Forum posts

Posted 7 years ago2017-05-21 16:43:38 UTC
in Post your screenshots! WIP thread Post #334991
Hi. I've been away for a long time, but finally got back into mapping. One of my old projects for CS:
User posted image
Bombsite A
User posted image
Bombsite B
User posted image
Layout

Dunno if this would get many players because everyone only plays dust2 now. Here's the fpsbanana page:
http://gamebanana.com/wips/46942

So far I'm thinking to make windows around the map and perhaps tiled roofs like in inferno, although I'm struggling to find any roof that fits with the aesthetic of the map, which looks a bit like meereen from game of thrones. I'm even making a miniature version of that pyramid!
Posted 7 years ago2017-02-10 11:39:58 UTC
in Im gonna make a map of my school Post #333407
Get a job? You're funny. Let me tell you what school is. The educational standards in my country dropped since the 80s and now schools are producing tools every day, thats exactly what they are doing, making tools out of their students, because school kills creativity and is just obedience training for a shitty 9 to 5 job most people nowadays have, tools because they arent good for anything but work. why else do you think we wake up so early?

Because school is training for a office cubicle job where you will be doing document formatting or code cleanup for some it company that treats them badly, or else 'sales manager' lol. I dunno about other schools but thats exactly what sort of job people get at my school after graduation.

I hate my school because the education sucks, the teachers are bad at their job, and this is exactly why school shootings happen in the first place.
Posted 7 years ago2017-02-08 23:08:17 UTC
in Im gonna make a map of my school Post #333377
i fuckin hate it and would love nothing more than to shoot it up plus the teachers.. alien grunt invasion

this is it i reached my tipping point with these fgs
Posted 7 years ago2017-01-28 16:43:12 UTC
in Did 17buddies died today? Post #333208
Page is fine
Posted 7 years ago2017-01-17 11:12:12 UTC
in lights.rad Post #333084
Paste the contents of your lights.rad file here
Posted 7 years ago2016-12-29 12:57:18 UTC
in What causes dark shadows? Post #332892
brightness 255 244 213 400
angles -30 63 0
User posted image
Posted 7 years ago2016-12-28 22:27:09 UTC
in What causes dark shadows? Post #332886
I have very over-dark shadows in some areas. It's ugly and unrealistic. The light source is a light_spot with Is Sky set to yes. Help?
Posted 7 years ago2016-12-28 22:10:11 UTC
in My skybox doesnt work Post #332884
They can't be 512^2. Half-Life can only support up to 256^2, so you need to downscale them to 50%
Posted 7 years ago2016-12-24 19:23:50 UTC
in Chat messages question Post #332845
Which chat messages?
Posted 7 years ago2016-12-23 13:32:06 UTC
in TWHL4 Design Crowdsourcing Post #332823
See my site. The layout is nice and easy on the eyes. I don't like black/white layouts. Also, the preview images for some maps are dark and contrast greatly with the rest of the site. The markup is ugly, but good work on the coding.
Oh, and that search bar :heart:

EDIT: crap, I hope I won't get banned for posting the beta site here.
Posted 7 years ago2016-12-23 12:20:13 UTC
in TWHL4 Design Crowdsourcing Post #332820
Is this it? [censored]
I got there by googling something about half life and got there.

I'd recommend you use Varela for headers, its a nice and professional font.
Posted 7 years ago2016-12-23 11:47:36 UTC
in Any way to stop bomb and dropped weapons Post #332817
I fixed it already, but I wanted to say thats a pretty good idea, seeing as the compiler won't cut the face out.
Posted 7 years ago2016-12-21 21:54:38 UTC
in Competition 34: HL Re-Imagined Post #332808
That's pretty nice, but not very convincing. The black hollow in your wall has white bricks sticking out which would have been normally removed.
Posted 7 years ago2016-12-21 21:48:18 UTC
in Any way to stop bomb and dropped weapons Post #332807
LMAO thanks I'll try this
Posted 7 years ago2016-12-21 19:12:24 UTC
in Any way to stop bomb and dropped weapons Post #332804
There are places where trolls could chuck the bomb and ruin the game for everyone. In CS GO you could use bombclip which acts as a clip for the bomb. I want a texture like this in CS. any way to do this?

