Forum posts

Posted 13 years ago2011-03-22 15:46:40 UTC
in Post your screenshots! WIP thread Post #292115
There should be propper for Goldsource. I'd totally use it.
Posted 13 years ago2011-03-22 15:24:13 UTC
in Now Gaming: ... Post #292114
Serious Sam: Epic.

Finished Serious Sam 2 yesterday. Last level kicked my butt on hard mode, but i got it done. :)
Posted 13 years ago2011-03-21 13:07:51 UTC
in Next Competition Post #292069
There's gonna be a texturepack for Source as well.

@Trapt: those look hot! Perhaps we can have a similar compo on TWHL as well?
Posted 13 years ago2011-03-21 13:03:36 UTC
in prefab factory? Post #292068
Make sure you don't rename any prefab library files and folders and place them all in the prefabs folder inside your Hammer directory (..Valve Hammer Editor/prefabs)
Posted 13 years ago2011-03-20 17:19:04 UTC
in Post your screenshots! WIP thread Post #292040
Uhm... Yeah, what.

//Runs off
Posted 13 years ago2011-03-20 17:02:56 UTC
in Post your screenshots! WIP thread Post #292038
Are you being stubborn again?
Posted 13 years ago2011-03-20 13:15:46 UTC
in Next Competition Post #292026
Map from wad.
Totally forgot about that. I say we go for this one.
Posted 13 years ago2011-03-19 17:24:29 UTC
in Next Competition Post #291943
Doh.

There are also mini compo's if you can't wait for the official one. I've been thinking about reviving it as it's been a while since we had one of those. If one of you guys want to do it, go ahead.
Posted 13 years ago2011-03-18 17:22:10 UTC
in 3D problem Post #291920
Stop double/triple/quadruple posting, use the little edit link next to your username to edit your post next time. Editting your post only works if your post is the last in the thread.
Posted 13 years ago2011-03-18 13:01:24 UTC
in 3D problem Post #291899
Wait.

I don't think you get the picture.

Are you mapping for Counter-Strike or Counter-Strike Source? There's a big difference between the two.
Posted 13 years ago2011-03-18 12:25:42 UTC
in 3D problem Post #291896
non steam css
What?
Posted 13 years ago2011-03-17 20:11:52 UTC
in Problems with rendering distance Post #291879
Go to the "Map" tab in Hammer, "Map Properties" then go to the view distance property and double it.
This only has effect on the map ingame, for it to have effect in the editor, go to menu Tools, Options, 3D View tab and move the Back clipping plane slide to the right. This affects only world geometry, not models. If you want to increase the view distance for models, move the Model render distance slider to the right.
Posted 13 years ago2011-03-17 12:13:06 UTC
in Mutiple ?'s Post #291864
1. You can probably do this with the trigger_hurt, but the health display on the hud will always show 100 regardless. If you want it to show above 100, you'll need to code it.

2. No idea. Probably possible with custom code. Also, @DiscoStu: Glow a door? Who said anything about a glowing a door? Fi3nD did'nt.

3. Use the env_fade entity.

4. It should work, im guessing you're either missing something or you're using incorrect outputs.

5. First of all, there's no func_wall_toggle entity in Source. Use the func_brush entity instead. It's basically a 3 into 1 entity. It has the functionality of a func_illusionary, func_wall and func_wall_toggle. None of these entities exist in Source as they all have been replaced with the func_brush entity.
Posted 13 years ago2011-03-15 15:27:51 UTC
in Switchable Texlights problem Post #291748
Try this small example map i quickly put together:
http://www.themightyatom.nl/stuff/switchable_texlight.rmf
Posted 13 years ago2011-03-14 13:40:27 UTC
in The Wall of TWHL Post #291652
Posted 13 years ago2011-03-13 18:37:01 UTC
in The Wall of TWHL Post #291620
Striker's is too large!
Posted 13 years ago2011-03-13 16:22:38 UTC
in The Wall of TWHL Post #291591
We're going to end up with kinds of different versions of this wall if people edit while someone else is already editing it.
Posted 13 years ago2011-03-12 12:31:40 UTC
in VGMusic thread! Post #291503
Posted 13 years ago2011-03-11 15:47:27 UTC
in 8.9 Earthquake Hits Northern Japan Post #291455
Thank God, Maru is ok. :biggrin:
Posted 13 years ago2011-03-11 14:48:37 UTC
in RP MAP Post #291453
If you're not sure, just compare the filesize and the builddate. Easy enough.
Posted 13 years ago2011-03-10 15:30:36 UTC
in :[ Leak Hulls 0,1,2,3 & MAX_MAP_CLIP Post #291377
Without knowing for sure, my guess would be a func_wall WOULD create clipnodes, because it creates a solid surface the player can touch, jump on top of, etc., where an illusionary obviously forms no barrier, so it creates no clipnodes..
Exactly. And thus it's pointless to turn very small brushes or groups of small brushes or brushes that are one unit thick into func_walls. Turn them into illusionaries instead. They're to small to stand on, what's the point of making them func_walls?
Posted 13 years ago2011-03-06 13:27:35 UTC
in Forgotten RTS Post #291200
I've never encountered a unitcap in any of the classic C&C games (TD and RA), but i did in Dune 2.
Posted 13 years ago2011-03-06 13:09:58 UTC
in Forgotten RTS Post #291198
I would'nt say "bad", at least it has full motion video's which was quite a thing for the time being, especially for a game that was originally designed to run under DOS. I guess that if you grew up with these RTS games, you really don't care about the graphics but more about its gameplay and nostalgic value.
Posted 13 years ago2011-03-06 10:54:20 UTC
in Forgotten RTS Post #291193
I see Red Alert, but where's Tiberian Dawn, the original C&C?
Posted 13 years ago2011-03-05 18:34:41 UTC
in Wad compiling Post #291163
"No wad textures" is obsoleted by "wadinclude" and is only left in to retain some backwards compatibility.
Posted 13 years ago2011-03-05 13:57:17 UTC
in Source Tips and Resources Post #291156
It looks like all if not most of those were generated with Filter Forge. I happen to recognize some.
Posted 13 years ago2011-03-04 14:03:04 UTC
in Now Gaming: ... Post #291098
Hammerfest
Oh yeah, i remember that mission. The first part of the mission is annoying because you have to manoeuvre through icy glaciers in an attempt to find the base, which is at the top left of the map.
You'll encounter an Obelisk of Light on your way there, so make sure you find and destroy the powerplants first to kill the powersupply. You'll have to destory the side of the glacier to get to the powerplants. Their hard to find so use the cursor to identify them.

