Forum posts

Posted 20 years ago2004-01-23 02:32:24 UTC
in OpenGL and gl_wireframe 2 Post #13361
I've been going through the r_speeds tut, and for some reason, even in OpenGL mode, gl_wireframe 2 command does NOT make a wireframe view for the brushes as described - could it be video driver? Or something I have to activate??? What shall I do here? :cool: :o :cool:
Posted 20 years ago2004-01-22 21:39:05 UTC
in Vertex Manipulation Problem Post #13354
7th - oopsie - okay doke, thanks
Posted 20 years ago2004-01-22 17:34:14 UTC
in Vertex Manipulation Problem Post #13305
I seem to have a problem using Vertex Manipulation to create a "pipe" to crawl through
User posted image
The sides seem to disappear in the 3d view on certain views... what am I doing wrong? :
Posted 20 years ago2004-01-14 03:45:47 UTC
in Compiling Concern Post #12034
UPDATE: I tried a red texture light in each cell (in the upper corner of the ceiling/wall opposite each cell door) for a total of all 48 cells... PLUS 6 big white lights on the MAIN cell-block ceiling, and the RAD took 25 seconds to compile.

I haven't tried point lights yet. :nuts:
Posted 20 years ago2004-01-14 03:16:04 UTC
in Compiling Concern Post #12033
If you download the unfinished map I have in the vault, you'd see each cell is solid wall, and only the doorways are open... I'm going to put sliding "grate" doors... kinda like alcatraz. ;)
Posted 20 years ago2004-01-13 21:21:55 UTC
in Compiling Concern Post #12023
Forgot to mention the map is in the vault in unfinished... "Cell-Block D" I believe I titled it.
Posted 20 years ago2004-01-13 21:20:25 UTC
in Compiling Concern Post #12022
24 cells per level - 10 on one side, 10 opposite that side, and 4 on one wall... upper level is duplicated (this is going to be a close reproduction of a jail I was once in)

I ran out of other ideas. :P
Posted 20 years ago2004-01-13 20:35:24 UTC
in Compiling Concern Post #12016
I am making a Jail CellBlock... 48 cells total...

I want to add lights to each cell... I'm not sure if I should use point lights, or texture lights... which one would be easier to compile and run? :confused:
Posted 20 years ago2004-01-10 03:57:00 UTC
in Map Coop Post #11428
I might not be as skilled as the collective of people you have working on it - I just figured I'd hook up with someone on a simple map.
Posted 20 years ago2004-01-09 20:47:13 UTC
in Andy this is for you.... Post #11383
I thought they had an example map? You can always copy it from there...

:badass: :badass: :badass:
The Hammer file is included in the download at the bottom of the tutorial
Isn't that what I said? (ed: Andy)
Posted 20 years ago2004-01-09 20:24:14 UTC
in Map Coop Post #11380
Would anyone care to do a coop map with me? A friend of mine suggested I do it this way to learn different techniques (I seem to be brain frozen on stuff)

I have a small map started... and we can go back and forth adding a little at a time.
Posted 20 years ago2004-01-08 20:27:17 UTC
in Spirit Config for VHE Post #11264
THANK YOU!

It worked!
Posted 20 years ago2004-01-08 16:07:01 UTC
in Prefab Size Post #11229
Uhm, the prefabs I downloaded are light sets... 2 "point" ents with brushes...

Anyways I meant to post that I just now found the "insert original prefab" button that places the prefab in it's original size smacks head I'm learnings LOL
Posted 20 years ago2004-01-08 15:31:33 UTC
in Spirit Config for VHE Post #11222
I'm having a hard time with something...

I have VHE 3.5, configured with a spirit game config, and spirit 1.2

I create a map using the spirit config, compile it, and when attempting to run it through VHE (f9) it opens HL, shows the console, and when it tries to open the map, it says "map change failed: '<mapname>' not found on server!"

