle this bit but I have to set the scene for you)
2. After about 20 seconds a combine police type guy shows up outside
the door -- unlocks it and opens it.
3. Then the combine says "Follow me Citizen" just like at the start of HL2 when Barney is disguised as the combine dude.
4. Then I want the combine to walk a preset path to another locked door
and open it.

If I can get this spelled out for me in idiot-proof shrinkwrapping, then I think I can work the rest out by myself.

Please, anyone?
Posted 19 years ago2005-06-09 11:37:58 UTC
in hammer 4 is sluggish for me Post #113427
I have a rather powerful PC - I won't go into specs - but suffice to say it's v. powerful.

Hammer is the only application I have with the ability to seriously slow it down. I'm seriously considering chucking another Gig of RAM in there, just for Hammer.
Posted 19 years ago2005-06-09 11:36:17 UTC
in rotating door with area portal Post #113426
As far as I am aware, the origin brush no longer exists in HL2.

I may be wrong -- but I haven't come across it.

And I've made a few doors ;)
Posted 19 years ago2005-06-09 11:34:57 UTC
in Yet another Light ''prob?'&# Post #113425
Unreal mappers must be more impatient :P
Posted 19 years ago2005-06-09 11:32:43 UTC
in Team are full Post #113424
It feels kind of wierd correcting the masterful monkey, but the number of spawn points does not matter in CS:S as long as there are at least two (one for each team).

What causes this problem is the spawn points being inside, or even just touching, the floor.

Move your start points at least 1 unit off the floor and they will suddenly work.

I briefly had this problem myself some weeks ago, just after I started getting back into mapping.
Posted 20 years ago2004-10-05 11:39:11 UTC
in Hint brush textures Post #64214
Ok That makes sense. Thanks, I'll include zhlt.wad, and hopefully start using hint brushes soon!
Posted 20 years ago2004-10-05 07:33:43 UTC
in Hint brush textures Post #64172
I am getting into hint brushes, but I have a problem.

The tutorial on this site tells me to create a normal brush textured with the SKIP texture, and then texture a single face with the HINT texture.

However these textures don't show up for me in hammer.

I don't have any other texture problems. ORIGIN is there, for example, and I have no troubles with that. Just no SKIP and no HINT.

Any ideas?
Posted 20 years ago2004-10-04 06:32:42 UTC
in Half Life 2 treat. Post #63980
Oh well.

Well if you haven't seen it before, now's your chance. If you have, meh.
Posted 20 years ago2004-10-04 03:40:16 UTC
in Half Life 2 treat. Post #63970
Go to www.half-life2.com , proceed to the media page, when it loads up hover your mouse pointer over the screenshots one of them will display a different picture when the mouse hovers over it (56k you have to wait a few seconds for it to happen), you will know it when you see it, click on it and you will be given a password screen, input the username "nova" and the password "prospekt", you will then see a black screen with a text box in it, now this should be a walk in the park for you slightly experienced people out there, so I'll leave it here for you guys to work your way inside.

.

.

.

.

.

Ok so if you're a noob, what you should do at this point is bring up the page source code, you will see a lovely ASCII picture and below that a small web url missing its beginning. Now just put that onto the end of www.half-life2.com , and then you will see a picture of a HL beastie, put the name of that beastie into the the text box and voila a rather spiffy picture and the knowledge that they have done something over all this time, enjoy!
Posted 20 years ago2004-09-21 17:59:30 UTC
in question on custom sounds Post #61025
So there has to be a path in the ambient_generic properties?

So I should put "cstrike/sound/nameofwav.wav" in there?
Posted 20 years ago2004-09-21 15:31:32 UTC
in question on custom sounds Post #60979
I have a custom sound I'm having trouble putting into my new CS map as a looping environmental sound.

I have the .WAV file recorded, it's got the necessary cue points, and it's 11Khz, 8-bit mono - which I believe should be OK for use in CS.

I've created an ambient generic entity in my map, and put the filename of the WAV file in it's properties. However, nothing at all plays in the level.

I thought I was putting the WAV file in the wrong place, but I have tried all the obvious places such as the cstrike and cstrike/sound directories, none of them work.

Can anyone tell me where I'm going wrong?
Posted 20 years ago2004-09-20 14:30:58 UTC
in Making own skies Post #60835
Thanks, I'll check those links out now. :)
Posted 20 years ago2004-09-20 14:28:19 UTC
in Making own skies Post #60832
I am busy building my second map, and everything is just peachy except one thing.

How can I incorporate a custom sky into my map? IE one I have drawn myself. I've tried putting it into my WAD file with the sky prefix on it's name, but it just appears as a normal texture, and no matter what I do in the Map properties box, I can only get the default half life skies. Advice please!

Once I have this sky thing sorted out, my new map will be virtually complete :D
Posted 20 years ago2004-09-15 14:19:28 UTC
in de_marmitewars test release!! Post #59618
Thankyou all for your comments :D

The thing about the deadly water, it's supposed to kill you but I forgot until after I'd compiled it that I meant to make it slime rather than water. I don't know about starting with less health after it kills you - that hasn't happened to me.

