Forum posts

Posted 20 years ago2004-06-27 15:46:46 UTC
in Weird Compilage Post #36940
Posted 20 years ago2004-06-27 15:46:12 UTC
in Running my map Post #36939
i guess it worked huh 7th, ah well, our work here is done

/pats 7th and steve on the back, buys beers all round
Posted 20 years ago2004-06-27 15:16:34 UTC
in Running my map Post #36929
basically, you are just directing hammer to use the hlcsg hlvis hlrad hlbsp tools instead of using the vhe tools (liek 7th said, they are defunct) you do however need to set the Build Programs to look for the right tools ("you are just directing hammer to use the hlcsg hlvis hlrad hlbsp tools instead of using the vhe tools ").

nothing will change in hammer, this is the right thing to do, trust me. you should really compile with zhlt batch compiler tho, as it allows you to take advantage of textured lights etc
Posted 20 years ago2004-06-27 14:58:33 UTC
in hgrunt models Post #36921
thankx vas, i'll hunt around
Posted 20 years ago2004-06-27 14:51:49 UTC
in Running my map Post #36919
rofl, dragon ball dragon ball!! (guitar solo!!!!!)

anyway, no i don't have aim sry, i have msn tho
rick_u_@hotmail.com
Posted 20 years ago2004-06-27 14:50:48 UTC
in Weird Compilage Post #36918
rofl. you're only a noob if you don't learn from your mistakes :D happy mapping
Posted 20 years ago2004-06-27 14:47:06 UTC
in water looks stooped from far away Post #36916
i agree, some people don't want to be helped
Posted 20 years ago2004-06-27 14:46:30 UTC
in Running my map Post #36915
yeha that's all you need to do. set each respective tool to it's counterpart in the zhlt folder (the location of the tools mentioned)
don't use hammer's compile tools as they suck c*ck.

personally i would Run your map through Btach Compiler, it takes a little setting up, but it's quite easy. all you do is go to:

options/settings/paths (in Batch Compiler) and set the tools to those qrad/bsp/vis/etc the same as in Hammer. and change Zoners to Bare Zoners under Specifications (if itr won't compile, a friend had this prob, and it worked for him, so just in case) then if there are any errors with your map Batch will tell you, and stop compiling

i'll be online for a while, so if you have any probs, gimme a shout.
Posted 20 years ago2004-06-27 14:39:04 UTC
in water looks stooped from far away Post #36913
omg, you noob (lol, there goes the no-flaming policy), if you can't make sense out of what i said then you need to post a screen shot of the EXACT problem, with a reasonable description of what you want to fix. also, post the problem area in the Problem Maps section of teh Map Vualt. use www.imageshack.us to host your screenshot. and don't be such a lame arse.
Posted 20 years ago2004-06-27 14:24:42 UTC
in Running my map Post #36905
lol ministeve, dude, i'm not sure if it's you running around telling everyone to start mapping for hl, cs is a mod yes, and therefore has new entities and styles of gameplay/mapping which need to be considered. if he wants to make a cs map then let him. the engine works exactly the same the w and e poly limits are still there (although cs can be more consuming with it's pumped up version of HUD and skins; remember people get high poly skins, adding the the e poly's without having a damn thing to do with your map, so you have to keep it simple just in case)

basically paintballa, go to nems tools, batch compiler. and Run the .map file in this program or use the qrad, qbsp, qcsg, qvis tools as your compile tools in hammer (Tools / Options.. / Build Programs)

as steve said, the rmf can only be used by hammer (it's an adobe file format readable only by hammer), and the .map can be opened in hammer (occasionally with minor errors) but mainly the .map is used by Batch Compiler to compile into a .bsp

read the tutorials for more info
Posted 20 years ago2004-06-27 14:11:13 UTC
in water looks stooped from far away Post #36900
i think, your problem is caused by the following:
1. you shouldn't be able to drop behind a cliff, or float up there so you can sit on the top of it anyway; unless it's meant to be accesable without gravity alterations. then your map making is poor and you should lower the height of the cliff edge that you can reach (without gravity alterations). because water always looks dodgy from a distance, especially if you've used 1 big square brush (of water) that sits inside several other brushes (the cliffs/mountains of which you spoke).
this is noticable mostly in the final boss in halflife, when you get shot up into the air, look at the boost pads, they are flush with the water texture and therefore start to have lines accross them where the two textures are "merging".