Is there anything I can do with the config where it will run the map through the spirit mod using VHE to open HL? In order to open any of these maps I make, I have to MANUALLY open HL, and activate Spirit, and MANUALLY run the map through teh console... it's annoying! Please help. :confused: :confused: :confused:
Posted 20 years ago2004-01-08 14:36:31 UTC
in Prefab Size Post #11214
I'm downloading prefabs from ejoop.com, and I'm noticing that I'm having a hard time sizing them correctly - for a light fixture prefab I'm trying to size it, and the light ents grouped with it are up inside it, not directly below it... is there a way to auto-size it?
Posted 20 years ago2004-01-08 14:35:02 UTC
in Brush loses Entity Post #11213
The texture isn;t the problem - the fact that the "entity" attribute disappearsoff the brush - saving is something that automatically happens when I test the map throuygh VHE... when I reopen it, I click on the enitiy, and it's NOT an entity anymore (hitting ALT+ENTER brings up the visgroup setting for that brush)
Posted 20 years ago2004-01-08 13:06:37 UTC
in Brush loses Entity Post #11207
I built a map with a moving door which is triggered by a "trigger_multiple" on either side of the door... today I started my PC back up, opened the map in VHE, and noticed that when I clicked on it, it says "solid with 6 faces" instead of the entity name and target... the brush DOES have the aaatrigger texture on it... :
Posted 20 years ago2004-01-08 12:36:48 UTC
in Suggestion for Forum Posts Post #11201
Loque - read my post above - I had mentioned about a verification system being in place - such as you can only make the request to a moderator FROM the email address you registered (and provided that the user is the one who started the thread) - it would save on disk space considering there are many threads in certain forums which address problems that have since been resolved (like VHE problems or mapping questions)
Posted 20 years ago2004-01-07 23:03:20 UTC
in Suggestion for Forum Posts Post #11162
In the map vault,a user is able to delete their maps, and I was wondering if it's possible to give users the same power over their own forum posts. Even if you have to email a moderator (say the subject of the email could be "Delete Request= Forum" or something similar, where the person identifies the post to be deleted

Of course you could incorporate some kind of verification process, such as the user can only make this request FROM the email address they are registered with, and that no posts will be deleted from other users (i.e. they don;t like a comment made by someone else unless the thread was started by them) :) :P
Posted 20 years ago2004-01-07 22:59:11 UTC
in Spirit 1.2 Post #11161
After downloading that FGD, I reinstalled spirit and it works... thanks for all the input
Posted 20 years ago2004-01-07 22:41:50 UTC
in Spirit 1.2 Post #11160
I found the Spirit.fgd here
Sorry about that guys :P :) :cool:
Posted 20 years ago2004-01-07 21:58:50 UTC
in Spirit 1.2 Post #11157
WHERE can I find the fgd then??? :o
Posted 20 years ago2004-01-07 13:47:37 UTC
in Spirit 1.2 Post #11092
The problem is (explained again) that I can;t see Gordon as anything but a green block when I use the spirit game config for VHE 3.5. :confused:
Posted 20 years ago2004-01-07 12:48:52 UTC
in Spirit 1.2 Post #11082
Uhm, guys...

I have VHE 3.5 Beta, WHICH shows Gordon in the 3d view when you place an info_player_start... you have to unpack the models in order to SEE the model... you can also see each weapon, and monster.

Problem is I added spirit 1.2 game config and now I can;t see gordon or anything. But when I switch back to the HL game config, I can see it.
Posted 20 years ago2004-01-07 04:59:22 UTC
in Spirit 1.2 Post #11045
Even after unpacking the models in the spirit folder, my VHE will not view gordon as anything else but a green box... is there something I need to do with the config?
Posted 20 years ago2004-01-02 02:39:55 UTC
in Several issues Post #10157
OMG! LOL!
3 Barneys, 1 human assassin, 3 grunts...

What's left? 3 BARNEYS! I cant believe they killed the 4 others LOL and the grunts have machine guns.
Posted 20 years ago2003-12-31 16:20:59 UTC
in Several issues Post #9961
The more I map, the more I wonder how thick to make floors in multilevel buildings, how to do the texture lock, all sorts.

Can anyone give me a challenge for a map? I'm getting bored LOL!
Posted 20 years ago2003-12-28 15:48:10 UTC
in RAD Compiling problem Post #9617
UPDATE... okay - it was obviously the map I was trying to make... QRAD wasn;t the only thing an error came up with - I just had to make a whole new map :-(
Posted 20 years ago2003-12-28 14:58:35 UTC
in RAD Compiling problem Post #9615
Apparently it's an error in the HLRAD - I even redownloaded zoner's tools and the error still popped up. I switched BACK to qrad and, for now, it's working.
Posted 20 years ago2003-12-28 04:17:04 UTC
in RAD Compiling problem Post #9547
I only have one partition... :
Posted 20 years ago2003-12-28 02:19:32 UTC
in RAD Compiling problem Post #9544
Well NOW it compiles but only now it says NO LIGHTS - yet I have a light inside the room - THIS IS DRIVING ME NUTS!