Once you've located the base, capture everything you can and build up a massive force of Titan's and Wolverines to attack the Nod base located to the south of your base.
Posted 13 years ago2011-03-03 17:09:39 UTC
in Now Gaming: ... Post #291058
Awesome, Soup! TibSun ftw.
Posted 13 years ago2011-03-03 12:57:12 UTC
in cant use blue lights Post #291054
Make sure you also provide a brightness value next to the RGB and make sure it's high enough. Try 10000.

0 0 255 10000
Posted 13 years ago2011-03-02 15:29:04 UTC
in Forgotten RTS Post #291019
Posted 13 years ago2011-03-02 15:22:05 UTC
in Forgotten RTS Post #291017
This is just a waste of time. I think you have been dreaming.
Posted 13 years ago2011-03-01 15:20:26 UTC
in Forgotten RTS Post #290961
I did read it, i just didn't take it into consideration.
Posted 13 years ago2011-03-01 14:58:01 UTC
in Forgotten RTS Post #290959
Posted 13 years ago2011-02-27 19:30:21 UTC
in Steam Connection Error Post #290873
Did'nt you say you uninstalled everything, including Steam, and now you're reinstalling it again?

:confused:
Posted 13 years ago2011-02-26 15:25:21 UTC
in Retro TWHL Post #290809
Do you still have RIFLNEAT? Could'nt find it on YouTube.
Posted 13 years ago2011-02-23 15:37:43 UTC
in Bad Lights? Post #290701
It's ok if you only get a handful of the "Too many light styles on a face" message, but if you get a huge amount of them, enough to spam the top part of the compile log off the window, you want to cut down on dynamic lights.

User posted image
Posted 13 years ago2011-02-23 13:53:11 UTC
in trigger_hurt help Post #290697
You'll need to trigger the trigger_hurt again to deactivate it, otherwise it'll stay activated.
Posted 13 years ago2011-02-21 11:10:07 UTC
in 4mb texture limit? Post #290581
Thank you, Hunter and Stojke.
That's the comment i need to keep myself motivated.

Crowbar for you: :crowbar:
Posted 13 years ago2011-02-19 22:27:02 UTC
in Now Playing: ... Post #290531
Gustav Holst - Mars, The Bringer of War
Posted 13 years ago2011-02-18 23:17:08 UTC
in Problems with changelevel Post #290523
rd01>rd02>rd03, then the landmark connecting 01 and 02 must be named the same, and rd02 and rd03 need to be the same?
That's right.
Posted 13 years ago2011-02-11 11:19:54 UTC
in Map has hiccups! Post #290271
You should never name lights if they don't need to be toggled on or off. If they just emit static light, there's no need to name them.
You could also get the Too many light styles message if you have too many animated/dynamic (lights that flicker and strobe) lights too close to eachother.

You should use texturelights for static lighting and only point lights if you want flicker/strobe lights or lights that can be turned on and off in your map.
There's a way to make texturelights flicker/strobe as well, but that requires some entity work and the result is basically the same as just using a pointlight.

But i believe the too many light styles message should not cause hiccups, at least that's what i can tell from my experience.
Posted 13 years ago2011-02-10 21:04:28 UTC
in Map has hiccups! Post #290265
Do you have any trains like func_trains and/or func_track_train in your map?
Posted 13 years ago2011-02-09 19:53:12 UTC
in Post Your Photos Post #290232
Is that , gold?
Yeah right. :nuts:
Looks more like Pyrite to me.
Posted 13 years ago2011-02-09 16:48:07 UTC
in Post your screenshots! WIP thread Post #290226
Posted 13 years ago2011-02-08 15:58:38 UTC
in The Future of TWHL Post #290188
Crap, i thought i did just that. Apparently i was'nt paying attention. I admit, i messed up. Sorry.
Posted 13 years ago2011-02-07 19:39:54 UTC
in Break on delay (does not reset) Post #290164
Make sure your map is zipped.
Posted 13 years ago2011-02-07 11:25:46 UTC
in twhl cubicles linkies Post #290151
Well, you got my permission, as long as you name all the authors.
Posted 13 years ago2011-02-07 11:16:14 UTC
in Multisource teleporter doesn't work Post #290150
That actually sounds a lot easier to do. Try it out.
Posted 13 years ago2011-02-06 20:16:33 UTC
in Multisource teleporter doesn't work Post #290128
Yeah you'll need to use the master property of the teleport. Set that to the name of multisource. Triggering the multisource will then enable/disable the teleport.
Posted 13 years ago2011-02-05 13:50:08 UTC
in Post your screenshots! WIP thread Post #290090
Looks good, Joe, but i agree with Rimrook, overuse of caution stripes. Submerged.wad contains many trim textures that would make it look a lot better. You may have to use the Alt+rightclick method on all those sloped surfaces to allign the trims properly.