Forum posts

Posted 20 years ago2004-05-11 08:06:14 UTC
in texturez pls Post #26462
but the problem is removing the seams. seams suck hard.
Posted 20 years ago2004-05-11 08:01:21 UTC
in surprised Post #26461
??? 12 hours???
Posted 20 years ago2004-05-11 07:58:15 UTC
in texturez pls Post #26459
just want to ask how do you make textures especially seamless ones? example, the textures in cs_havana is awesome and also cs_haste. i really suck at photoshop but how do i do those kinds of textures?
Posted 20 years ago2004-05-11 07:44:48 UTC
in how do i c me Post #26448
its still not good tho, due to high polys
Posted 20 years ago2004-05-10 12:41:31 UTC
in how do you make moving water? Post #26307
w00t! thnx.
Posted 20 years ago2004-05-10 04:38:52 UTC
in Another Compile Problem Post #26271
change the texture
Posted 20 years ago2004-05-10 04:28:54 UTC
in how do you make moving water? Post #26269
e.g., you are inside a pipe, then you use a valve, the water will go up to fill in the pipe, how would you do this one?
Posted 20 years ago2004-05-05 13:42:39 UTC
in HL2 engine Post #25653
if we can just make money out of Mods j/k
valve already spent millions of dollars for that guddamn never ending delaying "OMG i was haxored!" game.
Posted 20 years ago2004-05-05 13:38:48 UTC
in Size of map in Hammer Post #25652
hehe
i read somewhere that the next map editor would be 6 minutes to travel from top to bottom. now imagine that big. 4096 x 10? :nuts:
Posted 20 years ago2004-05-05 09:59:49 UTC
in umm crashing question again? Post #25594
agree. during compile, you over write a the compiled file. so its always better to have 2 copies of .rmf and .map files in different directories.
Posted 20 years ago2004-05-04 14:19:38 UTC
in Version number? Post #25439
agree quaver. sometimes i just wanna slam my monitor hard on the ground
Posted 20 years ago2004-05-04 05:50:18 UTC
in monster_jump Post #25341
ok ill revise it, how do make a headcrab jump on a scientist's head? i just cant get the trigger_monsterjump to work. the explanations on tutorials is not enuff and still hard to understand. weeeeeee! thnx :D
Posted 20 years ago2004-05-04 05:04:01 UTC
in monster_jump Post #25334
weird no one still answers :( :( sobs monster jump wont workd... pls....
Posted 20 years ago2004-05-03 11:55:34 UTC
in level change probs Post #25218
i just dunno where to upload a zip file but i can make an example for you. i did it even if they are in different coords. i just need where to upload it.
Posted 20 years ago2004-05-03 10:27:09 UTC
in level change probs Post #25207
up it by 72 units. maybe u r using trigger_camera and "freeze player" function?
Posted 20 years ago2004-05-03 09:42:54 UTC
in monster_jump Post #25204
my monster wont jump if i put a trigger_monsterjump between 2 infonodes. what do i do exactly so that the damn mofo will jump where i want him to? thnx very much
Posted 20 years ago2004-05-02 22:16:01 UTC
in multisource ordered button prob Post #25157
lol thats crazy nuubs wont understand it. its miles away :nuts:
Posted 20 years ago2004-05-02 22:01:43 UTC
in visibility matrix 136megs Post #25153
LOL i have a visibility matrix of 2.6 meg but my maps is just 160 units high, 7 x 9 lenght and width. :( if i compile the whole world then it would be,........ 29-46MEGS! it will lock up!!! i only got 256MB ddr RAM and a pally 1600+ !!! SCREW HAMMER!!! NoOO! :)
Posted 20 years ago2004-05-02 00:55:36 UTC
in security card probs Post #24998
a good mapper lists every attributes of an entity on paper so that he wont forget what pattern he is following. :D

it pissed me off many times do i just listed the sequence on paper.
Posted 20 years ago2004-05-02 00:49:54 UTC
in help me do a pak file Post #24997
of course they deleted it. you make a pak file through wally
Posted 20 years ago2004-05-01 05:13:45 UTC
in help me do a pak file Post #24807
ah ok thnx :D

cheers
Posted 20 years ago2004-05-01 00:13:11 UTC
in visibility matrix 136megs Post #24765
maybe you used -chop 6 -texchop 3 :D
Posted 20 years ago2004-05-01 00:09:13 UTC
in A problem with tracktrains Post #24764
yeah track trains are weird. your train should face west during compile so that when you play it it face is forward :)
Posted 20 years ago2004-05-01 00:07:08 UTC
in help me do a pak file Post #24762
im creating my own mod, a simple one. i want to use a pak file so that if i distribute the game to my friends they wont be able to see the .bsp's and the other sounds unless they will use a pak browser (wally).

the problem is, lets say, my pak file is named project.pak, i have a sky there named "night", if i put in the map properties in hammer: cl_skyname "project/gfx/env/night" it doesnt work. any help would be appreciated :(

thnx