Forum posts

Posted 19 years ago2005-08-05 19:20:14 UTC
in Ugly dog! Post #126174
Ow boy... That looks like it came from hell. Those ears y'know... Sheesh!
Posted 19 years ago2005-08-05 11:54:26 UTC
in HL scripted_sentence problems Post #126048
If there is no sound folder, you can also make one yourself. Then put you custom sentence files in there, with or without a subfolder.
Posted 19 years ago2005-08-04 17:17:53 UTC
in origin texture Post #125959
Elen, thats sounds very familiar to me. Does the train suddenly stops at a place where no path_corner is placed, but its "spirit" is still moving, you can stand on it, but the actual visible func_train doesn't move and has turned completely non solid (fall through)?
Posted 19 years ago2005-08-04 17:14:39 UTC
in Bad News... Post #125957
Well, turn all those rock formations into func_walls, and NULL-ify those faces the player never gets to see. Second, make sure you place a solid wall behind those rocks to prevent leaks.
Posted 19 years ago2005-08-04 17:05:49 UTC
in Song you're listening to now Post #125955
Wonderland - Mister Mister
Posted 19 years ago2005-08-04 16:08:19 UTC
in Bad News... Post #125945
Do you have any cliffs or vertex manipulated rock formations in your map?
Posted 19 years ago2005-08-04 09:03:26 UTC
in Song you're listening to now Post #125861
Synergy - Hello Strings
Posted 19 years ago2005-08-04 08:41:13 UTC
in origin texture Post #125854
A func_train only needs an origin if you use angular velocity on it.
Posted 19 years ago2005-08-03 16:50:09 UTC
in AllocBlock: Full Post #125747
Do you have brushes with very high scales? Like:

X: 0.10
Y: 0.10
Posted 19 years ago2005-08-03 12:57:20 UTC
in Half-Life: Hostage Situation Post #125704
It just goes really really slow atm. :/
Posted 19 years ago2005-08-03 10:48:28 UTC
in Scientist not a doctor! Post #125681
<QUOTE>It gives you advice on coding for the engine.</QUOTE>

Its not the engine you can modify with the sdk, its the game code instead. The actual engine source code is never released by Valve. :)
Posted 19 years ago2005-08-02 08:21:42 UTC
in old games poll Post #125316
Prehistorik 2...
Ow boy!

That games r0x0rz!

Get Prehistorik 2 Its abandonware.
Posted 19 years ago2005-08-01 17:15:37 UTC
in VIS is SLOW Post #125201
Turn small brushes and/or detail brushes like pilars, support and stuff into func_wall's with NULL-ified faces. It might speed up your compile a bit.
Posted 19 years ago2005-07-29 13:16:33 UTC
in Very, very strange problem [Source] Post #124436
Its a known bug that comes with HL2.

Here are the correct font and crosshair ttf files:

http://wdevries.demon.nl/MarkH/Atom_zooi/halflife2.ttf
http://wdevries.demon.nl/MarkH/Atom_zooi/hl2crosshairs.ttf
Posted 19 years ago2005-07-23 07:39:35 UTC
in Max_viewable distance cool models Post #122911
Thats a side effect of light entities. Use texture lights: Textures that emit light by themself.
Posted 19 years ago2005-07-22 16:01:54 UTC
in V_Model Replacement Help needed for 3ds. Post #122791
Yep, but sometimes Milkshape can be a pain in butt. :)
Posted 19 years ago2005-07-22 14:45:24 UTC
in Problem Post #122776
Your screen... Oldie? Tried updating drivers? Could help.
Posted 19 years ago2005-07-22 14:39:52 UTC
in Problem Post #122772
Posted 19 years ago2005-07-22 14:39:20 UTC
in V_Model Replacement Help needed for 3ds. Post #122771
I don't know nothing about 3dsmax, but there is one smd file that contains the actual meshes of the model. The rest are only animations. The smd you are looking for usaly has ref or reference in its filename. Then again, i can't help you futher. Unless you want to use Milkshape 3D.
Posted 19 years ago2005-07-22 14:36:47 UTC
in Problem Post #122768
HL has troubles with D3D. The only game with bad D3D support. Half-Life with OpenGL works best. :)
Posted 19 years ago2005-07-22 10:09:37 UTC
in Half-Life: Hostage Situation Post #122697
What? Im always online. :/

