Forum posts

Posted 20 years ago2004-07-28 01:59:03 UTC
in Andy's helicopter entry Post #45739
Yeah I understand I just think it's rather bizarre.
Posted 20 years ago2004-07-27 06:24:15 UTC
in Andy's helicopter entry Post #45388
Actually I've noticed you've been quite slack on the brushwork in the whole map. Btw, did you use the hollow feature & the carve on that map?
Posted 20 years ago2004-07-27 06:20:58 UTC
in Andy's helicopter entry Post #45385
Hey Andy I just had a look at your competition entry & its real good but I couldn't help noticing in the rmf you have heaps of intertwining brushes & bad brushwork on the outside of the map. What's with that?
Posted 20 years ago2004-07-27 01:53:15 UTC
in an example map (or more) i want made Post #45273
COMMON TO ALL EXAMPLE MAPS...
I want two grunts with their guns pointing towards two scientists. The player should start outside a door to the room in which the two grunts & the two scientists are situated.

When the player hits a trigger (outside the door as well), the scientists yell with !SC_SCREAM7 simultaneously for about 10 seconds with !SC_SCREAM7 being played > once.

IN EXAMPLE MAP 1...
Once the player activates the door, I want the two grunts to shoot the scientists.

IN EXAMPLE MAP 2...
When the player activates (activation depends on door type which you can choose) the door, the one grunt says something to the player & then says something to the other grunt.

BTW I've got a map that incorporates some of the above that I could show you (it doesn't do all the stuff I want it to).
Posted 20 years ago2004-07-25 04:15:45 UTC
in covering outside walls of a map Post #44620
your map needs to be enclosed in world brushes. anywhere you use a func_wall to seal your map you will have a leak.
Yeah I thought so, thanks.

BTW I meant just a func_wall not a func_wall texture lol!!
Posted 20 years ago2004-07-24 23:50:41 UTC
in covering outside walls of a map Post #44587
I know that I must have a world brush behind brushes with the clip texture if those brushes are the only thing between black & the map.

But what if I have a func_wall texture as the outside walls of my map, do I need to cover them with a world brush?

Are there any other instances where I have to cover certain brushes with a world brush (eg. with other entity-based brushes) when the only thing standing between black & the map are those "certain" brushes?
Posted 20 years ago2004-07-24 03:18:04 UTC
in transforming opposite sides problem Post #44260
It might not be in the unfinished maps section when you read this because I may not have finished it.
Posted 20 years ago2004-07-24 03:10:35 UTC
in transforming opposite sides problem Post #44259
Who knows how to make the tower in "tower" in the unfinished maps section of the map vault the easy way? When I made the tower I first made the entrance & then I made one side but I didn't know how to properly clone & transform or whatever quickly on the other side so the other side took as long as the first side.
Posted 20 years ago2004-07-24 01:41:27 UTC
in no light with a ~ texture Post #44251
i don't see it
Posted 20 years ago2004-07-23 23:44:11 UTC
in no light with a ~ texture Post #44228
I made a custom texture in lights.wad that is identical to ~LIGHT5A except it is of type "-". It said something like "bad animating texture" when I tried to run it in hl after having successfully compiled using zhlt with everything on normal (csg, bsp, vis, rad). I tried to change the type to nothing but it said access denied. Can anyone help?
Posted 20 years ago2004-07-04 07:31:39 UTC
in Repeating a scripted_sentence sound Post #38671
I tried the trigger_multiple entity on the scripted_sentence but the scientist would only repeat his sentence when I ran over the trigger_multiple again. And I tried the concurrent & interrupt speech flags but I cannot find a way to get the scientist yelling repeatedly after I run over the trigger_multiple.
Posted 20 years ago2004-07-04 06:58:33 UTC
in Light textures Post #38660
How do I use a light texture without the map treated it as a light?
Posted 20 years ago2004-07-03 04:24:18 UTC
in Repeating a scripted_sentence sound Post #38439
How do I make a scientist or a hgrunt say something > once?
Posted 20 years ago2004-07-02 22:22:29 UTC
in Original hl textures Post #38400
You know that coffee table in the prefabs section of hammer? Well it's been giving me a hard time with invalid textures for some reason, although I believe it's only comprised of original hl textures. Correct me if I'm wrong.
Posted 20 years ago2004-07-02 22:04:11 UTC
in changing levels Post #38395
Your map cannot be downloaded
Posted 20 years ago2004-07-02 05:54:41 UTC
in changing levels Post #38200
I've read that one & the ones @ VERC & they aren't explained properly.
Posted 20 years ago2004-07-02 05:53:37 UTC
in Stupid level change won't work! Post #38199
Yeah but there's only 1 problem; the level changes don't work in the examples they provide which is very poor.
Posted 20 years ago2004-07-02 05:30:19 UTC
in changing levels Post #38190
Does anyone know how to break up my maps ("topside_updated" in unfinished maps section of map vault) into 3 or 4 maps with working changelevel stuff? It is an outdoor map so it could be very challenging.
Posted 20 years ago2004-07-02 04:21:25 UTC
in r_speeds Post #38185
for mapping that is.
Posted 20 years ago2004-07-02 04:21:01 UTC
in r_speeds Post #38183
Unrelated: why do so many people use the hl engine?
Posted 20 years ago2004-07-02 04:12:14 UTC
in r_speeds Post #38182
Was it true (or do you think it was true) that the grunts in my map didn't appear because of the lag?
Posted 20 years ago2004-07-02 03:59:47 UTC
in r_speeds Post #38179
Do you think hint brushes or func_walls could help the r_speeds for this map?
Posted 20 years ago2004-07-02 03:58:16 UTC
in r_speeds Post #38178
Yeah I actually fixed both those things before u posted those two pointers I just didn't see the point in making a proper sky at that point in time because I hadn't finished the map. I scaled the cracks to normal size as well but thanks for your input. The r_speeds are still shite but they have improved, by the way, do you think you could get it to not lag? As in, get fps to about 40, wpoly to about 1000, & epoly to 0?
Posted 20 years ago2004-07-02 03:22:50 UTC
in r_speeds Post #38174
U people might find this funny:

