Forum posts

Posted 17 years ago2007-11-14 18:02:04 UTC
in TWHL3 Post #238484
Why not? I'm talking about max 1-2 competitions open at the same time.
Dude, if and average of like 5 people enter the MONTHLY compos, why the hell would people join random usermade (and probably shitty) competitions?

Meh
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-14 17:47:46 UTC
in TWHL3 Post #238481
Yeah, I can imagen the amount of people who would enter those
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-14 17:17:36 UTC
in FinnalY! Post #238480
HMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM

Yes.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-14 16:58:16 UTC
in Survey: Violence and videogames. Post #238478
I spend a lot more than that using the computer, just not playing games.
Yah same here.
I use the computer for faaar longer then 3 hours.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-14 16:43:55 UTC
in FinnalY! Post #238476
For once I agree with Ghetto.
They should have made an experimental separate orange box SDK first.
Then when everything works fine, put HL2 and all those old source games into the new SDK, and remove the old one.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-14 14:30:25 UTC
in FinnalY! Post #238464
I was gonna work on the examplemap playbus suggested, but HL2 mapping doesn't work at all.
Guuh.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-14 04:59:30 UTC
in Survey: Violence and videogames. Post #238443
I want satchmo to reply :>
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-13 16:36:09 UTC
in Survey: Violence and videogames. Post #238365
Age: 15
Children: No srsly
Country: Sweden

1. Action games and shooters.

2. Far too much. Maybe like 21, around 3 hours every day.

3. Playing the piano, Martial arts (spell plox)

4. I'm not an agressive person, no. I rarely get into fights.

5. Oh come on, no one follows it anyway. And it does NOT work. I bought 16 rated games when I was 13 from the store.
And over all, I think it's up to the parents to decide what's appropriate for their children.

6. That's a really hard question. I will raise my children to resist violence and stuff like that, and if I can make sure that they are not in anyway affected by the videogames then I guess they can keep on playing them.
I would still not allow any of my children to play violent games untill they are over 13.

7. My father told me that what happens in games, is in the games, not in reality.
When I had that clear for myself, I could start playing mildly violent games such as warcraft 2 and AOE, this was when I was around 5-6 years old. when I was 10 years old I started playing more violent games such as Half-life where you shot people.

8. Err.. no.
It's all the parents.
If you can't handle having kids, then DONT HAVE ANY.
Use a god damn condom
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-13 16:25:38 UTC
in It's for a good cause Post #238364
D: After 180 grains of rice I had a VOCAB level of 7... meh
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-13 15:19:07 UTC
in FinnalY! Post #238353
eh, that explains all the weird stuff that happened in hammer half an hour ago..

I can now only map for the orange box, not HL2, D:
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-13 06:02:48 UTC
in The Citizen: HL2 sp Post #238290
Am I the only guy who had no problem finnishing the first maps until the airboat at all?

D:

I found the HEV and the crowbar before encountering any enemies, without any problems.

I'm not stuck at the airboat part, it's just that I saved and quit there, Im gonna continue later today.
You did notice the combinations written on the walls next to the doors. Right?
There were? D:

It was a bit dark :x
Oh well, it wasn't very hard to figgure out anyway
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-12 04:39:00 UTC
in Orange Box Mapping has arrived Post #238194
But in dev commentary they said, they SAID, that the bridge was dynamic and calculated in game.. (and by bridge I mean the first bridge which breaks during the portal storm)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-11 12:46:41 UTC
in Orange Box Mapping has arrived Post #238139
Strider: Sure that is possible, but the bridge was infact totally dynamic.
The houses.. could have been done the way you say.

And fearian.
When they make animations of things exploading and shit flying everywere, they know how the map looks, and that is why the gibbs appear to be physical, if that's what you ment.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-11 11:40:19 UTC
in Orange Box Mapping has arrived Post #238133
Yeah, so much for dynamic cinematic effects. :<

At least the bridge was dynamic.

Good example there Muzzymoo
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-11 11:04:56 UTC
in Orange Box Mapping has arrived Post #238127
WARNING MIGHT CONTAIN SPOILERS

I've been experimenting around with Episode 2 now, and I'm quite dissapointed at some things.

It would seem as if the advisors had in the earlier stages of Ep2 it's own AI and were like bosses.
They could pick up things and throw them at the player.
All that is removed.

If you place an npc_advisor in your map it will just hang there with it's silly idle animation.
I also tried to trigger a row of outputs directed at the advisor.
Turns out they have been removed too, and so they did nothing.
So Im guessing that everything the advisors did in Ep2 was scripted, there were no dynamics involved at all.

The strange thing is that I did not find the tounge animations of the advisor.
I thought that maybe the tounge was a separate model but I could not find it.
I also found some other advisor models but they had pretty much the same animations.