I got my part almost done, just a few tweaks here and there. :) Im just waiting for the rest.
Posted 19 years ago2005-07-22 09:56:23 UTC
in Texture usage max - 4mb? Post #122689
No, you can also have 8 MB of texture in your map. But 4 MB is more then enough. Even for big maps. And if you DO go over that limit, you can use this compile parameter to override the default amount of MB's for textures: -texdata 8192 (8 MB).

And you need to add that compile parameter to all four tools!
I recommend a front end compiler. Very easy to use. Nem's Batch Compiler is one of those, but using it might be a little complicated at first, so you can also go for the Half-Life Compilation Controller, the one I've used since I began mapping, about three years ago. Get it here.

It already has the texture date set to 8192 MB. It has most of the used compile parameters in the user interface.
Posted 19 years ago2005-07-18 05:34:01 UTC
in Song you're listening to now Post #121773
Argh..... Sheesh! :zonked: :
Posted 19 years ago2005-07-18 05:33:27 UTC
in Song you're listening to now Post #121771
Flowtex - Flowtex - Playdio @ Rixhack 2005 Anthem :cool:
Posted 19 years ago2005-07-17 16:11:02 UTC
in Competition 14 Post #121643
I agree. It should be called Breen's office, from where he controls Black Mesa personal. House is just weird and doens't fit in Black Mesa.
Posted 19 years ago2005-07-17 16:09:03 UTC
in Custom Sounds Post #121641
Place your custom wav in a folder like half-life/valve/sound/ambience
Lets say your custom wav file is called screetch.wav.

In Hammer, use an ambient_generic to use your sound. Add this in its WAV path: ambience/screetch.wav

You can also place the wav in half-life/valve/sound

Then you would add this in the WAV path: screetch.wav. Just the filename. As long as you place your custom wav in de half-life/valve/sound direcory, or in any of the subfolder in that.
Posted 19 years ago2005-07-17 14:12:16 UTC
in Competition 14 Post #121621
Lots of questions.

There's another thing that's unclear to me. You're talking about a cliff with Black Mesa Transit System Tracks.

Should we make something like this:
http://wdevries.demon.nl/MarkH/Atom_zooi/c2a5a0000%20(Large).JPG Outside area, with railtracks somewhere, and with Breens house inside the mountain?

Or this:
http://wdevries.demon.nl/MarkH/Atom_zooi/c0a00000%20(Large).JPG Inside area, with railtracks inside, some pipes, detail, and breen's house embedded in the walls.

Personally, i hope the second one is how ou would like it. I hate the first one.
Posted 19 years ago2005-07-17 13:15:46 UTC
in Loading The Pointfile Post #121599
Told ya. :)
Posted 19 years ago2005-07-17 12:53:41 UTC
in Loading The Pointfile Post #121585
Weird. Your best bet is too upload the map in the Problem Maps Vault so we can have a look. Something wrong, becus there HAS to be a line in the 3D screen.
Posted 19 years ago2005-07-17 10:39:32 UTC
in Loading The Pointfile Post #121536
There are no points. Its only a colored line, going from blue to red.

You'll have much more luck with the .lin file. This file leads directly to the leak. Select NO when you load the pointfile, and open the mapname.lin yourself. Follow the line from blue to red. The leak is located near the end of the red line.

This is my experience, and it works. :)
Posted 19 years ago2005-07-17 08:20:05 UTC
in Scripted Events Post #121501
Env_renders, and a second plate/hatch. :) It not perfect though, but i can get it to look realistic, /me thinks. :)
Posted 19 years ago2005-07-16 19:44:33 UTC
in Compo 13 Questions Post #121376
Yes, you can make a minimod out of it with multiple maps. :)
Posted 19 years ago2005-07-16 19:38:03 UTC
in Scripted Events Post #121375
Seventh, it can be done and i just did it for helious. He was watching me mapping live. :)
Posted 19 years ago2005-07-16 14:52:40 UTC
in Brush not allowed? WTF?? Post #121279
A func_train doesn't need an origin brush, only if you use angular velocity on it. Func_track_trains however, DO need an origin brush.

