Forum posts

Posted 19 years ago2005-01-25 16:31:23 UTC
in Song you are listening to [closed] Post #85693
Rodrigo Y Gabriela - 7 - Take 5 foc-ing version 9
Posted 19 years ago2005-01-24 19:18:54 UTC
in Texture Pack Release Post #85549
Heh - nice subtle link - i was getting ready for "LNK me PLZ!!!!1!!!"

I'll get them later - i promice! :D
Posted 19 years ago2005-01-24 19:13:45 UTC
in MUS?C AND CRED?T Post #85547
*echoes Seventh's reply
: :zonked:
Posted 19 years ago2005-01-22 15:02:14 UTC
in 2 questions about r_speeds Post #85063
You deserve a beating with the tutorial stick madcow.

http://www.twhl.co.za/tutorial.php?id=38
Posted 19 years ago2005-01-22 14:59:37 UTC
in gif.pictures Post #85062
[img] allows you to post images - it was turned off. Oh the good old days of [img]...
Posted 19 years ago2005-01-22 14:57:54 UTC
in WE WANT COMPET?T?ONS...!!! Post #85060
Anthony already mentioned that a new compo is already in the works ;)
Posted 19 years ago2005-01-22 09:58:12 UTC
in op4 sdk and others Post #85034
Gunman should have stayed a mod.
Posted 19 years ago2005-01-22 09:58:12 UTC
in The Nightmare (Nightmare V2) Post #85035
If i could beat you over the internet i would. Posting a bmp is one way to stop people from ever clicking your links.. ;)
Posted 19 years ago2005-01-22 09:58:10 UTC
in Measuring Accurately Post #85033
There've been complaints about motion sickness from it
:lol:

The best thing you can do is built whatever "feels" right.

And yes, one unit in Hammer is one pixel - this helps a lot with texturing and such.
Posted 19 years ago2005-01-22 09:58:08 UTC
in gif.pictures Post #85032
It would be nice to let us link to offsite images as opposed to uploading - uploading sets the jpg quality far too low :(
Posted 19 years ago2005-01-22 09:58:04 UTC
in Compo 12 (Real World) Post #85031
w00t!

So.. compo next month then? ;)
I know how long "talking" takes :lol:
Posted 19 years ago2005-01-22 09:57:55 UTC
in Fap at my map :) Post #85030
If anything - it needs more white. Its bordering on the "too blue" line.

There has to be a balance with the lights - i remember a map where everything was purple :zonked:
Posted 19 years ago2005-01-22 09:23:48 UTC
in 2 questions about r_speeds Post #85027
Also, the problem with big textures is that you quickly run out if texture memory.
Posted 19 years ago2005-01-21 16:16:49 UTC
in My website Post #84915
what's so special ?

I guess i liked the fady menu like in the game... :D
Posted 19 years ago2005-01-21 16:12:32 UTC
in gif.pictures Post #84910
Its open to abuse first of all - and its distracting.

What's more important? what people say? or the stupid animation in their avatar?
Posted 19 years ago2005-01-21 16:07:46 UTC
in Challanges Post #84904
So yea.. who wants to talk about colour influences on the player's mood?
Posted 19 years ago2005-01-21 16:07:05 UTC
in Compo 12 (Real World) Post #84903
I sure hope so :o

And this time i'll TRY to enter.. not like all those other times...
Posted 19 years ago2005-01-21 16:06:33 UTC
in gif.pictures Post #84901
No Gifs, No flash. :|
Posted 19 years ago2005-01-21 16:03:58 UTC
in op4 sdk and others Post #84899
Of boreland?

I have absolutely no idea.

Go with the latest.
Posted 19 years ago2005-01-19 18:37:04 UTC
in op4 sdk and others Post #84625
But you can't do the same for HL1 i'm afraid.
Pity.
Posted 19 years ago2005-01-19 18:35:54 UTC
in My website Post #84624
here:

http://half-life.sierra.com

See that menu?

Sweet.
Posted 19 years ago2005-01-19 18:33:47 UTC
in I got an Idea 2 Post #84622
lol

Go easy - it won't be long now.

Now Breathe!

AAAAaaaaahhhhhh
Posted 19 years ago2005-01-19 16:12:18 UTC
in dont forget it Post #84604
No money? That's fine.. I don't think may people here are "loaded"

If you are determined enough, you'll get anything for free. There are alternative ways........
i checked Moddb and i found a hl1 silent hill mod what the hell is that
This one ? : http://mods.moddb.com/2916/
What about it ?

