Forum posts

Posted 20 years ago2004-07-29 18:31:17 UTC
in CS questions... Post #46467
look. wadinclude uses only the textures used in your map. so if you have halflife.wad textures it will take those out of hl.wad and write them to the bsp, along with everything else. not possible to half wadinclude and half not (i think, correct me if i am wrong plz).

also, i was just congratulating these peeps for their patience
Posted 20 years ago2004-07-29 05:49:27 UTC
in Swinging Rope Post #46296
func_pendulum timed incredibly well, and a func_ladder. only way in hl/cs/dod
Posted 20 years ago2004-07-29 05:42:03 UTC
in Make a house Post #46294
lol... look at militia. one of the crappiest house ever, yet no-one questions it's authenticity. let that be a lesson to you.
Posted 20 years ago2004-07-29 05:31:18 UTC
in My walls are buggy... Post #46290
right. you guys need to read posts before you randomly give bad advice.

he answered most/all of your questions within the first few posts.

basically. if you're using sniper rifles i imagine that you've made the level rather big yes? firstly, go to Map / Map Properties / Max Viewable Distance (in Hammer, duh)and change the number 4096 to 8192 (that's double for all you 'tards). now see if that has any effect.

If that didn't work then you've done something to your wall which must be addressed. make the wall 32 or 64 units thick (ideally 4 brushes each 16 units, most awps can only shoot through 3-4 walls, after that they don't do much damage, when they are placed close like this you can get make walls pretty much impenatrable to most guns.
the wall cannot be an entity, because you might have pissed up the render modes.

thirdly make sure the wall is higher than the player, because if he can see your head, then he can guess where your body is (!)

finally, it shouldn't be that hard to create an fy_map. so delete this one and start again if teh problem persists
Posted 20 years ago2004-07-26 16:28:32 UTC
in Trigger_hurt Post #45128
tbh, why are you making exact replicas of the wire, a simple rectangle will do. there is no need to make exact copies (noobish).

t sounds to me (light poles etc) that these wires are in the air, plz tell me they're not (otherwise this is a pointless exercise).

you also say you have four wires (trigger_hurt's?) surrounding the visible wire? then that (like i said) needs to become one single brush of trigger hurt.
this is how it's done, not by making a trigger hurt visible.

as for increasing the file size, i think you'll find taking out complex brush-based entities will reduce the file size.

the problem of :
Posted 20 years ago2004-07-25 07:36:12 UTC
in I got an idea(remade) Post #44662
I believe i was about 17th/19th, I'd like to move up a little, so I don't have to deal with realms of (possibly) noobish mapping lol
I'll take the 11th spot if HAz can wait, otherwise I'm happy with 12th (where is captain p in all this? he needs to be re-included)

PS, where can I view soem screenshots of the progress so far. I have been afk for a couple of weeks so i missed alot of the last topic. thnx
Posted 20 years ago2004-07-25 05:52:39 UTC
in covering outside walls of a map Post #44641
when compiling with ZHLT it does this anyway, so don't waste your time
Posted 20 years ago2004-07-24 11:44:50 UTC
in trashcan problems Post #44346
hah, good point. but everyone ha sto learn how to operate it. basically, when it looks liek crap, then you know you've got it wrong.

also, i can't see the problem tbh, the texture is slightly to the left? well move it to the right?
jesus child, it's really not brain science

and yes, the TL "tool" is awesome. really good for just about everything
Posted 20 years ago2004-07-24 11:41:30 UTC
in wally using it properly Post #44345
or, Open the pak0.pak file in Wally, go to the sounds folder, listen to them and drag/drop them into your desired folder. saves time. tbh
Posted 20 years ago2004-07-22 18:48:32 UTC
in Arched tunnels Post #43847
problem with arch is the way it vreates cylindrical shapes. it's ok, but makes it hard to add things to it due the grid positions.
do it properly
Posted 20 years ago2004-07-20 04:47:09 UTC
in I really don't know what should I do Post #43101
post map in problem map vualt
Posted 20 years ago2004-07-19 05:38:53 UTC
in Rediculas entity problem causing lag Post #42743
then take out the tfcgoals entities you whining little girl.
start to remove any questionable entities until you get a result. then you can try and fix teh problam, once you've found out what it is.
and if so few ppl map for tfc, do you not think even less play it, and there's not really much point mapping for it?!
Posted 20 years ago2004-07-18 06:27:13 UTC
in about the monster maker Post #42505
rofl trapt, nice one :lol:

the trigger_once is a brush based entity (you must tie a pre-made brush To Entity to create one)

this is kind of irrelevant (and i'm not referring to you, hongkong), but why is it that so many people find it hard to grasp the concept of the multi_manager, i think it's possibly the most useful entity, and the easiest to use. i had my fisrt encounter with them while mapping a cs fy_ style map, and needed to equip pistols etc, it took me a couple of compiles, but i had it nailed within an hour (not trying to sound big and clever), but really, i'm tired of people saying bad things about multi_managers, just because others say it is a useful ent they feel they have to disrespect it.