Here's an example:
User posted image
The pipe here is covered in CLIP to stop players from glitching out on it but will let weapons be thrown into it.
I tried using null (separating the brush 1 unit from the map) but all you have to do is aim at the wall and press G, and that plan fails.
Any fix?
Posted 7 years ago2016-12-21 19:08:31 UTC
in Need someone to test my map Post #332802
I made a mistake. You know where it says you can add texture packs that are not in game game/mod directory i.e. Somewhere on your desktop?
I didn't pay attention to smalltext which said that the editor automatically detects .wads so I just added all my files there and then was surprised when the editor displays textures packs I didn't include (even those from cstrike_downloads), and even more surprised when it gave errors after compiling the map i.e. missing wad files. Even experts make mistakes sometimes.

I now use the whitelist and wad.cfg. :v
I'll probably be switching editors soon to j.a.c.k because sledge hasn't been updated in a long time, It's not a bad editor, just missing some of the newer features.
Posted 7 years ago2016-12-18 20:34:03 UTC
in Maximum texture size Post #332794
Of course I want to profit, but I won't be selling it. The thing I want is people to download it and actually like it (thats the profit I have in mind), nobody wants a bad mod and it would be a waste of time making it :P

Right, I'll use xhash. The menu, however, looks disgusting (the WON version of Half-Life). I'm going to have to change those...
Posted 7 years ago2016-12-18 16:02:43 UTC
in Files for HL mod? Post #332788
thanks a lot guys.
Posted 7 years ago2016-12-18 15:56:53 UTC
in Maximum texture size Post #332787
Yeah, the guy that made Half-Life: Update was sent veiled threats from valve when he wanted to put it on greenlight :confused: but he also said that he will get in trouble if he releases it on ModDB, so maybe I will use xash because the mod I have in mind would be better with xash
Posted 7 years ago2016-12-18 14:19:39 UTC
in Files for HL mod? Post #332783
Thanks for the links, I think I have everything you listed except for lithunwrap and goldwave (I use audacity).

And what I had in mind was a place where I could download the files for an empty mod. Or do I have to copy the valve folder and use that?
Posted 7 years ago2016-12-18 14:15:47 UTC
in Need someone to test my map Post #332782
I don't want my map to be over 2MB anyway. Thanks archie I'll unmount some wads.
Posted 7 years ago2016-12-18 13:10:56 UTC
in Files for HL mod? Post #332778
Hey, sorry for posting so many threads lately.
Does anyone know where I can get the files for an empty, new HL mod if I am starting one from scratch?
Posted 7 years ago2016-12-18 12:18:14 UTC
in Maximum texture size Post #332776
Xash3D is illegal and you will get in legal trouble if you try to release your game using that engine. Valve doesn't like it, just check out Half-Life: Update
Posted 7 years ago2016-12-18 11:59:15 UTC
in Need someone to test my map Post #332777
Hey sorry dude. I've compiled the map with wadinclude so it should have written the textures directly into the bsp. :(
Or is wadinclude the wrong compile command?

What is even more strange is that some of the wads you listed contain textures I've never used in my life, like the zzero ones (they are in cstrike_downloads). Yet there are other wads I have used in my map you did not list in here.

Some of the wads are very large, and the worst part is that the download is 43 MB, so I don't think it's worth it anymore. If you want to try the map, here you go anyway: http://www.cd5ssmffan.net/files/wads.zip
Posted 7 years ago2016-12-17 23:35:21 UTC
in Need someone to test my map Post #332770
Screens:
User posted image
(older version of map)
I've been working on this for a while, it's just a canal/storm drain with an overpass and some buildings so far. I plan to make a coastal map or something not unlike de_port from CS:S

If you have spare time I'd appreciate if you try out the map and tell me what you think, and maybe even share your ideas. :)

Download: http://www.cd5ssmffan.net/files/map.zip

Note: this is for counter strike but should work for half-life
Posted 7 years ago2016-12-17 20:08:46 UTC
in Maximum texture size Post #332767
Valve never changed it.
User posted image
Posted 7 years ago2016-12-17 18:25:59 UTC
in [CS:GO] Waterloo Post #331639
there is already a waterloo iirc
EDIT: wait this is the one lol
Posted 7 years ago2016-12-17 18:08:52 UTC
in Maximum texture size Post #332764
I think I might know why 1024*256 works. My theory is that textures can be at most 262144 pixels in size, width or height don't matter (but they probably have to be powers of two). The square root of 262144 is 512 which explains 512^2, the largest texture possible if you want the texture to be a square.
glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, 256, 256, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, pImage);
Does anyone know why Valve limited this to 256^2? Could it be that once upon a time computers couldn't handle such large resolutions?