Before I compiled one of my maps that lagged so badly the fps was 0 & the wpoly count was about 2500. Now when I add 6 monster_grunt_repel's to it the monsters don't even appear in the map even though I have clearly placed them in the map.

PS: If anyone wants to have a go @ reducing the lag in my map, go ahead. It's waiting for u in the map vault unfinished section.
Posted 20 years ago2004-07-02 03:02:03 UTC
in Sliding doors Post #38170
Oh yeah.... I can't believe I missed that, thanks.
Posted 20 years ago2004-07-02 02:40:16 UTC
in Pooling effect Post #38165
thnx alot!
Posted 20 years ago2004-07-02 02:28:55 UTC
in Sliding doors Post #38163
I want to create a sliding door (func_door) that slides upwards towards the sky.
Posted 20 years ago2004-07-02 02:09:28 UTC
in Pooling effect Post #38162
I get this pooling effect in the background whilst I run one of my maps & I don't know why. My map takes up almost the maximum size a map is allowed to be & is a very open map where u can see the end of the map.
Posted 20 years ago2004-06-25 05:43:12 UTC
in Mapping = time consuming? Post #36238
Yeah, I had an idea of doing the whole map or parts of it in birds eye view & specific areas in other viewpoints as well.
Posted 20 years ago2004-06-25 05:31:35 UTC
in Mapping = time consuming? Post #36235
If some of you do draw your maps on paper beforehand, do you draw the whole map in 3d or some of the map in 2d & some in 3d?
Posted 20 years ago2004-06-25 05:24:14 UTC
in Mapping = time consuming? Post #36233
Is it just me or is mapping incredibly time consuming? Do people here draw their maps in paint or on paper or something before they map in hammer?
Posted 20 years ago2004-06-25 03:12:25 UTC
in map vault q Post #36202
Hey well that's a shame because I'd like to see how alot of people make their maps.
Posted 20 years ago2004-06-25 02:58:20 UTC
in map vault q Post #36196
Just wondering why hardly any1 uploads rmf files in the map vault section of the website. Wouldn't it be helpful for others to see finished or unfinished maps in rmf? I don't see why you should care if some1 else copies your map because copying your map would be pointless.