I've been playing it a bit online (a nice clan put it on their server for me, IP above) and it seems to be fun.
Posted 20 years ago2004-09-15 13:41:22 UTC
in de_marmitewars test release!! Post #59597
Thanks :D
Posted 20 years ago2004-09-15 13:40:32 UTC
in de_marmitewars test release!! Post #59595
Sorry for the URL problem in the map vault, it should now work.
Posted 20 years ago2004-09-15 12:21:27 UTC
in de_marmitewars test release!! Post #59574
I've resubmitted the map so my erroneous rating of it is no longer there. :D

I hope this redeems me to some extent.
Posted 20 years ago2004-09-15 12:00:08 UTC
in de_marmitewars test release!! Post #59568
I will never again rate my own map.

In fact I have developed a morbid fear of the rate button and probably won't be able to bring myself to click on it ever again. :(
Posted 20 years ago2004-09-15 11:56:13 UTC
in de_marmitewars test release!! Post #59564
sorry, I'm a noob

:(
Posted 20 years ago2004-09-15 11:34:25 UTC
in de_marmitewars test release!! Post #59557
It in there now.

Thanks. :)
Posted 20 years ago2004-09-15 11:18:12 UTC
in de_marmitewars test release!! Post #59552
ok so I will go put it in the mapvault. I'd never been in there. Sorry for the triple post. :|
Posted 20 years ago2004-09-15 11:16:53 UTC
in de_marmitewars test release!! Post #59550
oh Map Vault :confused: silly me

because I want to get it finished first - at this stage I am after some feedback.

There are a few changes I've already noticed that need doing myself, but I want to wait until I have a few corrections to make before compiling it all again.
Posted 20 years ago2004-09-15 11:15:38 UTC
in de_marmitewars test release!! Post #59549
What's the MV? :
Posted 20 years ago2004-09-15 09:01:05 UTC
in de_marmitewars test release!! Post #59534
Hello

I've been mapping for 12 days now, and this is my first map.

Well, I did all the tutorial stuff and made some crap partial maps before this (to learn about hammer), but this is the first map I've got to a point where it's fully playable.

I'd really appreciate any comments on anything I've done wrong, what I've done right, whether I have potential at this, or if I should give up and go back to making Red Alert 2 missions (I do that too ;) )

If you've never heard of the characters Weebl and Bob, then it is unlikely that the theme of this map will make much sense to you. It is a fun map (because of the general theme), but at the same time it's a serious DE map too. None of this fy or aim crap. (hehehe)

Download the map using this:

http:\www.atpn17.dsl.pipex.comde_marmitewars.zip

I'm sure you know where to put the files ;)

So, comments and suggestions appreciated. :D
Posted 20 years ago2004-09-14 06:53:25 UTC
in displaying R_Speeds Post #59227
Thanks all, I got it working last night.
Posted 20 years ago2004-09-13 08:21:01 UTC
in displaying R_Speeds Post #58915
Thankyou :D

I'll try this as soon as I can (gotta wait til I finish work)
Posted 20 years ago2004-09-13 08:11:20 UTC
in displaying R_Speeds Post #58911
When I type "r_speeds 1" into the console within CS, the r_speed info does not appear in the top left of the screen in-game (as is shown in the tutorial on this site)

instead it scrolls the r_speeds info inside the console. Consequently, it's not visible on the screen when I leave the console. Which isn't as useful as I'd like it.

Anyone know what I'm doing wrong?
Posted 20 years ago2004-09-13 06:49:10 UTC
in Question Post #58896
Thanks, I will.

I'm making a themed map for another forum (anyone here like Weebl and Bob?) and when it's done I'll post a copy here for sure.

:)
Posted 20 years ago2004-09-13 06:43:40 UTC
in Question Post #58892
Wow, so it seems I'm doing better than I thought!

Thanks!
Posted 20 years ago2004-09-13 06:23:52 UTC
in Question Post #58887
Hiya everyone, I just joined the forums. Nice place.

I started making maps for Counterstrike just last week (so yes I'm a noob) but I don't need any technical help just at this moment, mainly because the tutorials on this (and some other) sites are damn good. I'm progressing nicely, and my first 'real' level is almost finished. Looks nice too.

But I do have a question. And it is thus:

What is the fastest compile time you could hope to achieve on a fairly detailed, medium sized map with some funky lighting? (using a 1400Mhz PC with 384Mb RAM and compiling using ZHLT from within Hammer)

The map as it stands now takes about 10 minutes to fully compile. I'm hoping to reduce this.

If I don't run VIS or RAD it compiles in about 5 seconds.

I'm beginning to get to grips with understanding VIS and using hint brushes ETC -- so I just want to know what the best possible result I could aim for using them is. How quick should I aim for?

Thanks all. :)