I recall that Quake III allowed 512^2 skyboxes, and that game was released ONLY A YEAR after Half-Life.

Is it possible to mod the game and change this value or something?
Posted 7 years ago2016-12-17 14:24:21 UTC
in Maximum texture size Post #332753
I know skyboxes like to be 256^2 and no more, but I've seen textures that are double that resolution at 512^2 and work perfectly fine. If I try any environment box over 256^2, it will give me some error and the map won't load, so I size them down.

This leads to my question, why can't an skybox be 512^2, but a normal texture can?
Also, what is the most an normal texture could be?
Posted 7 years ago2016-12-17 13:48:12 UTC
in Post your screenshots! WIP thread Post #332752
I've got it. Thanks.
Posted 7 years ago2016-12-17 01:21:49 UTC
in Post your screenshots! WIP thread Post #332746
I've just started on a new CS map, here's how it looks in the editor: http://imgur.com/Ksram15

Top view:
http://imgur.com/WBYtV0P

Any suggestions? I don't have a definitive plan or layout, I'm just making stuff randomly for now
Posted 8 years ago2016-08-14 20:24:30 UTC
in Spectator camera entity Post #331245
When you just join a game on CS, for example dust2, before choosing the team you will see A site or someplace else from a rooftop area. Are those specific entities that allow you to do so?
Posted 8 years ago2016-07-12 10:39:03 UTC
in Milkshape 3D doesnt work Post #330782
Hi, I've installed a trial version of MS3D and now my trial is over. I've uninstalled it using revo uninstaller and even manually checked the registry for leftover keys, haven't found anything.
Yet when I reinstall, it still tells me my trial period is over.

I want to mod games not pay money to greedy people who don't let me do so. Help?
Posted 8 years ago2016-06-06 12:11:25 UTC
in Custom sound in my map Post #330357
I want to use a custom sound in my map. The file size is 31.0 MB and the length is 3 minutes 5 seconds. Is there an engine limit on file size/length? I need to know this, and any way to reduce the file size.
Posted 8 years ago2016-06-04 12:52:57 UTC
in Where can I find good textures Post #330337
Look inside half life 2's VPK files. There are many great textures.
Posted 8 years ago2016-06-04 12:51:35 UTC
in Problems decompiling v_9mmar.mdl Post #330335
You need to fix the weapon origin, use jed's half life model viewer. And try and animate it yourself. Idle animation is the easiest you can do.

I can't animate viewmodels. I can animate props and stuff all right, but viewmodels are very tricky.
Posted 8 years ago2016-06-04 12:50:16 UTC
in 2 textures with one name Post #330336
Cool admer!
IIRC in Source, each texture has a .vmt file in which you can edit the material type and specify hightmaps etc.
Posted 8 years ago2016-06-03 18:53:38 UTC
in 2 textures with one name Post #330330
You need to add ground, metal, rock or brick at the start of the texture for the custom sounds. for example: Metal_sfloor-hl2 is one of my textures, when you walk on a brush with said texture assigned it sounds like "ding ding ding"

Thanks guys, I'll remember to always make up random names for my textures :x
Posted 8 years ago2016-06-03 12:27:42 UTC
in 2 textures with one name Post #330325
Posted 8 years ago2016-06-03 11:16:02 UTC
in 2 textures with one name Post #330322
What will happen if I have two texture packs each with a file of one name?
Example:

banana.wad >>> poster1941458.bmp
papaya.wad >>> poster1941458.bmp
what happens?

Which texture will be used in the editor? In game?

Removing your double post. Use the edit button. :D - Urby
Posted 8 years ago2016-05-31 11:55:45 UTC
in Info_player_start identified as a leak Post #330258
When a map has a leak, the compiling tools look for the nearest to the leak entity and then tell you that the entity is leaked. Look around info_player_start, maybe you can find a hole in the map. By the way, brushes tied to entities don't seal the map
Posted 8 years ago2016-05-31 11:50:59 UTC
in Hi Post #330257
I'm new here
Posted 8 years ago2016-05-31 11:49:54 UTC
in Best Program Combines. Post #330256
Hi, do you have any water in your map? Delete the water and make it again, and make sure all sides are textured in !WATERBLUE next time.

If you don't have any water you know of, go to toggle texture application tool and replace !WATERBLUE with OUT_PAV3 to fix this error.
Posted 8 years ago2016-05-28 20:02:38 UTC
in Sledge (Hammer Alternative) Alpha Build Post #330241
Jesus christ I want displacements in goldsrc. For the love of god!!!!