2. make the sky box directly connect to the top of the cliffs, so even with gravity alterations the player cannot possibly get behind the cliffs, or to any places where he/she can see your poor map making.

3. if you are viewing it from far away, then it really doesn't matter, because the player will never get into that position in a normal game. when mapping it is important to remember that what the player sees and what is actually there are often very different things. for instance, it is tempting to alter the x-axis of the top of your cliff brushes, but this might not be neccesary, as depending on where a player stands, the cliffs will look different anyway, and give the impression of variation even though they are plain flat cliff tops.

4. a screen shot of the problem would help us a lot. use www.imageshack.us (infinitely free hosting, max 750kb file size - support it today =D)

5. don't attack people here, even noobs, it' unbecoming and arrogant. that goes for everyone, even me (sorry coolfat lol ;) )
Posted 20 years ago2004-06-26 15:53:11 UTC
in Too many direct lights problem Post #36652
so have you fixed the problem? maybe you need to check the entity set up for the buttons, make sure they are all simultaneously activated, and maybe you've not run a proper vis or (sorry for random solutions, I didn't really read the log), maybe you have a func_wall somewhere that's letting a bunch of different lights see each other.
gl, and yeah.. I wanna see a screenshot =P
Posted 20 years ago2004-06-25 21:44:09 UTC
in Func_door_rotating won't work Post #36445
for an optimal hinge, have it lay the same units into the door, as out of it.
the height of the origin is not important.
Posted 20 years ago2004-06-25 21:42:06 UTC
in Unbuyable buyzones Post #36444
stop wasting people's time and visit the verc every now and then
Posted 20 years ago2004-06-25 03:41:17 UTC
in A Horror Idea, Some Screens Post #36217
i use milkshape?
Posted 20 years ago2004-06-25 03:36:16 UTC
in clipping help Post #36215
meh, everyone has used clip at some point or another. he's just trying to sound like a pro :lol:
Posted 20 years ago2004-06-25 02:02:50 UTC
in please help Post #36179
www.imageshack.us tbh (750kb limit, infinitely free hosting - support it today :cool: )

your map isn't found on the server for these reasons:
1. you have it in the wrong directory (try counter strike/cstrike/maps)
2. you haven't typed the name of the map correctly into the console (try loading it through: New Game in the steam cs menu)
3. you have placed the yourmapname.rmf into the cstrike/maps folder in the hope that maps don't need to be compiled to run (try compiling the rmf. get zhlt Batch Compiler [zoner's half-life tools] and set it up right, export your rmf to a map file (in Hammer: File / Export to Map) and Run it in zhlt.)
Or set up your configs right in Hammer's Tools / Options.. / Build Programs menu. and press F9 to test your map.

good luck and keep 'em coming
Posted 20 years ago2004-06-25 01:55:21 UTC
in Non existing wads Post #36177
no. the client will have to download the individual .wad file, along with teh .bsp, and any other extras.
No WAD Textures (as it's called) includes the textures used in the .map into the .bsp; and only increases the file siz slightly (well, by a couple MB's if you used alot of large wads)

it's better (imho) because there's no hassle when the client has to install manually and it means less uploading to your ftp (saving you time and money :P)

the option can be found with zhlt (nem's tools - google)
Posted 20 years ago2004-06-25 01:50:03 UTC
in camera Post #36173
if you press z while your cursor is over the camera screen you can fly around with the wasd keys and turn with your mouse, making it great for "playing" through your map like you were testing it in Hl or CS.
Posted 20 years ago2004-06-25 01:46:42 UTC
in clipping help Post #36170
VM is great, no doubt. it's useful for almost any purpose, but say you wanted to angle a circle shaped brush slightly, it's not possible with the vertex tool as it creates errors (try it if you don't trust ;) ).
the clip tool is great for cutting a large brush up to the right sizes you want, without having to create a lot of new brushes (a pain, always).
to solve the problem of stretched textures, simply open the tex tool, highlight the texture, and tick to Face. that sorts it out

a good mapper will take advantage of all the tools, and exploit their pro's while avoiding the con's
Posted 20 years ago2004-06-25 01:24:49 UTC
in Unbuyable buyzones Post #36167
if you read the expert fgd's code and see what the name/value is. so you might as well get the expert fgd anyway... :
Posted 20 years ago2004-06-22 23:36:07 UTC
in Configure worldcraft3.3 + Steam Post #35532
indeed. search the forums or even read the tut's.