wow, that was a nice little rant, i hope at least one person agrees with me :zonked:
Posted 20 years ago2004-07-18 06:26:30 UTC
in about the monster maker Post #42504
rofl trapt, nice one :lol:

the trigger_once is a brush based entity (you must tie a pre-made brush To Entity to create one)

this is kind of irrelevant (and i'm not referring to you, hongkong), but why is it that so many people find it hard to grasp the concept of the multi_manager, i think it's possibly the most useful entity, and the easiest to use. i had my fisrt encounter with them while mapping a cs fy_ style map, and needed to equip pistols etc, it took me a couple of compiles, but i had it nailed within an hour (not trying to sound big and clever), but really, i'm tired of people saying bad things about multi_managers, just because others say it is a useful ent they feel they have to disrespect it.

wow, that was a nice little rant, i hope at least one person agrees with me :zonked:
Posted 20 years ago2004-07-18 06:20:46 UTC
in Brush dimensions when Clipping Post #42502
try the 50mb host too! :P
Posted 20 years ago2004-07-18 06:19:51 UTC
in File converting (.bsp to .rmf) Post #42501
halfhack, I have a suggestion; for I too have looked at some of the mapping in Half-Life and been impressed with how ahead of it's time it was (the thing's old, remember).
so you should have the halflife.wad right? look at a particular map, say... c1a3 (a classic), and try and re-create it, changing things you wanted to change as you go, it will be good practice for all the little tricks they used. swinging lights/elevators/ambient effects/etc.

don't just get lazy and try to rip someone elses stuff off (i understand you only want to change a few things and will never release the modified map - that wasn't a request, that was an order! ;) , but you won't learn by doing what you want to do, you'll simply get lazier)

so good luck recreating those maps, and don't show them to us when they're done lol. I would never want to rip off Valve, they have screwed up alot over the last year or two, but they're good guys at heart

ps. if you can't be bothered to search the forums for coolfat's post about ripping maps i can't be arsed to explain again
Posted 20 years ago2004-07-18 06:10:44 UTC
in How do i get my guy to say... Post #42497
or, open the Run program in Start menu, type in sndrec32.exe, and record whatever you want, making sure to save it as a .wav, put the file in valve/sounds, and hey presto! you're in the game!
Posted 20 years ago2004-07-18 06:08:36 UTC
in Brush dimensions when Clipping Post #42496
Imageshack know what they're doing, the recently increased the max file size, so they're going in the right direction.
visit the Clan of the Dead Goat Forums, there's a post there about someone allowing people to host infinite amounts of files (which will never be deleted) with a max size of 50MB, simply because he was sick of 'dead links' and wanted to help others out, so try it =P
Posted 20 years ago2004-07-17 09:03:42 UTC
in Giving Grunts Better Eyesight Post #42261
trigger's and multi_managers anyone?
Posted 20 years ago2004-07-17 09:02:13 UTC
in sky brushes not allowed in entity Post #42259
jeebus, also, that will make a leak in your map
Posted 20 years ago2004-07-17 09:00:39 UTC
in map is lagging down to 5fps Post #42258
yes.
a lack of punctuation pisses me off tbh, it makes it hard to read and shows that you paid little attention in school and therefore shouldn't be using a precise program like hammer lol.
only thing i tend to leave out is capital letters because it takes too much time, a commar and a full stop are relatively easy =/