:
Posted 19 years ago2005-01-19 16:05:47 UTC
in op4 sdk and others Post #84603
There hasn't been anything on OPfor 2

Gearbox didn't release the SDK for their own reasons - not many game developers do that actually - how many mappers release the .map sources to their maps ? ;)

They certainly wanted people to make maps for it - but they didn't want to release the code. Pity, but that's life i guess....
Posted 19 years ago2005-01-19 16:02:20 UTC
in op4 sdk and others Post #84601
Ack! double post day for me today- that last post seems too harsh without the :P ;)
What about Microsoft Tools 2003, this is a free batch compiler but how do you use it? Can it compile the SDK source?
http://www.borland.com/products/downloads/download_cbuilder.html

Give borland a go - keep in mind that if you want to do coding, be prepared for a lot of reading.

:D
Posted 19 years ago2005-01-19 15:57:14 UTC
in Map Wads needed Post #84599
Posted 19 years ago2005-01-19 15:55:30 UTC
in Map Wads needed Post #84598
Just typed this up - hope it helps:

Get this batch compiler, or just copy the quoted text inot a text file and name it compile.bat - surely you know how to make batch files :P ;)
@echo off
set WADROOT=C:SierraHalf-Life
echo ###################################################
echo # Batch Compiler Zoners Spec #
echo ###################################################
echo ###################################################
echo # Please report bugs to: ryansgregg@hotmail.com #
echo ###################################################
echo.
echo Written At: 06/01/05 22:02:16
echo BC Version: 2.0.3.1
echo.
"C:Program FilesValve Hammer EditorToolshlcsg.exe" "your map dir goes heremymap.map"
"C:Program FilesValve Hammer EditorToolshlbsp.exe" "your map dir goes heremymap.map"
"C:Program FilesValve Hammer EditorToolshlvis.exe" "your map dir goes heremymap.map"
copy "your map dir goes heremymap.bsp" "C:SierraHalf-Lifevalvemaps"
echo mymap.bsp copied to C:SierraHalf-Lifevalvemaps
echo.
echo Running Game:
"C:SierraHalf-Lifehl.exe" +map mymap -console -dev
echo.
pause
Posted 19 years ago2005-01-19 15:49:05 UTC
in custom textures Post #84597
-nowadtextures All textures (NOT wads) used in the map become part of the bsp. No wads needed for distribution. use only if your textures are 100% unique.

-wadinclude mywad.wad All textures in mywad.wad used in the map become part of the bsp. No need for mywad.wad to be distributed Use only if the textures were small and or if you have something to hide ;)

-wadautodetect Works only on some versions of the tools, Removes any wad references from the BSP that were not used at all. Recomended setting.
Posted 19 years ago2005-01-19 15:42:33 UTC
in Too many named lights.... Post #84596
Kol, your texture-toggling idea in fact happens with lightmaps, but that has a limit somewhere.
Yes a fake is a fake ;) - its hard and it looks kinda crap in game (depends on a lot of things). However, Poke646 pulled it off very well - but that was different - and its hard to compare that with this.
Posted 19 years ago2005-01-19 15:36:12 UTC
in 2 questions about r_speeds Post #84595
1: Wrong

2: Yes. But - no point in streching 256x256 textures, because they are already bigger than the 240 subdivide size - if you strech a 128 texture by 2 then there will be a reduction in speed.
Posted 19 years ago2005-01-19 15:28:39 UTC
in op4 sdk and others Post #84594
Ok, these things are not cheap, you need to get Legal copies of serious tools if you plan on actually learning them.

fucklob: You have no hope in hell of licensing Gearbox's Code. Unless you have a spare design team, a publishing company, and a great royalty deal for gearbox, forget it.

Anything to do with releasing a standalone mod: Forget that too.