Another thing which is strange is that Gman still has his little suitcase.
I placed him out in a map and compiled and there it was.
I found no settings which removed the suitcase.
Maybe Valve hasn't put that in yet, OR, it is done in another way, I didn't try very much.
(And yes, the suitcase is there when he animates too)

I also noticed that most of the houses exploading were not dynamic either, they are animated.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-10 21:29:50 UTC
in Yea im a noob damage on beams Post #238100
I've never had any problems with it so Im not sure.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-10 19:49:08 UTC
in Yea im a noob damage on beams Post #238094
...Did you set it up to do any damage?

It's rather easy to do, just type a number after the label "damage per second" or whatever it's called.

More info please.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-10 13:20:08 UTC
in Orange Box Mapping has arrived Post #238069
Madcow: can we expect any Orange Box examples from you? You've made some great examples recently, very handy stuff for beginners and long-time mappers. :>
<3
Since you asked :>
Matter of fact I have the first one right here..
Uploading it tonight!

Edit: Done.

The portal map start elevator example can be found here:
http://www.twhl.co.za/mapvault_map.php?id=4863

And also, I am always open for requests.
It's not easy figguring out examples if I do not know what the community wants
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-10 09:20:53 UTC
in Competition 24: Map from Layout Post #238061
You edited you shit D:

NOW STOP IT.

[/offtopic]
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-10 09:18:53 UTC
in Competition 24: Map from Layout Post #238059
Ant: I thought you finnaly had gone fruitcake

Ghetto: What?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-09 19:14:55 UTC
in Flat-Life (HL2D) Post #238027
Half-flat made me rofl
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-09 04:35:48 UTC
in Orange Box Mapping has arrived Post #238000
In the gcf files. For portal, it's in "Portal content.gcf" in the folder called "particles" (duuh)

Oh and when you want a certail particle effect such as the field in portal which removes boxes and stuff ( particles/cleansers.pcf ) then you do not tell hammer the path to the particle effect file, but the name of the certain effect.
There are many effects in every particle file.

Example, the portal field things name is "portal_cleanser", so that's the information you give the entity.

All the names can be found in the GCF. portal/particles/particles/manifest.txt
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-08 12:23:16 UTC
in Orange Box Mapping has arrived Post #237964
You made it sound wrong Mooboi!
The ENTITy "info_particle_system" is included and works fine with the original particles.
But you can't make your own yet.

I've used the entity, and it appears to work fine, exept that instead of just being a purple box in hammer, it appears as the huge scary error sign. D:
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-08 06:01:53 UTC
in cs_assault.rmf/.map Post #237940
Why does everyone want to remake CS_assault?
There's plenty of good custom versions already, and there is also like a ton of crappy versions.

Make your own maps, don't modify others, that's for cowards.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-07 15:49:12 UTC
in Overview Post #237883
that's cuz if there were, they would be in the gcf...

And just google for overview CSS tutorial :| :| :| :| :| :| :| :|
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-07 15:44:09 UTC
in Overview Post #237881
Either it's a texture with the same name as the map, or it's simply a tga picture with the same name as the map in the same folder as the map.
How do you make it "sync" with the real map? I don't know.
Google it.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-07 13:39:18 UTC
in Desktops of November Post #237871
Even DX10 is overrated. Remember the link Madcow posted? I used it to get supposedly DX10 only features in the Crysis demo on XP. Crysis just greyed out the highest settings if you weren't on DX10, but with the power of Notepad this was easily bypassed.

Which means that for some reason, developers are saving the highest quality stuff for DX10, even though you don't even really need it...
Yeah, everything can look just as good on DX9 with just some extreamly small differences which one only can spot when comparing two screenshots with extream detail.

What if DX10 just is a minor update of DX9, and in fact most things that are supposed to only work in DX10 works in DX9 aswell (and I don't mean just crysis)
I mean, if DX10 wouldn't have come with vista, then almost noone would have bought vista.
DX10 was just a way for Microsoft to make money, and it turned out to be half-fake.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-07 05:51:25 UTC
in Source SDK error Post #237843
Remember that this will remove, if there are any, all custom mod configs.
But most people do not have any.

If you do, and you for some reason need to reset your configs, you can go into the steam files and backup your mod configs
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-07 05:48:29 UTC
in Source SDK error Post #237841
Click "Reset Game Configurations" in the Source SDK menu.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-05 13:48:57 UTC
in The Free Texture Thread! Post #237735
Eh, what are you on about Espen?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-05 04:07:35 UTC
in yeah another one: i cant play my maps Post #237691
Yes it is
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-05 04:07:02 UTC
in i need Help with carving Post #237690
NO!
No carving!

Use the clip tool!
Tutorial here:
http://twhl.co.za/tutorial.php?id=83

Please, check the tutorials before asking random questions which can easily be found and answered in the tutorials!
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-05 03:39:54 UTC
in A little silly: how do i change the snap Post #237687
CTRL + B to snap to grid Mooboi ?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-04 18:52:43 UTC
in Volumetric Lights Post #237659
Well, I just think that light volume effect is too, uhh.. unreal and plain.
But maybe if you combine them, yeah.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-04 18:29:52 UTC
in How to set up hammer for source Post #237657
It's not always working as it should Blitz.
It didn't for me D:

It's still easy tho.
If your Source SDK hasn't provided you with it's own automatic setups, then you can look for "Reset Source SDK setups" (at least I think that's what the label is) .
This will automatically check which source games you have, and create setups for those games available.

