Forum posts

Posted 9 years ago2015-10-09 22:42:06 UTC
in Sledge (Hammer Alternative) Alpha Build Post #327236
My biggest gripe right now is the inadequate "alt+rightclick" functionality.
It only works well on 90 deg angles.

PB, you're doing god's work though. I love this program
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-10-04 12:45:15 UTC
in Easy light_spots Post #327199
It's the first entity i tried.
I used them because you can have a hundred of them in a map and they don't do anything
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-10-04 11:45:27 UTC
in Easy light_spots Post #327196
My issues actually started with sledge - I don't think the angles work properly (probably a bug).

Ceiling and floor lights are fine, but anything with an odd angle takes less thought if it has a target.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-10-03 15:24:29 UTC
in TWHL Tourney Post #327179
Love how we're picking games when we were told to choose a map ;)
Dimby, you're better than that bruh
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-10-03 14:33:09 UTC
in Easy light_spots Post #327177
Long and short of it is.. give light_spots a target and you don't need to fiddle with the angles, pitch yaw roll etc.

https://youtu.be/0UcFqgM0AfQ
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-10-03 12:45:13 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327171
Is this: CLICKY the correct VHLT version?
Also, what compile settings will you use?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-10-02 18:06:35 UTC
in Post your screenshots! WIP thread Post #327153
Is that the Source Crowbar?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-10-01 01:27:16 UTC
in Red dot style texture. Post #327128
Maybe you're better off attaching a sprite to the model?
Can't even begin to guess how to do that, though :(
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-10-01 01:12:21 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327127
sounds fun!
count me in
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-09-24 22:12:32 UTC
in static trigger_camera Post #327011
I would think you could hide the camera pan with an env_fade
Tetsu0 Tetsu0Positive Chaos
This post was made on a thread that has been deleted.
Posted 9 years ago2015-09-15 16:20:47 UTC
in Big Map Doesn't Fully Compile Post #326964
See if there's a "compile visible only" flag in your compile options.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-09-14 17:59:38 UTC
in Big Map Doesn't Fully Compile Post #326955
Any giant brushes that you thought were entities but actually arent?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-09-14 16:28:52 UTC
in Big Map Doesn't Fully Compile Post #326953
Make sure your visgroups are all enabled when you compile.
Have you tried doing a full compile?
Alt-P checks out ok?
There's no giant groups anywhere?
Are the cordon bounds enabled?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-09-14 02:55:36 UTC
in Big Map Doesn't Fully Compile Post #326950
You did have a leak error in there.
Load up the pointfile
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-09-13 16:07:00 UTC
in Post your screenshots! WIP thread Post #326944
That's pretty sexy instant mix!
Did you get a texture rip from Prime?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-31 16:03:47 UTC
in The Official HRAFD Progress/Troubleshoot Post #326890
Also, pretty certain that Tetsu0 used inches when making a model for goldsource and it matches perfectly with the hammer grid.
I think 10 blender centimeters = 1 goldsource unit
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-25 12:44:55 UTC
in hl.dll compile Error Post #326827
I think you're going to have a hard time solving this one.
There's very little overlap in Spanish speakers and coders on this site.

Have you successfully compiled the code before you tried adding things?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-25 10:12:46 UTC
in The Official HRAFD Progress/Troubleshoot Post #326824
have you tried using a monster_generic? Perhaps the AI is interfering with everything.
Check your timings
Make sure you have info_nodes
Make sure the scripted_sequence has enough room around it for the monster to actually get there.
Run everything with developer 4 so you can see (top right of screen) when things trigger and if they're being blocked by something
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-24 20:52:27 UTC
in Weapon creation guides? Post #326821
yeah it should be but the weapon code is fucking EVERYWHERE
Not to mention you need ammo types and then the skill.cfg file
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-24 11:45:31 UTC
in Weapon creation guides? Post #326818
What weapons do you want to add?
There's a few different base types that you can expand upon.

