Forum posts

Posted 19 years ago2005-07-08 16:10:58 UTC
in weapon models Post #119743
Wtf, is that my slam model? No, mine are on the right!

Where did you get the slam model?

I allready use the MP7. I also use the HL2 Shotgun.
Posted 19 years ago2005-07-08 09:44:35 UTC
in op4.fdg Post #119666
Posted 19 years ago2005-07-07 14:39:01 UTC
in cant open map in worlcraft.please help!! Post #119460
The beta Hammer 3.5 isn't evil at all, it works fine.

As for the error, Tommy14 has this to say:

This World Craft/Hammer editor error means you are mix matching prefabs and maps made in different versions of WC/Hammer. Sometimes this is bogus, and then it means the level has been corrupted, or WC/Hammer has been corrupted. See also missing [ in texturedef.
Posted 19 years ago2005-07-07 14:34:10 UTC
in op4.fdg Post #119459
Posted 19 years ago2005-07-06 17:00:18 UTC
in weapon models Post #119202
Webspace is temporary offline, so downloads don't work. :/
Posted 19 years ago2005-07-06 08:27:27 UTC
in Song you're listening to now Post #119043
SpockNax - Summerice
Posted 19 years ago2005-07-05 15:45:05 UTC
in To shut up Leet People [closed] Post #118906
Posted 19 years ago2005-07-05 15:44:12 UTC
in To shut up Leet People [closed] Post #118904
Haaaaaahahaha......... :lol:
No really, im lmao.
User posted image
Hehehe...... Ok here is the secret: http://www.letterjames.de
Posted 19 years ago2005-07-05 15:30:45 UTC
in To shut up Leet People [closed] Post #118894
Posted 19 years ago2005-07-05 11:22:51 UTC
in weapon models Post #118826
Yep. Blame Valve. :)
Posted 19 years ago2005-07-05 10:39:42 UTC
in weapon models Post #118815
OMFG NO! I don't model for HL2. I can't even get that XSI or whatever its called.

Also, i did not model anything, i only decompiled the models, to convert them to HL1. All the textures and model polygons remain intact.

I can do a little HL1 modelling, but im still a beginner. :)

So, sorry, can't help you with that. :(
Posted 19 years ago2005-07-05 10:16:44 UTC
in weapon models Post #118811
Posted 19 years ago2005-07-05 10:11:29 UTC
in weapon models Post #118807
I know it looks a tad bit too long, but im not going to change that, that would screw things up. :)

Anyway, finished the w_ and p_ models:
User posted image
Posted 19 years ago2005-07-04 11:35:47 UTC
in weapon models Post #118548
Does this makes you laugh?
User posted image
:D
Posted 19 years ago2005-07-04 09:28:36 UTC
in weapon models Post #118529
XD

Here you go: Hit it!
Posted 19 years ago2005-07-04 09:05:10 UTC
in weapon models Post #118524
I remade the model with the HD HEV arms. :)
Check the screenshot in my other post.

Anyone want it? (Say yes please! :D)
Posted 19 years ago2005-07-03 17:10:49 UTC
in weapon models Post #118432
Thats right, it can now be used as a Satchel replacement. :)
Posted 19 years ago2005-07-03 13:16:44 UTC
in weapon models Post #118385
Thanks, 38_98. :D Yeah, i know about the MAC-11, i made it too big. Aw well.

I just spend the whole afternoon making this:
User posted image
:

:D
Posted 19 years ago2005-07-02 17:13:51 UTC
in weapon models Post #118270
Wel, im still a beginner when it comes to modelling, but i made some custom weapon/item models the last couple of months. You're free to try them, and everyone else. :)

Note that they're not pretty, but i think i did a good job making them. :)

You might want to check these in HL Modelviewer first, maybe you don't like em at all.