Make your func_train out of world brushes and add an origin brush in de middle. Select the origin brush and the world brushes that is the actual train and tie them to a func_track_train.

Here's a list of brush based entities that require an origin brush in order to work:

func_pendulem
func_door_rotating
func_rotating
func_track_train
func_train (only when using angular velocity)
Anything else i forgot to mention?

The problem is that if an origin brush isn't tied to an entity and is just a world brush, you will get that error.
Posted 19 years ago2005-07-15 19:23:49 UTC
in Song you're listening to now Post #121068
Lol, game music right? Same as me:

Serious Sam - Second Encounter - Corridor of Death - Peace.ogg
Posted 19 years ago2005-07-15 19:16:35 UTC
in Weird problem with map.. Post #121066
Read me reply in the vault.
This post was made on a thread that has been deleted.
Posted 19 years ago2005-07-14 18:18:52 UTC
in Competition 14 Post #120889
Uhm, did'nt see SpaGs post. :/
Posted 19 years ago2005-07-14 18:18:08 UTC
in Competition 14 Post #120888
Mapping Dr. Breen's House, should'nt that be Dr. Breen's Office? A house in Black Mesa sounds weird, and might no have that "Black Mesa" feeling. An office does. Black Mesa has lots of offices and i think Breed should be in one of those. So do we have to map a house or an office style map in Black Mesa?
Posted 19 years ago2005-07-14 17:31:45 UTC
in want to change my player model in HLDM Post #120873
You're doing something wrong.
Posted 19 years ago2005-07-14 11:55:30 UTC
in Your House! Post #120805
You can use some small code to make resizable models. With that, you can make scientists or barneys with different sizes by just adding a new keyvalue in their entity properties.

You can also do this with plant models. Maybe it'll suit your needs.

Onlu if your house map is going to be custom mod.
Posted 19 years ago2005-07-13 16:36:01 UTC
in Anomalous Materials: Redone Post #120655
This i like! :D
Posted 19 years ago2005-07-13 08:31:05 UTC
in Song you're listening to now Post #120555
Atlantis - September 28th - Drunken Raver RMX.mp3
Posted 19 years ago2005-07-11 15:13:00 UTC
in want to change my player model in HLDM Post #120329
You can't take a HL2 model in HL1, unless you convert it back to a HL1 player model.

If your new player model is called santa_claus, then the make a new folder in your valve/models/player with the same name as the model file. In this case: valve/models/player/santa_claus/santa_claus.mdl.

Only then the player model will show up in your "select player model" screen in your Steam settings. Im not sure what it is called.
Posted 19 years ago2005-07-10 10:07:16 UTC
in Song you're listening to now Post #120120
Eric Prydz - In and out (Playdio :: Bara Bra Musik :: http://www.playdio.se)

Tup, Swedish Internet Radio.
Posted 19 years ago2005-07-10 10:05:03 UTC
in weapon models Post #120119
:/

Whats your name on HIT?
And i really want to use your models!
Posted 19 years ago2005-07-10 10:03:14 UTC
in Your House! Post #120118
Make sure Texture Lock is off and/or turn the stept into func_walls.
Posted 19 years ago2005-07-09 16:33:52 UTC
in weapon models Post #119970
Where are your models on HIT, WC Dude? I only could find this thread:
http://www.hl-improvement.com/forums/index.php?topic=685.0

That MP7 is not the same is in the screenshot on this page.
Posted 19 years ago2005-07-08 18:39:30 UTC
in weapon models Post #119758
I don't get how you recompiled the model with a HL1 qc with the matching animations. Can you give me an exact example, the complete workflow?
Posted 19 years ago2005-07-08 17:38:52 UTC
in weapon models Post #119754
Could you tell me how you converted them, if you don't want to give these conversions to anyone.