Forum posts

Posted 17 years ago2006-07-29 23:15:49 UTC
in level change_ stuck in air (in game!!) Post #191998
place a level change trigger at the beginning of the 2nd map... I dont have experience with then yet... but I know you need that one so that the map change trigger from map # 1 knows to put the player there in map # 2. Fidgit with the options untill you have it to your liking. Also put an info_player_start in so if you choose to load the map via console, you end up there.

Edit: lol, penguin, we posted at the same time :)
Posted 17 years ago2006-07-28 15:42:48 UTC
in u know your obsesed with HL when... Post #191930
My offline mode is stupid: It still doesn't let me play and I dont know why :furious:
Posted 17 years ago2006-07-28 13:07:41 UTC
in u know your obsesed with HL when... Post #191912
I dont like the fact that you A) MUST have internet to play their games, and B) HAVE to be connected in order to play. Other than that, though, Steam is okay.
Posted 17 years ago2006-07-28 13:05:27 UTC
in Advanced Brushwork Mini-Compos Post #191909
Wow! What an awesome crapper. I need to get a copy of HL1 so I can start modeling some toilets too! :o
Posted 17 years ago2006-07-28 00:56:19 UTC
in Can someone please optimize my map? Post #191871
Just out of curiosity, what are your comp specs? They may be just enough to run HL2, but perhaps not an area so large.
Posted 17 years ago2006-07-28 00:45:59 UTC
in u know your obsesed with HL when... Post #191867
You know you're obsessed with HL when you map for it! :P
Posted 17 years ago2006-07-26 18:04:29 UTC
in Advanced Brushwork Mini-Compos Post #191750
Such is life, srry ;)

I also think that this thread ought to be moved to the HL1 Forum because of the new meaning it's taken on. It would get more viewer coverage because more ppl are there than in this forum ;). I suppose that the 1st couple of pages would be a bit confusing for some viewers though, so perhaps a new thread could be made? Just a thought :D
Posted 17 years ago2006-07-26 15:32:08 UTC
in Advanced Brushwork Mini-Compos Post #191742
I suppose we could put up "Advertisements" in the news page or front page. We may also want to put a link for them up where the link for the regular compo is, up in the top right corner.

Im sure that would attract attension :) .
Posted 17 years ago2006-07-26 01:03:45 UTC
in Portals Post #191684
the vid shows a smothe movement through the 2 enterances.. not an instantaneous movement, like a teleport. I wonder how they might have done that.
Posted 17 years ago2006-07-26 00:41:54 UTC
in Advanced Brushwork Mini-Compos Post #191683
They look damn good rim! Far superior to my Paint drawing by far!
Posted 17 years ago2006-07-25 19:51:28 UTC
in Brain teasers Post #191673
it was that 9 dollar thing that threw me off.
Posted 17 years ago2006-07-25 16:40:25 UTC
in Brain teasers Post #191654
yeah, but if they paied a total of 27, and the bellboy has 2, total = 29. 1 short. That's what were looking for ;)

Edit: woah, i just had a revalation:
30 - 5 = 25, 5 - 2 = 3, 25 + 3 = 28.
28 / 3 = 9.333.

Each one of em paied 9.333 apparently...(?)
Posted 17 years ago2006-07-25 15:54:11 UTC
in Brain teasers Post #191650
but they didnt pay 27, they paied 30
Posted 17 years ago2006-07-25 00:00:21 UTC
in Unforseen Consequences Post #191588
I was actually thinking, after reading issue 15, "wouldnt it be awesome if GMan saved the day?" It's like you've got ESP
Posted 17 years ago2006-07-24 23:40:00 UTC
in Brain teasers Post #191586
Gee, thanks for making it not obvious... Its a BRAIN TEASER thread. Were trying to think abstractly, and if you dont expect us to make a simple mistake like that...
Posted 17 years ago2006-07-24 20:49:51 UTC
in Brain teasers Post #191577
It says "Brain Teaser 8:" which obviously means it's supposed to be a brain teaser... It makes no sense, unless Luke is pullin' our chain.
Posted 17 years ago2006-07-24 20:41:06 UTC
in Brain teasers Post #191575
I dont understand what Brain Teaser 8 is asking...
Posted 17 years ago2006-07-24 18:00:42 UTC
in Advanced Brushwork Mini-Compos Post #191538
That looks great rowlybob! I especially like the level of detail put into the suit and face
Posted 17 years ago2006-07-24 17:34:44 UTC
in Advanced Brushwork Mini-Compos Post #191535
ok, ill draw it in paint or somthing :D