Here's what you get:
  • A Duplo/Lego pistol (9mmhandgun replacement, w_ v_ and p_ models and a custom barney armed with this gun)
  • A Dutch choclate cookie (Handgrenade replacement, w_ v_ p_ models)
  • A Hammer (Crowbar replacement, w_ v_ p_ models)
  • An Ingram Mac-11 (9mmAR replacement, w_ v_ p_ models
  • A cake/pie (Satchel replacement, w_ v_ p_ models)
  • A custom gauss ammo model, (Only w_ model)
  • A custom medkit model
Thats all. I hope you like em, and remember, i still learning Milkshape, so be gentle. :) Enjoy!

Download: http://wdevries.demon.nl/MarkH/Atom_zooi/MuzzleFlash_models.zip
Posted 19 years ago2005-06-27 12:07:46 UTC
in Half-Life: Hostage Situation Post #117493
Make them yourself?
Posted 19 years ago2005-06-27 11:40:02 UTC
in Half-Life: Hostage Situation Post #117479
The Hunter, your msn is mr.jgamer AT ntlworld.com right?
Posted 19 years ago2005-06-27 08:19:56 UTC
in Half-Life: Hostage Situation Post #117439
I don't have modelling skills. :confused:
Posted 19 years ago2005-06-23 08:06:41 UTC
in What's That Sprite? Post #116358
Posted 19 years ago2005-06-23 07:04:25 UTC
in The old version of HL? (1997) Post #116340
Is this what was called Half-Life: Day One?
Posted 19 years ago2005-06-23 06:52:42 UTC
in What's That Sprite? Post #116337
Ill put it in the vault. :)
Stand By!
Posted 19 years ago2005-06-23 04:29:22 UTC
in What's That Sprite? Post #116318
In case someone is interested, i made an "alien teleportation" prefab some time ago, identical to those alien teleportation in the original HL singleplayer story, with green flash, some green beams, 2 sounds, etc. I'll tell ya, its identical!

And best of all: my prefab gives you exactly the same effect as in Spirit.
Posted 19 years ago2005-06-23 04:25:09 UTC
in Half-Life: Hostage Situation Post #116314
Yer kiddin' right?
Posted 19 years ago2005-06-22 04:43:44 UTC
in env_beam... Typical but stuck on it... Post #116092
Posted 19 years ago2005-06-19 15:58:58 UTC
in ZHLT Compile GUI RipEnt trouble Post #115397
Yes, just cmd, the DOS prompt. Works fine. :)
Posted 19 years ago2005-06-18 16:52:13 UTC
in Your House! Post #115209
POST IT OR I DIE! :lol: :P
Posted 19 years ago2005-06-18 16:33:14 UTC
in start a player with equipment Post #115204
Wtf.

Try weapon_gauss.

And how are you triggering it?
Posted 19 years ago2005-06-18 15:39:55 UTC
in ZHLT Compile GUI RipEnt trouble Post #115189
To ripent a bsp:

Assuming you have placed everything in a short folder, like C:ripent.
That includes: ripent.exe and a bsp, like level.bsp

Fire up CMD and point to the directory where ripent.exe and the bsp file are located, in this case: C:ripent.

You should see this:

C:ripent>

Nou enter this:

C:ripent>ripent -export level
This'll creates a file named level.ent.

Make your changes to that file and then import it back into the bsp by typing:

C:ripent>ripent -import level

Im not sure if its necsesary to include the file extenstion. For me, it works without the extension.
Posted 19 years ago2005-06-18 15:29:42 UTC
in start a player with equipment Post #115187
No, you can make the suit play a short logon sound, but you can't disable it, unless you make an empty wav with the same name as the logon sound.

The game_player_equip entity is actually pretty easy to set up.
Simply place one and open its properties, then click the smart edit button. Now click add so you add a new keyvalue. The key is the weapon entity name, and the value is how many of this weapon the player will get. For example:

Key: weapon_9mmAR
value: 4

will give the player a mp5.
Posted 19 years ago2005-06-18 07:56:12 UTC
in Your House! Post #115139
Flyingduck, you are pointing to this url: http://url.to/HOUSE.jpg

That doesn't work, you know! Duh! :lol:
Posted 19 years ago2005-06-18 07:24:33 UTC
in Your House! Post #115129
Looks better then your previous one. Go on! :D
Posted 19 years ago2005-06-17 18:46:37 UTC
in Your House! Post #115068
Ah ok. Just want to be sure. :)
Posted 19 years ago2005-06-17 17:42:04 UTC
in Your House! Post #115053
"I know It's almost nothing but I was trying to find how to make that screen a switchable texlight!!"