Suggestions?
Posted 20 years ago2003-12-28 01:53:38 UTC
in RAD Compiling problem Post #9543
I start compiling... it goes through the first 3 tools, then when it starts the RAD part (lighting) up pops an illegal operation error... :P
Posted 20 years ago2003-12-28 00:16:19 UTC
in RAD Compiling problem Post #9534
Both HLRAD and QRAD are "illegal operation"-ing - what can I do to correct this? :zonked: :zonked: :zonked: :confused: :confused: :confused:
Posted 20 years ago2003-12-26 15:32:45 UTC
in CS Texture Questions Post #9413
Thanks Kol. Yeah a few in IRC had suggested the same thing - I just was hoping there was an easier way of doing it than going through all that :confused:
Posted 20 years ago2003-12-26 15:19:16 UTC
in CS Texture Questions Post #9408
Well now I have a new problem - when I build a HL map, after compiling I try to run, it's saying "cannot find cstrike.wad" - yet I don;t USE any cstrike textures
Posted 20 years ago2003-12-26 14:10:11 UTC
in CS Texture Questions Post #9405
When I want to make a new map, is asks which gamne config - I select CS.

The normal view opens iup, and right away I want to make a floor... so I go intothe textures, and type "floor" - the HL textures rae there, I'm assuming that is a problem.

But then I go to make a wall, I type "CS" in the texture selection frame, and double click on one, and when it clos4es the box, the texture previerw is the AAA trigger thing! : : :
Posted 20 years ago2003-12-26 13:53:25 UTC
in CS Texture Questions Post #9403
Hammer 3.5
CS 1.5 (as an HL MOD)

Before I go into the trouble, can someone look at this config and let me know if I have something messed up?
User posted image
Posted 20 years ago2003-12-22 15:08:56 UTC
in Spam Post #8901
Dr. Phil can do something in my book ahem
Posted 20 years ago2003-12-22 15:05:52 UTC
in Opposing Force Won't Run Post #8900
I've tried uninstalling and reinstalling, and I keep getting something about client.dll and hud_moveplayer

Has anyone run into this at all, and if so how can I fix it? : : :
Posted 20 years ago2003-12-12 16:52:06 UTC
in HAMMER 3.5 HELP!!! Post #7444
It might signify that hammer 3.5 is not working in other aspects
Posted 20 years ago2003-12-12 16:40:28 UTC
in HAMMER 3.5 HELP!!! Post #7441
In the Hammer 3.5 you can actually see gordon's model in the 3d view.
Posted 20 years ago2003-12-12 16:34:41 UTC
in HAMMER 3.5 HELP!!! Post #7439
Okay I'm not really new to mapping, and I HAD 3.5 t6hat showed gordon, but my comp kinda went PFFFST! and crashed on me thanks to a flight controller's install pattern.

SO NOW......

I have VHE 3.4, download both the 3.5 beta with the new exe file, AND the FGD required - copied 'em both in the appropriate folders, and I am NOT seeing gordon for some reason. Can anyone shed some light on this? :confused:
Posted 20 years ago2003-12-12 14:21:21 UTC
in Need Update Patch Post #7427
I found them - and updated :) ;) :D ;)
Posted 20 years ago2003-12-12 13:13:46 UTC
in Need Update Patch Post #7411
Anything I click on it wan't me to subscribe... public servers? WHere?
Posted 20 years ago2003-12-12 03:26:30 UTC
in Need Update Patch Post #7354
Valve's? I know it was suggested to go to Sierra's page, but they use fileplanet and who wants to PAY to download files?

Yeah I have a good connection... DSL :)

Let me know how you want to do this. :
Posted 20 years ago2003-12-11 17:30:30 UTC
in Need Update Patch Post #7314
I have the GOTY Edition of Half-Life (ver 1.0.0.9) and I need the patch to update it to 1.1.1.0 (or any MORE current version out there)

If anyone can help I can be reached at esmajor@my-ow.com

Thanks in advance! :P :badass:
Posted 21 years ago2003-08-21 01:44:31 UTC
in VHE Help Needed Post #350
I had a scroll-wheel mouse, and it was awesome for zooming in and out of the 2d views in VHE. It kinda sorta died, and now I'm down to 2 buttons.

I need some help on the keyboard shortcuts - the help files only show how to switch between camera modes...