EDIT:
Here it is:

http://i79.photobucket.com/albums/j152/RotatorSplint/mini_compo_pic.jpg

I'm left handed, just so you know :lol:
Posted 17 years ago2006-07-24 17:29:03 UTC
in Advanced Brushwork Mini-Compos Post #191532
I have no PS skillz but i do have a good idea for a MiniCompo trophy:
Have it look like a standard compo trophy, but have a magnifying glass over it, showing that it is mini :P

That would be awesome!
Posted 17 years ago2006-07-24 17:18:08 UTC
in Brain teasers Post #191525
Yeah, there's no way to get a circular lid through a smaller circular hole, but if you position the square one correctly, you can fit it through diagonally

whee i get a silver star :P
Posted 17 years ago2006-07-24 17:13:38 UTC
in Advanced Brushwork Mini-Compos Post #191521
Why dont we just keep the same size for the lego as for the textures? No resizing, plus the player can explore through it so much more easily. Too small and then you con only look at the outside...
Posted 17 years ago2006-07-24 15:09:20 UTC
in Advanced Brushwork Mini-Compos Post #191486
great idea muzz, we could use those

when I was younger, I loved to make little fortresses out of legos. perhaps we could build those?
Posted 17 years ago2006-07-24 15:03:46 UTC
in Advanced Brushwork Mini-Compos Post #191482
muzzle, thats AWESOME!

Rules... hmm... well, do you think that we should name a structure to be built? Or a specific block count (which in my mind is a bad idea)?

Parhaps we should send out a base map with a large river through it and say "build the most advanced bridge over this river" or somthing like that. That would be cool :D .
Posted 17 years ago2006-07-24 14:34:53 UTC
in Questions Post #191475
isnt ZHLT for hl1 only?

I had a weird error (this is for DM, mind you) where I got the exact same error except that it was "00000001 referenced at 00000001" and I had found that I forgot to put an info_player_deathmatch in. If thats the weird code you see then perhaps you had a brain-fart (like I always seem to have) and you forgot to add that in :nuts:

Other than that, i have no idea
Posted 17 years ago2006-07-24 14:19:53 UTC
in Brain teasers Post #191470
The version I remember is that the man is too short to press the top floor button, just the halfway button. Thats why he can make it all the way down, but halfway up. That rain part has me stumped though.
Posted 17 years ago2006-07-24 14:15:42 UTC
in Advanced Brushwork Mini-Compos Post #191469
I really like the LEGO idea... build a castle or a bridge :biggrin: !

Just to build on that idea: i dont think custom textures should be allowed: keep it as close to a real lego piece as possible: red green blue and yellow. And if we were to prefab the pieces, they probably shouldnt all be the same shape: different shapes in every color.

An other idea is someone could take a photo of a real-life thing and everyone recreates that with their own details, like the current Source compo. That may take too long though.

/just some ideas
Posted 17 years ago2006-07-23 02:52:01 UTC
in Descent Post #191338
ahh, thanks ant.

On a different note: I use a game pad descent, steep learning curve :|and I still cant beat the 1st boss
Posted 17 years ago2006-07-23 02:12:40 UTC
in Descent Post #191334
lol, i just wasted the entire evening playing this damn game! it rox my sox!

I do miss weapons from Descent 2, like the mercury missile or the TV guided missile... but eh... its still a hell-o-alot of fun!
Posted 17 years ago2006-07-22 21:36:57 UTC
in Unforseen Consequences Post #191318
The posing wat amazingly well done in the 6th, 7th, and 10th frames. I especially like the view of the sun in the last frame.

Last frame made me laugh :nuts:
Posted 17 years ago2006-07-22 15:23:09 UTC
in Descent Post #191292
I remember when I was 5 I got descent 2 from a neighbor, and I never stopped playing it... those were the days :)

How do i get the HUD tho? I like to see what weps I have out

and how can we connect to you and have a big-ass deathmatch? :badass:
Posted 17 years ago2006-07-22 14:25:23 UTC
in CUtLinkedlist overflow! Post #191288
I noticed it said "No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt""

When putting in your skybox texture name in the Map Properties window, you want to remove that "rt" and the folder name from it's name. It should look like this:

Skybox texture name: sky_day01_01

Give that a shot
Posted 17 years ago2006-07-22 01:39:19 UTC
in Advanced Brushwork Mini-Compos Post #191230
ok, candidates for judge:
alexb911 - 1
snpbond - 0

As the contest end date draws near, ill count up the votes, n see who will judge!
Posted 17 years ago2006-07-22 00:18:50 UTC
in Advanced Brushwork Mini-Compos Post #191225
That means you're elegible for being judge! :P

so far, Alexb911 is our only candidate.

As for ideas on a model idea... perhaps model an NPC fighting or somthing. It doesnt have to be exact scale or anything, use the scale that gives you the level of detail you want.