ps. if you use decent compile tools it removes any unseen faces anyway, so nulling is just a waste of time, unless it's in a place that players could see, but they'd have to be spectating at the time.
look at de_cbble for example, the little arched roofs at on the main roofs of the castle, the sides and some tops have been nulled to saved that 0.0001 fps drop (davej always was an anal mapper lol), and cs_havana, the back faces of the roads at the edge of the map, they have a texture scaled to around 5.00, looks noobish, but it's pretty clever tbh.
Posted 20 years ago2004-07-17 08:46:08 UTC
in Brush dimensions when Clipping Post #42252
the 3rd link works
good tip rabid
Posted 20 years ago2004-07-16 14:35:00 UTC
in glowing water Post #41991
tontoon, nice idea, wow, a good little brainstorming session =)
Posted 20 years ago2004-07-16 14:32:44 UTC
in File converting (.bsp to .rmf) Post #41986
don't be a noob, you can decompile whatever you want as long as they haven't prevented you from doing it when they compiled. and decompiling causes abnormal brush shapes to be created etc. plus many other odd errors. tell us what you want to decompile and maybe we can help you; for instance if you want to know how they equipped u with deagles only in cs_deagle5 etc, then we can help you. if you want to make a "new improved dust hack" then you need a good beating (but we can prbly help you, i know i have the de_dust.rmf on my pc lol). or if you just want tocopy someone's architecture then that also deserves a beating. you should be able to look at something and go: "i know how that's done", if you don't , then why should we help you rip someone elses hard work.
except davej, who asked for it by creating an infuratingly simple map
Posted 20 years ago2004-07-16 07:41:48 UTC
in Creazy r_speeds Post #41870
depends if your pc is crap, whether you have a leak, if those lights are very close together. post the map in the vault
Posted 20 years ago2004-07-15 04:42:01 UTC
in map is lagging down to 5fps Post #41495
play DoD then. and there are servers that noobs don't play in you know, the ones that they get owned to ? cs pisses on HL tbh
Posted 20 years ago2004-07-15 04:39:22 UTC
in Could I get some help from the experts? Post #41494
go to Map/Map Properties/Max Viewable Distance - change it from 40** to 80** (** can't remember exactly, but whatever the 40-- number is, double it); that will sort out the distance, but increasing the max viewable can cause an fps drop, which wouldn't be a problem if you couldn't see the whole map at once.
and yes, the map i looked at was bridgedraft2, i didn't look at the other one. and that's why i came to my conclusion that you will never get good fps, no matter what you do, because have you ever seen a map like this before? it's because if there are any, no-one plays them for fps issues. i don't want to go on... but you need to think of a way of solving this. i personally would make two smaller streets and link them rather than one large street, this will be better for gameplay and fps.
Posted 20 years ago2004-07-14 18:43:52 UTC
in Could I get some help from the experts? Post #41403
well. you could lower the sky, so it is just touhing the roofs. and hint along the sides of buildings so it doesn't render outside when you aint looking. but wow. i dont see how this will play well for cs. it looks nice, but it seems to have alot of detail in one large area that simply isn't that possible with the hl engine.
good luck =/
Posted 20 years ago2004-07-14 18:34:04 UTC
in sky problem Post #41399
lol
he means, when you look at it, it takes small bits from the map, and repeats them so itr looks nuts. like when you go through walls in spectator mode
Posted 20 years ago2004-07-14 18:30:43 UTC
in strange little problem Post #41398
basically. it's either an error regarding a leak (brush outside world being an entity, and it means that the leak is located near a certain entity)
or you have a func_door(_rotating) that at some point leaves the confines of the map when it opens (often happens when grouping two or more doors and making them all door entities at the same = wrong)
or you actually have an entity outside the world (to find a brush number, go to Map/Go To Brush (finds entities and brushes))

also, post your compile LOG so we can have a good look at what you've been doing. and try posting the map in the problem maps section too
Posted 20 years ago2004-07-14 04:32:00 UTC
in night vision problem Post #41216
lol. that's hardly the point. it's like saying, my penis has a bad rash, but i never use it, so i wont get it sorted
Posted 20 years ago2004-07-14 04:29:56 UTC
in Could I get some help from the experts? Post #41215
to be honest, those maps are all relative to the size/detail laws
dust isn't really that big in any of it's areas, and it is, the detail is minimal.
while assault is a weak map (the max viewable distance is too low), but the detail is low, the buildings are generally falt brushes with no detail
Posted 20 years ago2004-07-13 18:34:59 UTC
in Could I get some help from the experts? Post #41117
basically. i'd like to see some screenshots of the map's longest points. because depending on what exit/entry points you have placed on the two sides (ct and t, with a bridge in the middle?), could be a gameplay problem. people just popping out from corners is good and all, but you need things to make it a little more challenging, such as routes that cover you from enemy fire (but don't allow you to see the enemy) and take you to tactically advantageous spots in the map.
anyway...

if you are running vis it simply running more than if you weren't, vis only helps when there's actual brushes blocking huge lines of sight, 1 open area will not require a great deal of vis-ing; so perhaps that's your problem.