There's projectile weapons: grenades and crossbow
There's linetrace weapons (no travel time): pistols, rifles
Multi-shot linetrace weapons: shotguns

Surely your new weapon type would use something along those lines?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-23 11:57:58 UTC
in Post your screenshots! WIP thread Post #326813
greatest youtube video ever
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-23 11:53:41 UTC
in The Official HRAFD Progress/Troubleshoot Post #326812
Check the compile log for entity counts (%)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-23 04:56:00 UTC
in Weapon creation guides? Post #326808
that's a pretty epic source, Bruce, thanks!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-23 04:51:45 UTC
in The Official HRAFD Progress/Troubleshoot Post #326807
multisources are pretty straight forward.. :(
the wheel's master should be the multisource. trigger the multisource to 'unlock' the wheel.
example: http://twhl.info/vault.php?map=6046
run "developer 4" in the console, and then run a test so you can see when each entity gets triggered.
if something doesn't have a "master" field, you're gonna need to find another way around the problem
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-19 17:38:24 UTC
in The Official HRAFD Progress/Troubleshoot Post #326773
It will be a true infinite horde, but if you want 50 monsters to be alive at any time, you need 50 monster makers with unique child names that can only have 1 child alive.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-19 13:22:06 UTC
in Entities/Brushes Vanishing at Certain Po Post #326769
Off grid bothers me, but it's alright if you use HLFIX or Sledge. I'd still recommend sticking to at least 8 unit grid with world sealing brushes.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-17 13:10:44 UTC
in Help with trigger_changetarget Post #326752
Well in that case, you want a logic_branch, but there's probably simpler ways of doing things which are definitely event specific.

Logic branch holds a 1 or 0 value; by default it's 0.
The button TESTS the logic branch which fires TRUE or FALSE outputs.
So the default action is ON FALSE.
The event will set the logic branch value to 1.
The new wanted action is ON TRUE
BUTTON OUTPUTS:
func_button:On Pressed -> logic_branch:Test

LOGIC BRANCH OUTPUTS:
logic_branch:OnFalse-> Do Default Action
logic_branch:OnTrue-> Do New Action

OTHER EVENT OUTPUTS:
Misc_Event:OnTrigger-> logic_branch:SetValue:0
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-17 11:46:25 UTC
in Help with trigger_changetarget Post #326750
Yeah there's no real way to give you a solid answer.
Present us with a situation and we can definitely help out.
If you figured it out for yourself, let us know!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-17 11:05:46 UTC
in How to put jumpscares? Post #326749
You could also just make the floor open up and then the player falls 50 feet into a nasty pit of sewer water infested with leeches.
place a single spotlight over the only ladder in view.
When the player is 15 feet from the ladder, shut off the light and play super loud metal groaning sounds.
Then instantly teleport the player into a re-creation of the teletubbies playhouse.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-17 10:57:27 UTC
in Leak - I really dont know where... Post #326748
To be fair, i just saw the floating cyclers and immediately saw that as the issue - I didn't even try to compile.
That being said, your map should still generate a pointfile if the compile tools detect a leak. After compiling, in Hammer, Go to MAP > Load Pointfile. The .pts file should be located wherever your .rmf or .map is located.
You'll see a funky colored line bouncing all over the place. Follow that in the 3D view starting from the leaked entity (noted in the compile log).
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-15 12:52:31 UTC
in Leak - I really dont know where... Post #326731
You have cycler sprites in the void.
That'll do it everytime.
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-14 14:23:50 UTC
in Entities/Brushes Vanishing at Certain Po Post #326727
^^^^^^^^^
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-14 14:22:32 UTC
in Porting Goldsrc model to Blender with UV Post #326726
Go into edit mode and Edge select mode
Select a bunch of edges where you want to create seams (hard corners etc)

Once that's done, select all, and find the UV unrwap option.

Then you can pull open a new window, set it to UV view.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-13 11:20:55 UTC
in Entities/Brushes Vanishing at Certain Po Post #326709
Have you tried different compile tools?
Is that grate it's own entity - aka it's not a group?

Try replacing the func_walls with func_illusionary and placing a clip brush over them.
I know it's a pain, but there are so many other things to try.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-03 11:39:35 UTC
in The Official HRAFD Progress/Troubleshoot Post #326626
He even goes through when the wall isn't busted
HACKER!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-03 11:33:56 UTC
in loading images during gameplay ? Post #326625
Yeah like everyone else said, they need to be textures within a WAD.
Use a trigger_camera to quickly take over the player's view and point at a textured wall. If the resolution is too low, split the image into multiple textures, and use 4 textures instead of 1.