Hope that helped.
Posted 17 years ago2006-07-22 00:14:04 UTC
in Head-crabs Post #191224
Well, they latch on to your head, eat your brain, and take control of you!! :badass:

I think that would itch a bit... especially the point where your brain becomes headcrab-fodder.
Posted 17 years ago2006-07-21 13:24:29 UTC
in Portals Post #191155
"If at first you dont succeed, you've failed, and the test will be terminated"

made me laugh :nuts:
Posted 17 years ago2006-07-21 13:20:43 UTC
in Advanced Brushwork Mini-Compos Post #191154
Bob, looks like you've got it all covered, thanks for your help :D

sure wish I could compete though... :
Posted 17 years ago2006-07-20 03:08:25 UTC
in Portals Post #190898
I wanna get EP2 so baddly because of all 3, but I want EP1 because I dont want an out-of-place story line!

Time to start mowing lawns.
Posted 17 years ago2006-07-20 01:27:27 UTC
in Advanced Brushwork Mini-Compos Post #190891
Sry it too me so long to reply, so let me get this stone rolling.

Because I have no HL1, Im not in a position to buy it ATM, and because I dont want anybody to feel that I'm playing favorites towards others on this forum, I think that the person to judge the next compo should be voted for!

The people wanting to be judges should make it clear (i.e. saying "i want to be judge" ;) ) and then we can vote via this thread. You cant vote for yourself. Contestants also cant be judge (duh!).

I hope thats a solution everyone can agree with.
Posted 17 years ago2006-07-19 18:42:54 UTC
in Light emitted from textures Post #190873
well i was going to use those textures in the train I'm making, but i just decided to replace them with prop_dynamics using a fluorescent light model, so it's all good :)
Posted 17 years ago2006-07-19 18:26:50 UTC
in Light emitted from textures Post #190870
I searched in both locations and never found lights.rad. I used search and the only lights.rad files i found were for Zoner's, because i downloaded them not knowing that they were for HL1 at the time. No other lights.rad files were present :
Posted 17 years ago2006-07-19 15:13:31 UTC
in Light emitted from textures Post #190846
I'll try that... but where do I set the skin parrameters? I dont see an option for it.
Posted 17 years ago2006-07-19 14:04:21 UTC
in Light emitted from textures Post #190834
Is there a way to prevent a texture (namely "dev/dev_interiorlight02b") from automatically emitting light so I can control it manualy using regular lights?
Posted 17 years ago2006-07-19 13:17:18 UTC
in Advanced Brushwork Mini-Compos Post #190829
I cant judge the entries because I dont have Half-Life :aggrieved: Oh the aggony!
Posted 17 years ago2006-07-19 13:13:55 UTC
in GoldSource Mapping Tips Post #190828
Here's a tip:

When making a single-player map, consider the condition the player will be in after an event. You will want to supply break-points in the level so that the player can 'catch their breath' after a difficult scenario. A good example of this could be fighting a bunch of baddies in an arena-type area and then moving the player into a chat scene with Barny, or somthing to that effect. For those of you who have HL2, take a look at the Lost Coast with the comentary; they explain it better than I do :D
Posted 17 years ago2006-07-19 13:03:52 UTC
in Team win (Counter-Strike, Hammer) Post #190827
What do you mean? like when they press a button, they automatically win?
Posted 17 years ago2006-07-19 01:31:32 UTC
in Advanced Brushwork Mini-Compos Post #190746
lol, my idea is being accepted and i dont even map for Half-Life! I feel so cool :cool:
Posted 17 years ago2006-07-18 23:41:24 UTC
in Advanced Brushwork Mini-Compos Post #190736
I have an other good idea for a nice mini-compo:

Construct a statue completely out of brushes... depicting a character, event in the game, or some other thing with a great level of detail. Custom textures alowed, 3 days limit, etc.

I dont know if creating a statue would be to detailed for brushes, but I'm sure you could scale it up a bit!
Posted 17 years ago2006-07-18 22:10:07 UTC
in Pain-In-The-Ass Shadows Post #190732
well, I only put 1 light into the train, not in a position that would cause those train poles to cast shodows the way that they do. It's in the center, somewhat close to the center of the train with respect to the Y axis. Now look at the shadows, they cast at about an 80 degree angle in the same direction. The left one looks fine, but the right one is going in the wrong direction.

Regardless, I fixed the problem ;)
Posted 17 years ago2006-07-18 21:02:50 UTC
in Pain-In-The-Ass Shadows Post #190728
I had no env_lights or shadow_controls in the map... weird :)

Is it normal for light to clip through brushes and cause models to cast shadows?