i have made nearly all my maps outside (i think it's just more fun) and i don't have problems, but that's because you can place things such as rocks/buildings/etc in places to block a players direct line of sight, but use hint brushes to allow them to see things behind the said object. so maybe you should try splitting the level into two or more areas, seperating them with buildings and the like, and hint around them. allowing the player to feel as if he is in one large complex, but really it's just three linked togetehr effectively.

does hint-ing work without vis? don't think it does =/
Posted 20 years ago2004-07-11 17:53:58 UTC
in Ripping map problem Post #40487
a fine point. try changing the sky to backalley or something if you want to darken it up maybe?
Posted 20 years ago2004-07-11 06:12:00 UTC
in addin weapons Post #40374
ps.

the values in the multi_manager for the strip/pistol keys' need to be something like 0.1 for strip, then 0.2 for pistol. you must strip before you equip
Posted 20 years ago2004-07-11 06:10:10 UTC
in addin weapons Post #40372
noobs..

any fool could have told you that

to equip pistols when you start you need either numerous trigger_once entities or a multi_manager set up

to input the name of a pistol you turn Smart Edit OFF and click add, the key is : weapon_pistol name, value is amount of clips that come with the gun.

the amount of times i've typed this is insane, one more time, the LAST TIME

entities:
multi_manager
player_weaponstrip
game_playerequip

name the multi_manager game_playerspawn
add new keys like strip, pistol
name the weaponstrip entity strip (or anything that corresponds with your multi_manager)
name the playerequip pistol, and set it's values thusly:
give knife : yes
item kevlar: yes/no .. your choice, always fun without :P
then turn off smart edit and add a new key of:
key: (depending on what pistol:) weapon_usp/weapon_glock18/weapon_deagle/weapon_fiveseven/weapon_elites/weapon_p228
value: 1 - 10 (higher number gives max ammo, generally speaking)

with the game_playerequip you can give all three nades as well. also you can equip the player with more than one pistol, but beware, don't go nuts or you will have a buggy map. two pistols works nicely, any more and you'd better have a stable entity set up or be prepared for some crashes :P
Posted 20 years ago2004-07-11 05:46:34 UTC
in Ripping map problem Post #40371
make sure you have re-compiled (you know what i mean) the new entity list into the map. if there are no changes at all, I'd start looking at what set up you've got for RipEnt, and also whether you're changing the values properly.
what are you testing the map on? 1.5 or 1.6?
you need to put the .bsp in your maps folder (lol, clutching at straws :P )

finally, make sure you haven't altered the position of the entity (so that it dissapears into a wall or something) and check how many light_environments there are in the map, some of the older cs maps weren't compiled using the zhlt tools, so there are more entities.
Posted 20 years ago2004-07-10 19:18:37 UTC
in wierd walls Post #40292
there is very little wrong with carving. it's like noobs saying you shouldn't clip, just because you can't get a certain shape, or they manage to noob it up and get an error.
there is nothing in hammer to hinder the mapper, it's all tools that are at your disposal for certain purposes, each having a distinct advantage over another with regards to different situations.

carve is an awesome tool, allowing you to create a series of sunken/hollowed/etc objects at a much faster pace than if you made multiple brushes. it is possible to make arches using carve, make a cylinder, lay it into a vertical brush, and carve, there you go. an arch (just clean up any misalignments with vertex manip, if there are any at all...)
personally i make arches by creating the surrounding walls, creating a brush to fit between, clipping (with the clip tool set to leave both sides intact) it down to size, and then vertexing the required brushes into shape.

it's all rather simple.
btw, don't tell anyone that any tool in hammer is never to be used, it's seriously lame...
Check out the new Hallway tut!!
Posted 20 years ago2004-07-10 19:09:27 UTC
in CS: disabling a weapon from the buy menu Post #40290
disable buying and lay out weapons, like in two armoury rooms. make the spawns far enough away to give teams time to choose. but don't lay any awp's

this is good for a fun map only tho. unless you desinged a very good story/mission to explain the purpose behind it.