So does this mean you still didn't get it to work as in my example map? :|
Posted 19 years ago2005-06-16 09:41:46 UTC
in Making Switchable Textures Post #114785
Nope, this only applies at custom texture lights. :)
Posted 19 years ago2005-06-16 03:38:48 UTC
in Making Switchable Textures Post #114725
Posted 19 years ago2005-06-15 15:54:28 UTC
in Making Switchable Textures Post #114637
Rowleybob, thats an example that uses a different way of making switchable texture lights.

I got the example at work, so ill upload it at the vault tomorrow. :)
Posted 19 years ago2005-06-15 14:10:53 UTC
in Making Switchable Textures Post #114592
Just ignore the unused key. Its because Styles are not in your fgd file.

And you must set the Style to Grouped (-3) or else ?t won't work.
Posted 19 years ago2005-06-15 12:47:43 UTC
in Making Switchable Textures Post #114576
Well there you go, you NEED the light entity.

And again:

The Grouped setting is essentially a hack to allow your texlights to be switchable. To use it, create a brush entity with texlights on it, and set its style to Grouped; then create a light entity with the same name as the brush entity. Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity. In other words, turning the light on and off will now turn the texlights on and off, too.
Posted 19 years ago2005-06-15 10:52:19 UTC
in Making Switchable Textures Post #114556
?

Does it still work without the light entity?
Posted 19 years ago2005-06-15 04:58:44 UTC
in I just... Post #114508
Just finished my test on switchable texture lights for Elon Yariv. :) Then i logged into TWHL to explain how it works.
Posted 19 years ago2005-06-15 04:54:43 UTC
in Making Switchable Textures Post #114507
Ok, i did some testing and i got it. Here you go, elon:

First, rename your "on" texture to +0~SCREEN_EY and the "off" texture to +A~SCREEN_EY. Then add these in a new or existing wad file.
Then openup your lights.rad/valve.rad file and add this line:

+0~SCREEN_EY 230 85 0 1200

Now go into Hammer and make a brush with your "on" texture on it. Turn this brush into a func_wall and name it screen_light. Then go the Style option and select Grouped. If you don't see the Style option, turn off smart-edit and add a new key and value:

key: style
value: -3

Next, place a light entity anywhere near and name it the same as your brush, in this case: screen_light. Set its color and brightness to 255 255 255 0.01, so that it won't emit any light of its own.

Now make a func_button and let it target the brush (screen_light). Goto its flags and check Don't move and Toggled.

Thats it, save and compile this map with the ZHLT 3.0 or higher. 3.2 is out, so use that one. Don't use older tools.

If you use the button ingame, the screen texture goes to its off version and the orange light dissapears. If you use button again, the screen texture goes back to its on version and the orange light reappears.

If you can't figure this out, i got an example map and everything ready for you. :)
Posted 19 years ago2005-06-15 03:49:32 UTC
in Half-Life: Hostage Situation Post #114494
Whatever it is, im not touching Spirit anymore. :) YAY @ normal HL. :)
Posted 19 years ago2005-06-14 12:34:06 UTC
in Half-Life: Hostage Situation Post #114399
But you're right.
Posted 19 years ago2005-06-14 11:27:03 UTC
in Making Switchable Textures Post #114382
Rofl.

Anyway: add

Just place a light entity in front of the orange screen and trigger both the brush (func_wall) and the light goes off when switched to the grey screen.
Posted 19 years ago2005-06-14 09:22:07 UTC
in Making Switchable Textures Post #114352
Do you want those textures to emit light?

+0~SCREEN orange-ish color
+A~SCREEN light grey-ish color

And when those texture switch, you also want the light to switch? From grey to orange and vice versa?
Posted 19 years ago2005-06-14 07:34:28 UTC
in Making Switchable Textures Post #114328
Read my post and try that. :)