Forum posts

Posted 16 years ago2008-04-02 10:10:15 UTC
in Competition 25 Post #248364
Hey doodle, if that is goldsrc, how did you got shadows on those wood boats at the beach???... Anyways, that is awsome as hell.
Posted 16 years ago2008-03-02 17:04:22 UTC
in Competition 25 Post #247057
Is Half-Life 2 on Half-Life 1 allowed?.
Posted 16 years ago2008-02-29 19:27:15 UTC
in de_mon .rmf and .map, yea! Post #246894
You'll get real attention on the example maps section on the Map vault.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 16 years ago2008-02-08 21:11:59 UTC
in MotM: January Post #245332
Mmm.. Copypasta.
Posted 16 years ago2008-02-06 01:47:25 UTC
in Dark Smoke. Post #245071
I've used Wreckage, It looked pretty shitty. I couldn't change scales an transparency on it, there isn't a way to make it work changing the transparency mode when making the sprite?, I could try but I don't even know what I need to choose.

Edit: I didn't saw Aarons post. Sorry man, I need that for a CS map.

Cheers.
Posted 16 years ago2008-02-05 23:52:53 UTC
in Dark Smoke. Post #245066
Hi people, sorry for being noob again, but my new problem is: I want a dark black smoke in my map using the same system I've used on my map Fy_verstadt, a bunch of sprites inclined but with black color. If anyone didn't understood or didn't have the map, here's a pic.
User posted image
I want my smoke to look like that, but in black color, I want something like this:
User posted image
I know that i'll never get that smoke working in HL1 engine, but If someone knows how I can make those red smokes on that pic to turns black i'll be very glad.

Cheers.
Posted 16 years ago2008-02-05 20:13:06 UTC
in coders needed! Post #245051
I agree, HL doesn't support all that details from HL2. But at least you can make it look a like using some model props instead of brushwork.
Posted 16 years ago2008-02-05 18:54:23 UTC
in Building a new computer Post #245043
Radeon is very good too... I have a X1550 and can handle today's games too.
Posted 16 years ago2008-02-05 17:19:21 UTC
in coders needed! Post #245033
Seven years. And I have few maps released.
Posted 16 years ago2008-02-05 12:30:18 UTC
in coders needed! Post #245018
I dunno if it cannot be remade in HL1, I'm just mapping for it (I'm not leader), I didn't even took those screenshots, I don't have all that shitload of models and such, I'm playing with normal hl1 models.
About high poly stuff and so on, I dunno if its lag the game I don't have them, If it does I agree with making our own models, but I'm just one of the five mappers of that mod, modelling isn't my job.
Also Hunter, I think those things you said is pretty possibly to do, we got 2 programmers and the mod have simple physics now, not the same of HL2 but if people had money to buy Havok's source code I think that its possible to implement it on Goldsource.
Posted 16 years ago2008-02-05 02:37:36 UTC
in coders needed! Post #245004
Well. I started something like your Mod a loooong time ago, It was called Invasion 106, now it is a dead project, I didn't stoped because of the limited old Engine, Really, I made some HL2-Esque maps with the max of 1000 R_Speeds, I stoped because I just don't wanted to get in trouble with legal issues. For who those say HL1 engine doesn't support HL2 complex maps, here's some proof that it can handle HL2, just better than HL2, those maps have max of 800 R_Speeds and a P3 500 mhz with some 64 mb video card would get 30 Fps or more.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Lol yes, its Goldsource.
Those screenshots are from a mod I'm working as a mapper, it still in active development, we just got 2 new coders showing screenshots like that, and now 3 mappers came on the team too.
The mod's name and development place I'll not reveal now. For people who will say that its illegal, Its not, we got a free way to get our content, it look like your HL2, but its not. You'll understand some day.

Cheers.
Posted 16 years ago2008-01-19 10:53:55 UTC
in robogrunt - hwgrunt models Post #243817
Lol. What a coincidence, I was just needing the HWgrunt model...
Posted 16 years ago2008-01-17 09:43:34 UTC
in How do I remove the gun and hands? Post #243598
Just open the console when the game starts and type all these commands.

sv_cheats 1
deathmatch 0
restart
hud_draw 0
r_drawviewmodel 0
crosshair 0
cl_observercrosshair 0