Other than that, you'll need to make a custom overlay and code it into the gameplay - which is far more time consuming and then you'll need to distribute the custom binaries.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-03 11:30:23 UTC
in Entities/Brushes Vanishing at Certain Po Post #326624
The issue you're having there is (in my opinion) leaf node related.
When you're halfway up the ramp, you're occupying a leaf node that the engine doesn't think can see the fire.
A hint brush could help with that.
I would first try to create a hint brush that faces the floor and is on the same plane as your wall trim.
User posted image
That will force the room to be divided half-way up the ramp and then the engine will calculate all other leaf nodes. You should be able to see the fire after that.
Also, use the latest VHLT
To answer your question abaddon, HINT brushes only define edges of vis leaves. You can have 100 vis leafs in a row, and so long as the first can see the last (essentially a ray-trace), you'll be able to see everything within those.
This is why VIS takes so freakin long - it almost has to check if every single vis leaf can see every other one.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-08-03 11:16:45 UTC
in Unexplained compiling error... Post #326623
Thanks for the Shout, Captain :D I could write another book just on Goldsource Optimization.
The clip brush limit is evil
Also, don't clip anything but 90 degree surfaces. (cubes, rectangular prisms, etc)
You might be better off making it one huge model and surrounding it with Null brushes.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-30 13:05:24 UTC
in The Official HRAFD Progress/Troubleshoot Post #326589
What if you make the wall a func_illusionary and use clip brushes to block the player only?
That or place a smaller func_wall_toggle inside the func_illusionary that will block anything until the hole gets created.
Then you can switch off the func_wall_toggle and create essentially a passable wall.

Smoke and mirrors, my friend.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-30 12:42:24 UTC
in Source SDK Hammer Dimensions Problem Post #326588
YES! ANOTHER SOURCE MAPPER :D
Welcome to TWHL!

To get a good sense of scale, try this:
:hammer: Create a floor brush 512u wide x 512u long x 16u tall.
:hammer: Make 4 walls that are 120u high x 16u deep.
:hammer: Clone the floor to the ceiling (shift+drag) and then texture everything as you see fit.
:hammer: Place 3 prop_physics entities on the floor and set one as a chair, one as a table, one as a floor lamp.
:hammer: As far as doors go, place a prop_door_rotating somewhere in the level - then you can build a frame around the door (you'll need to drop your grid setting down to 1)
Tetsu0 Tetsu0Positive Chaos
This post was made on a thread that has been deleted.
Posted 9 years ago2015-07-27 22:13:07 UTC
in The Official HRAFD Progress/Troubleshoot Post #326578
YEAH!
Nice work
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-24 10:57:14 UTC
in The Official HRAFD Progress/Troubleshoot Post #326547
is the direction facing east in hammer?
All trains need to start facing left->right (east)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-18 02:58:25 UTC
in TWHL Tower: Source Post #326479
No changes, just clean it up. No double walls etc..
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-18 02:37:36 UTC
in TWHL Tower: Source Post #326477
Relax guys. Lets whip up a new basemap and settle on EP2. Do we really need chapters? My thoughts say no...
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-16 02:02:23 UTC
in The Official HRAFD Progress/Troubleshoot Post #326448
I think Unq has the answer here. Ensure the names are exact. Ensure the level transitions are referencing the same thing. Also check to see you don't have a hidden duplicate landmark somewhere
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-15 21:50:11 UTC
in TWHL Tower: Source Post #326444
Just slap an autosave before each level. Only the VERY first autosave should be a new chapter.

Pros and cons to this being a mod:
PROS
:heart: Ease of download and launching maps
:heart: We could add custom code
:heart: Splash Screens
CONS
:heartbreak: More Work
:heartbreak: Kinda overkill since this is a glorified map pack
:heartbreak: We lose some EP1 & EP2 content
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-15 21:44:23 UTC
in The Official HRAFD Progress/Troubleshoot Post #326442
Each level still has to have a player start.
And just make sure your landmark is in the right place.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-15 12:57:41 UTC
in TWHL Tower: Source Post #326434
Two Things Ghost:
1) You're probably right about the folder location, there's been a "HL2 BIN" shortcut on my desktop since... a long time ago... and I'm at work and can't check ;)
2) Your message signature is unnecessary.
Tetsu0 Tetsu0Positive Chaos