"good grief"
- Charlie Brown
Posted 20 years ago2004-06-22 21:25:41 UTC
in Latest Security Breach screenies Post #35520
cool. have you posted any new bsp's?
Posted 20 years ago2004-06-22 08:44:57 UTC
in Customizing Counter strike Screens Post #35390
and yeah. yoo need the modeller to have included a file of that type. or try and make your own.
Posted 20 years ago2004-06-22 08:43:08 UTC
in Model moving in counter strike Post #35389
yeah. depends what you want the model to do. you could have a series of env renders making a kind of animated sequence lol (you'd need more than you can have :P)

so yeah. an animated model would be much better. however it wouldn't be triggerable or anything.
Posted 20 years ago2004-06-22 00:15:56 UTC
in Latest Security Breach screenies Post #35335
in some ways, winzip has it's advantages tho ;)

i d/led the first version of this map and i quite enjoyed the way it got into the action so quickly. some non-architecture related points:

the crowbar in the vents is a bit dodgy, why is it there? i think you should sort out the weapon placement. the storage room was a little empty, but i don't think you should go nuts. a few stacked crates and some pipes running around the edges would be fine. the agrunts in there take your eye away from the actuall structures.

keep it up. and have a few pointless routes to stretch the level out (send the player on little missions to collect ammo/supplies and then have them progress through the level)

overall the lighting looks dark in those screens but when i played it it seemed just right, giving a nice atmosphere etc. a few broken lights would sort out the realism though.

good luck and keep us posted.

:cool:
Posted 20 years ago2004-06-22 00:06:55 UTC
in hgrunt models Post #35334
so there's no way to just change the models?
pity that cs models don't work :/
Posted 20 years ago2004-06-22 00:03:52 UTC
in Rock Textures where? Post #35333
GOOGLE!!111!1!111!!!1!!!1!1!1!!!!11iiiii!!1!!1! :P
Posted 20 years ago2004-06-22 00:02:50 UTC
in Applying textures individually Post #35332
yeah ya stu[id retard! flame flame flame! no0000B! :lol: joke joke joke :D
Posted 20 years ago2004-06-22 00:01:17 UTC
in Ripping maps (not rip-offs) Post #35331
never heard of that one. is that compatible with counter strike? i guess it should be....
Posted 20 years ago2004-06-21 09:59:24 UTC
in Rock Textures where? Post #35190
www.planethalflife.com/wadfather - or try the old favourite www.google.com

search for "cs/hl rock textures wad" etc

really not that hard. ps: check out the organic.wad on countermap (www.google.com)

google!
Posted 20 years ago2004-06-21 09:56:52 UTC
in A clock? Post #35189
timewarp?
Posted 20 years ago2004-06-21 09:51:35 UTC
in info_player_start Post #35188
perhaps. the entity you use to place models is: cycler (to view the model in hammer), then you change it to a cycler_sprite (copy the model pathname to the cycler_sprite's sprite line; ie: models/tank.mdl)

and yes. you need to clip it, models are naturally illusionary. an invisible func_wall might be an idea. or try some things yourself, anyway gl
Posted 20 years ago2004-06-21 09:46:08 UTC
in Model Problem in Counter Strike Post #35187
you can't use a dod .dll because it may have been modified more then just adding the model transparency lines. look. get steam, it's not that bad, and makes mapping quite easy due to all the tweaks. failing that, go to the VERC site and have a root around there. i would attatch them but alas i no longer have them (they were quite buggy (or my hl was dodgy) so i re-installed hl).

like i said, get steam as it removes all these problems. if you're mapping for 1.6, take advantage of testing it in 1.6, and if you're mapping in 1.5, not everyone will have the right .dlls

so do the right thing and upgrade.. isn't it about time?
Posted 20 years ago2004-06-19 20:17:47 UTC
in Model Problem in Counter Strike Post #34908
get steam. you can only use non-transparebt models with 1.5 until you get the dll's.sonally i would upgrade as NO-ONE plays 1.5 anymore.
steam allows you to use models very easily and the hassle is reduced. so map in 1.6

the entity used is: cycler_sprite (use a cycler to view the model (using hammer 3.5))
Posted 20 years ago2004-06-19 20:13:59 UTC
in NEED A IDEA! Post #34907
area 51 etc. it's not area 51, it is a very close re-incarnation of it but yeah... it;s not an exact replica. you could make area 51 and have i nothing like hl.
Posted 20 years ago2004-06-19 02:35:05 UTC
in hgrunt models Post #34765
why would that change the textures though? the hgrunt models are as follows:
hgrunt
hgrunt01
hgrunt02
hgrunt03
hgruntt