You can also use Noclip to take screens from unreachable areas.
Posted 16 years ago2008-01-11 09:49:42 UTC
in models vanish with clip brush Post #243191
Hey Aaron. I agree. But every model inside an entity brush wouldn't disappear. Srsly, done about 5 tests with it.
Posted 16 years ago2008-01-11 01:45:05 UTC
in models vanish with clip brush Post #243182
Null + Func_Wall.
Posted 16 years ago2008-01-10 08:07:50 UTC
in Something freaky Post #243113
I don't have sure what I'm scared from on the games, but I didn't got scared any moment in FEAR, never played Doom 3 tought. The one game who made me scared but very impressed is Paranoia.
Some red flicking lights and an alarm sounding... And you walk for almost 4 minutes hearing zombies beating on doors and then a freaking creature appears behind you and another on your front, those are very cool forms to make me scared... Very scared.
Also near 2003 I got a nightmare with a baby with adult like face... Lol... Maybe a baby zombie.
Posted 16 years ago2008-01-08 22:25:44 UTC
in Post your screenshots! WIP thread Post #242984
Awsome work Michey.
Is it a SP mod or only a map?.
Posted 16 years ago2008-01-07 03:40:49 UTC
in Can't select on 3D Post #242843
lol vista
Posted 16 years ago2008-01-07 03:39:19 UTC
in N64 Dumping. Post #242842
I'm looking for Perfect Dark textures... No I don't want Mario ones, but it looked awsome on DocRoc's maps.

Edit: Just found this -> http://forums.ngemu.com/n64-screenshots/90474-perfect-dark-texture-pack.html
Lol, he changed the textures. Wondering how the fuck he opened the rom to edit those.

Edit 2: OMG I found a Perfect Dark Rom editor, and when I opened the textures, WTF??!!!. Lol PD's textures got uber low-res textures, the best I'll get is 64x64 pixels. But well, I can remake those with ease on a better resolution, I'll continue my work from here.
For who want here's the link. Btw, I could rip only the textures, dunno about the models.
http://www.rarewitchproject.com/?action=downloads
(PD Rom editor 1.0)

Thanks for the help everyone!!.
Posted 16 years ago2008-01-06 20:04:24 UTC
in N64 Dumping. Post #242799
Thanks Srry, I think that is the way people extract roms from catridges, So maybe there's an way to dump them stuff off. I tried DXRipper but I can't get that shit to work in any game. Also I found this mod on ModDb - http://www.moddb.com/mods/4026/perfect-dark/images/23425/dd-shotgun-ftw#imagebox
The image description says: "this is a direct rip of the dataDyne shotteh. being straight from the n64 game its a bit rough, but you just gotta love it!"
WTF?. Also there's a bunch of N64 models on Facepunch. I'm searching for hours N64 dumpers, it seens to be a plugin on some N64 emulator installing you can actually dump models, textures and stuff... I downloaded the plugins and anything works... Shit.
Posted 16 years ago2008-01-06 18:20:30 UTC
in N64 Dumping. Post #242786
Lol guys maybe it seens to be a stupid question, but after playing on those awsome DocRoc's mario maps, I noticed that it has exactly replicas of N64 Mario textures, how do I can dump it from an emulator?. I always wanted to remake some Perfect Dark levels... Thanks.
Posted 16 years ago2008-01-05 03:56:30 UTC
in my hl2 for hl2 mod metrocop screeny! Post #242634
Why you changed the default metrocop model with this fucking crappy piece of shit ever made in the world if the mod is HL2 for HL2?.
Posted 16 years ago2008-01-05 02:02:04 UTC
in Your system has halted???? Post #242630
lol vista

Get XP and compile this up.
Posted 17 years ago2007-11-17 18:45:41 UTC
in Trigger_Relay Post #238718
I made some relays to trigger a lot of things, but they don't work, What I need to do?.
Posted 17 years ago2007-11-05 22:41:57 UTC
in WTF Crazy Errors Thread Post #237762
Posted 17 years ago2007-09-25 22:34:43 UTC
in U.F.O. for Halflife Post #235030
I can hack on some models for you... Just tell me what you want.
Posted 17 years ago2007-08-14 18:01:17 UTC
in compiling/setup problem Post #232096
I get this problem when I'm using the Quake tools too. Get ZHLT it should get rid of the error.
Posted 17 years ago2007-08-14 10:14:13 UTC
in Changelevel Help Post #232066
Worked. Thanks Kasperg. But the trigger wasn't going back to the hub. I fixed placing another trigger_changelevel in another place of the map. Thanks again.
Posted 17 years ago2007-08-14 09:49:14 UTC
in Changelevel Help Post #232064
I'll test that.
Posted 17 years ago2007-08-14 09:39:27 UTC
in Changelevel Help Post #232062
The only relationship they have is the landmark they have the same name and a trigger_changelevel targetting to the hub map. But landmarks are placed in completly different position in each map. When the player use the hub to change the level he spawns out of the map. Thats my problem.