And I'm shocked you guys don't know the very basics of cs game modes. cs was the first; then came de, along with dust and ak's; and don't hold me to it, but I'm sure as and es were some of the first modes after cs. i think as/es/de were all introduced at the same time, around 1.3. after removal of the scoped m4 :(
es is not played or mapped for because it is very buggy, and because there was never an es map with the popularity of dust (dust made de very popular)
therefore es died out. it's still possible to make the maps, but don't try and sell it as a perfect bug-free map

as removes certain weapons to balance the game and give the vip a chance to escape (as_tundra was popular but oilrig came in and devoured the competition)
awp's are allowed in as so it's not really an option if you want to disable the awp lol, but it gives you an idea of how they wanted as to be played (t's holding areas and trying to pop a lone ct, with ct's at full firepower), almost the equivalent of es, but as was siad, es is buggy.
it is actually possible to equip the vip with another pistol, which is worth keeping in mind (think trigger's and weapon_equip's)
anyway..
Posted 20 years ago2004-07-10 06:40:45 UTC
in fy help!!!!! Post #40151
info_map_parameters : properties: neither team can buy (another way of doing it, and using less entities)

spawn points should be 1 unit above the ground, to stop all that pointless falling that happens, and it looks better, plus when you muck around with gravity it helps too. anyway
Posted 20 years ago2004-07-10 06:30:09 UTC
in CS: disabling a weapon from the buy menu Post #40148
thanks for that... :|
Posted 20 years ago2004-07-10 06:24:13 UTC
in Compile error: Post #40147
omg. "error - entity outside world" hmmmmmmm. i wonder what that means?! maybe.. just maybe, it means that the outside is getting inside. a leak? an entity literally outside the world? or you've made an exterior wall a func_wall?

it says: entity 7, brush 5; so go to Map/Go to Brush and you can type in the brush/entity number and check it.

jeez..
Posted 20 years ago2004-07-10 05:58:38 UTC
in CS: disabling a weapon from the buy menu Post #40142
impossible. i don't care how many times people ask this or how many times people disagree with me, it cannot be done without using amx on the server, therefore if you're making a map that you want people to be able to buy all guns except the awp, then you're shot outta luck. if you're running a server and want to take out the awp, then you're in for a lengthy period of tutorial reading while you figure out how to do it.

remember: vip scenario removes the option to buy a scout, is that any good to you? (lol tbh)

you could, well... hmm, maybe you could; no, that's impossible too, ah well. now stop asking these silly questions!!!
Posted 20 years ago2004-07-10 05:53:31 UTC
in Hammer View Issue Post #40141
open Tools/Options../Textures and highlight the required pathname, browse with the arrow keys, that still works right?
Posted 20 years ago2004-06-27 23:25:28 UTC
in can i make my own car? Post #37043
www.slackiller.com/tutorials
Posted 20 years ago2004-06-27 23:21:56 UTC
in How do i make a moddel of a veicle? Post #37042
no, he means use a model as a func_train, which is impossible :roll:
Posted 20 years ago2004-06-27 23:19:20 UTC
in water? Post #37041
perhaps, try taking it out of software mode. i dont get your problem though. are you approaching the water from the side? then you won't be able to see it.
Posted 20 years ago2004-06-27 23:17:27 UTC
in sky n shyte Post #37040
the skyname stuff is spot on, so is the armoury_entity to place weapons on the ground (i won't go into pistols - not now anyway)

the team placement is as such:

create a point based entity, and highlight it, press Alt+Enter, and change the entity to an info_player_start [this is the ct spawn]
for terrorists, change the entity to info_player_deathmatch
then insert another point based entity and change it to an info_map_parameters, where it says weapon buying in the properties dialog, change that to neither team can buy

if you don't have any of those entities, then go to the VERC and search for an fgd

if you use halflife.wad/cstrike.wad/cs_bdog.wad, it doesn't mean you have to include any wads, all steam users have these (and others) as standard.

he's right about the sky tho. you just need to name it sky and it'll be fine. but you really should get the halflife.wad, for the sake of it.
you use steam? get gfcscape (nem's tools, search google)
Posted 20 years ago2004-06-27 18:57:05 UTC
in halflife.wad Post #37001
i needed to download a fix for the prog when i got it (many moons)

if you have half-life previous to steam (retail or otherwise) you can simply use the halflife.wad from that. copy it to ya vhe folder or summat.
Posted 20 years ago2004-06-27 18:53:45 UTC
in Fix leaks? Post #37000
basically, where it first says error: it looks like you've got two brushes tied to a single entity (or 1 world brush and another entity brush) with the same texture !WATERBLUE . where you've put water is a good place to start looking. mixed face contents is your actual error, normally caused by using a texture designed for a specific purpose in conjunction with another texture/entity that it cannot be used with. a good example is making a func_wall out of the clip texture, it doesn't like that at all.

but what might be the problem, is where you have made a brush into func_water, you must remember to texture the whole brush with the water texture.

in hammer, press Alt+P to check for problems (although this won't bring up your error neccesarily).