i get errors trying to ipmort hgrunt - hgrunt03 in hlmv (trying to edit tex's). and hgruntt is a set of textures with no model. so hmm. maybe put together the textures in a model and name it hgruntt. jeez. :/
i still wouldn't mind to know how, if it can de done ;)
Posted 20 years ago2004-06-19 02:27:52 UTC
in Models in Counter-strike maps? Post #34763
not a problem. good luck, any q's just ask :lol:
Posted 20 years ago2004-06-18 22:52:08 UTC
in Hammer light textures Post #34737
for fun, and to cause confusion.
Posted 20 years ago2004-06-18 22:51:16 UTC
in Terrain Post #34736
you use snap to grid. you don't zoom in too far. as it may look distorted too close.
i've never heard of anything else to cause this problem. try compiling the map.
Posted 20 years ago2004-06-18 22:49:47 UTC
in Models in Counter-strike maps? Post #34735
yes. the cycler simply helps you to position it correctly in a 3d real time image in your map.
Posted 20 years ago2004-06-18 20:29:59 UTC
in hgrunt models Post #34722
for sure, i'm familiar with the whole reskinning (cs freak :P).
but i tried using a cs ct model by renaming it and trying it out as a grunt.
it was all white and black and non-base-colour colourless (lol)
the anims must have worked fine. he still behaved normally, just looked crap.
and also i want to re-model the head of the zombies.
i'll see if a friend of mine can do it i guess.
Posted 20 years ago2004-06-18 20:14:16 UTC
in Models in Counter-strike maps? Post #34719
ie:
you first create the cycler in order to see where to put the model. (which is why you d/l hammer 3.5 ;) )
then you change the cycler entity into a cycler_sprite (through properties menu) and paste the model's path name into the cycler_sprite. which renders the model in-game.
Posted 20 years ago2004-06-18 20:11:59 UTC
in Models in Counter-strike maps? Post #34718
download hammer 3.5 (verc) and get the fgd that comes with it (otherwise hammer will crash if you try and create the entity required).

place the model in counter strike/cstrike/models.
create a cycler and browse to your model in it's properties. select/highlight the model pathname and copy/paste it into the sprite line of a cycler_sprite

you can now see the model. you will need to clip certain models, but that's simple.

any probs?
Posted 20 years ago2004-06-18 12:37:43 UTC
in Ripping maps (not rip-offs) Post #34674
you insert an env_sprite into your maps entity list (using RipEnt - which extracts the entity properties/co-ordinates/keys/etc into a dos file, which can be editied through notepad ;) )

you key in the co-ordinates for where you want the sprite to appear in your map.

you set the sprites path to sprites/yoursprite.spr. put the sprite in your server's sprite folder (using any ftp accessing program).
the client will automatically download the sprite and hey presto! in-game custom sprites.

the same goes for models, but it's easier to use a model that won't need clipping, which only complicates the matter further.

:lol:
Posted 20 years ago2004-06-17 15:18:00 UTC
in hgrunt models Post #34353
was just playing around with using different models for the hgrunt. anyone had any experience with this. as i'm trying to find out the main errors that can happen, and what the models must have and cannot have (if you know what i mean)
any input would be appreciated
Posted 20 years ago2004-06-17 12:58:05 UTC
in scientist Torture Mod Preview Post #34302
coolfat. i don't wanna keep going on. but you're being very childish about the whole. thing. we're here to learn and support each other. No matter what we say about a map it should either bounce off your back if you don't like it, or it shopuld sink into your head if it's a good constructive point.

every post i saw of cp's was constructive, non-offensive and helpful.
you simply can't take it when someone says they don't like your map. or the half arsed fashion in which you map.
almost nothing hasn't been done in hl
Posted 20 years ago2004-06-17 12:49:46 UTC
in Removing Entity from game Post #34299
i didn't follow the link.
Posted 20 years ago2004-06-17 10:12:21 UTC
in Removing Entity from game Post #34263
or use a func_door to reset the kill_target each round.
Posted 20 years ago2004-06-17 10:10:38 UTC
in Ripping maps (not rip-offs) Post #34261
... they have that in all there maps. they make the sprite. the find a good place for the sprite to go, note the co-ordinates. and write the sprite into the maps entity list.
it's not brain science.