Edit: I just want to do like the mod Issues did...
Posted 17 years ago2007-08-14 09:30:59 UTC
in Changelevel Help Post #232060
I have some doubts about changelevel, I can make them but I dunno about somethings.

Does the landmark must be in the same position in the 2 maps?.

How I can make a changelevel with a landmark in different position from the first map, without the player spawning out of the map?.

For example me and some friends made some maps, They're completly different and there's no relationship each other, but all of them have a changelevel and a landmark linked to a hub map, The hub map have changelevel for all the other maps, but the landmarks isn't in the same position... When in the hub the player choice a map, he spawns out of the map... How I can fix that?.

I hope you understand my english sucks.
Posted 17 years ago2007-08-06 23:37:54 UTC
in Adding weapons Post #231476
Try copying the the Mp5.cpp rename it to Mp5_2.cpp, or whatever you want to, adjust only the entity name the hud position and shit... And you'll need to add the new weapon class in some of the .cpp file on the HL dll and in the Client dll. I forget what .cpp file you should edit.
Posted 17 years ago2007-08-06 23:31:52 UTC
in Props Problem. Post #231474
Ok... I'll try that.
Posted 17 years ago2007-08-06 23:23:12 UTC
in Props Problem. Post #231472
I made props with monster_generic entities and so I placed clip brushes arround the model and its work fine... but the problem is that I put some human grunts over the area and they keep shooting on the prop monster_generic... how do I can get rid of this?. thx.
Posted 17 years ago2007-08-03 22:04:43 UTC
in Lol. Awsome error when I try to run HL. Post #231209
No... everytime there was an different error with these weird shits... But I redownloaded HL and its working again now. Thx for the help. :combine:
Posted 17 years ago2007-08-03 17:16:37 UTC
in Lol. Awsome error when I try to run HL. Post #231188
Lol thats why I think this error is awsome!... Look all that weird letters is cool lol. Otherwise all the other HL1 goldsrc engine works... I installed WON hl1 and worked too... I think the HL1 Gcf is damadged so i'll redownload it thx for the help... But this still an epic error lol. :combine:
Posted 17 years ago2007-08-03 12:48:30 UTC
in Lol. Awsome error when I try to run HL. Post #231143
I uninstalled Steam. Pressed shift del on the Steam folder but I saved the Gcfs and them I reinstalled Steam again... It persists.

Edit: Copied the Gcfs into the Steamapps folder for sure.
Posted 17 years ago2007-08-03 12:46:33 UTC
in Lol. Awsome error when I try to run HL. Post #231140
Already did.
Posted 17 years ago2007-08-03 12:44:50 UTC
in Lol. Awsome error when I try to run HL. Post #231138
User posted image
Lol.

Btw, Steam version.
Posted 17 years ago2007-07-27 08:15:59 UTC
in [UTILITY] Compilator 3 Public Beta Post #230418
No man you're wrong. I really liked it for me its the best interface for compiling. Nem's batch compiler don't work here. But this one worked. I really liked it and I'm using it until I stop mapping for Half-Life 1.
Posted 17 years ago2007-07-12 21:02:42 UTC
in HL:OIFH Post #228734
...but ok, do what you want...
Posted 17 years ago2007-07-12 20:51:51 UTC
in HL:OIFH Post #228729
Ok... LD models looks shit and HD models looks shit too then everything is shit...
Posted 17 years ago2007-07-12 20:39:19 UTC
in HL:OIFH Post #228722
No. HL1 engine still supporting very high def models.
Posted 17 years ago2007-07-12 19:48:16 UTC
in HL:OIFH Post #228715
Default LD models suck hard. Use something better as a base.
QFT... I dunno why there's some people using that shit... but ok, do what you want...
Posted 17 years ago2007-06-06 07:42:12 UTC
in made me lol Post #224570
Lol, not enough money to buy guns, this image made me laugh so hard.
User posted image
This post was made on a thread that has been deleted.
Posted 17 years ago2007-05-30 23:08:18 UTC
in Half-Life: Hostage Situation Post #223896
Ah thats ok guys, keep that if you want, It was just a idea to improve the quality of this mod...
Posted 17 years ago2007-05-30 21:40:41 UTC
in Half-Life: Hostage Situation Post #223886
Yeah, I noticed some differences in the model, High Res textures especially. But they're kind low poly, can't you change it?.