Notice that doing this will remove any custom setups.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-04 18:25:52 UTC
in Volumetric Lights Post #237656
IMHO, but I think that effect looks like shit.

I suggest using a dust effect instead.
You know, those dust particles which flies around in the air.
Was used in Counter-strike Source - De_dust2 I believe, in the big room.

That technique is fine when talking GoldSrc, but this is Source.

I've forgotten the name of the entity to use when you are making dust particles, but I think that the name of the entity is rather obvious.

Anyways, that's just my opinion.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-03 07:35:41 UTC
in Buying comp. for hl2 Post #237564
If I were you I would wait until I'd get some more money, and then buy something which will last for more than 2 weeks.

There is always some way to make money, don't be lazy
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 18:39:28 UTC
in TF2 FDG files Post #237543
How can you type 1/2life faster than just HL?
It just doesn't make any sence.

On topic.
Was the TF2 dedicated server tool released today?
I haven't noticed it before.

You'd think that the orange box SDK would come with it D:

Edit: Oh and another thing since I do not want to start a new thread for it.
Is there a way to build cubemaps in portal without building them in another game?
You'll get the error "Vtex.dll not found", would it be possible to move Vtex.dll from, say, HL2DM to Portal?
And in that case, where would I find this DLL?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 17:20:29 UTC
in CS_ASSAULT modification Post #237539
Then scrub all the floors in Hyrule!
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 17:08:01 UTC
in CS_ASSAULT modification Post #237531
THEN DON'T WASTE ANYMORE TIME AND STOP WORKING ON IT

GUUH
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 16:37:52 UTC
in creating the gren jump in ep2 Post #237513
Well I have actually :>

But I'm on my laptop
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 15:50:13 UTC
in creating the gren jump in ep2 Post #237507
Why won't anyone understand what I am saying???

Imagen the hole, right!
It has a hinge over it, RIGHT!

BUT

What if we put a prop_physics NEXT TO THE HINGE!
It is not on top of the hinge, it is not under the hinge.
It is next to the whole thing!
If we use a push then sure it will push up the hinge, but it will not affect what's around it, and does therefore not act like an explosion.

Env_physexplosion solves this. And I do not understand why not to use one, it will work perfect
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 15:06:26 UTC
in creating the gren jump in ep2 Post #237502
No no no, that's not what I ment.

I mean, the trigger push, pushes UP (in this case it does).
That would cause the derbis around to go up too!
And we don't want that, right?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 13:33:09 UTC
in creating the gren jump in ep2 Post #237496
But a push does not act like an explosion!
I mean, what if the player puts a physical object next to the platform, it SHOULD move.

I actually thought of the invisible brush thing too mooboi. But it would need to be able to respawn, and Im not sure if that can be done with a template spawner.
But it should work since you can respawn a physbox using a template spawner, and a physbox is also a brush based entity

And it should not be able to be reached by bullets, but I guess that wont be much of a problem if the brush only is one unit^3
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 06:51:06 UTC
in creating the gren jump in ep2 Post #237487
Dude, yesterday I wrote a huge reply to this thread!
Now it's gone D:
I forgot to copy it.

Oh well.
No matter the mass scale, the player is too heavy to be propelled up into the air by a small nade.

You will need to somehow make the explosion of the grenade trigger an env_physexplosion.
But now I've forgotten how :<
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-01 16:52:00 UTC
in Flat-Life (HL2D) Post #237465
That would ruin the whole thing
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-01 14:30:28 UTC
in Ambient_generic won't stop looping Post #237457
DINNER

I mean, how?
Can I use sound forge for this?
I've heard it works somehow with goldwave too.
I have both

EDIT: Thanks for your help, problem solved.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-01 13:42:38 UTC
in Ambient_generic won't stop looping Post #237454
Mooboi just told me to add cue points, one in the start and one in the end.. I guess Ill try that.

Yes I did make them myself. ;>
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-01 12:19:42 UTC
in TF2 FDG files Post #237449
Right. Valve time.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-01 11:15:41 UTC
in Ambient_generic won't stop looping Post #237447
I've started mapping for Portal, and I decided to put some custom sounds into the map.

They are Mono 44kHz wav files just as the original ones from the game.

The problem is that once triggered they won't stop!
They just keep on looping.
I've checked "Is NOT looped" but that doesn't work.
I've also tried stopping the ambient generic using the output "StopSound" which didn't work either.

This has NEVER happened to me before, so Im guessing that this has something to do with my custom sounds, I just can figgure it out.

Any ideas?

Thanks.
Madcow MadcowSpy zappin my udder