As for the models, if the game is Based on HL1 engine, then there are probably converters out there. If there are none, then the people who made the game did not want you copying their models into your own projects.
...who have this program should put it up for download.
Please don't openly promote warez.
Posted 19 years ago2005-01-19 15:21:28 UTC
in Challanges Post #84593
cough*sarchasm*cough
:zonked:

Bah! went from a bit of Level Design theory to l33tspeak in 3 posts :(
Posted 19 years ago2005-01-19 15:19:02 UTC
in Fap at my map :) Post #84592
Its a bit dark overall: Pic 7 is a bit too dark.. maybe add a few floor lights in there?
Posted 19 years ago2005-01-19 15:16:42 UTC
in A strange bug with rounding coordinates Post #84591
oops... "integers" should not be in there at all :zonked:

my mistake.
Posted 19 years ago2005-01-19 07:12:44 UTC
in The Nightmare (Nightmare V2) Post #84526
Just release the map so we can play it :P
Posted 19 years ago2005-01-19 07:08:54 UTC
in My website Post #84525
No, don't make them at all.

If you must, make animated menus (The glowy effect like in the game)

I tried making something like that for my site, but failed.
Posted 19 years ago2005-01-19 07:06:35 UTC
in Too many named lights.... Post #84524
Didn't get anough time to write this up fully:

Too many lightstyles on face errors are usually caused by having too many dynamic lights in one area - Dynamic meaning thay do something, pulsate, switch on /off flicker etc..

Texture lights also count as dynamic lights - but i've noticed that this can vary with the compile tools.

try having less unique lights in an area - that's the only thing.

You could fake this effect very easily with toggling textures, (taking screenshots of lighted walls and turning them into toggling textures)

This was done very well in Poke646 to produce a scrolling floor where the light remained in one spot. (train sequence)

You could do the same on a simpler scale by just having the room lit up normally, with ordinary lights, and having the walls covered with a toggle texture. One Black, other lit up.

I hope you understand what i'm getting at.

If you don't then i'll try to make an example map when i get home.
Posted 19 years ago2005-01-19 06:52:31 UTC
in Map crashing? Post #84523
just a guess: if you have game_text and trigger_auto entities, remove them, and try running your map. If it works, then those entities were causing the crash.
Posted 19 years ago2005-01-19 06:41:05 UTC
in Too many named lights.... Post #84522
This just means that you hafve more than 4 lights shining on a face - get the ZHLT Beta 4 and it will give you the co-ords of the error.
Posted 19 years ago2005-01-18 19:40:40 UTC
in A release, at last. Post #84488
The helpfulness of that last post defies my comprehension...
Posted 19 years ago2005-01-18 19:37:46 UTC
in A strange bug with rounding coordinates Post #84487
Oh, and by smart i ment:

"Wow! OMG! a question with some background knowledge!"

Welcome To TWHL by the way ;)
Posted 19 years ago2005-01-18 19:35:32 UTC
in A strange bug with rounding coordinates Post #84485
The map format isn't really made for complex solids like that - you could try making it manually with Vertex manipulation or making Revolver do less segments.

The rounding thing is strange, but the numbers actually define "planes", and not individual vertexes. This is why you get strange numbers for even the simple geometry if you look at the .map

The errors get worse with the programs interpreting Floating point Integers (evil buggers).

On an unrelated note - this is the smartest post i've ever seen on TWHL.
Posted 19 years ago2005-01-18 19:29:09 UTC
in I got an Idea 2 Post #84484
Just hurry up and pass it on ;)

3 w00ts for TWHLmix? !!!

w00tw00t! Huzzar!
w00tw00t! Huzzar!
w00tw00t! Huzzar!

:nuts: :P :D :lol:
Posted 19 years ago2005-01-18 15:17:00 UTC
in Rimrook, put your maps back up Post #84451
:x Speak not of the ex-communicated unpersons. :|
Posted 19 years ago2005-01-18 15:00:12 UTC
in A release, at last. Post #84449
Oh, its HL?
:(
Posted 19 years ago2005-01-18 14:50:04 UTC
in Fap at my map :) Post #84445
Hmm... Yours look kinda dimmer than Zombieloffe's - try setting Render FX to something higher.
Posted 19 years ago2005-01-17 16:02:43 UTC
in Rimrook, put your maps back up Post #84308
Nice effect.. gives me an idea ;)

*Maps
Posted 19 years ago2005-01-17 15:43:01 UTC
in I got an Idea 2 Post #84306
:o

But you will contribute Something in due time !?
Posted 19 years ago2005-01-17 14:25:39 UTC
in Rimrook, put your maps back up Post #84294
Hmmm.. Still would like to see his maps first, and then make up my mind. :

Links anyone?
Posted 19 years ago2005-01-17 14:19:24 UTC
in Rimrook, put your maps back up Post #84292
Got a link to any of Rimrook's Maps?