Forum posts

Posted 20 years ago2004-06-17 01:41:49 UTC
in NEED A IDEA! Post #34117
hl didn't do area51, they did black mesa :/
Posted 20 years ago2004-06-17 01:39:10 UTC
in can i make my own car? Post #34116
MOD's inevitably have new code ;)
Posted 20 years ago2004-06-17 01:33:11 UTC
in Compiling error - filesystem dll Post #34113
are you using zhlt qtools or hammer's default system?
Posted 20 years ago2004-06-17 01:29:06 UTC
in can i make my own car? Post #34111
i think anthony knows his shit. hl would have had a car if they could have done it.
Posted 20 years ago2004-06-17 01:26:31 UTC
in My Batch compiler won't work:( Post #34110
there are tutorials for this sort of thing. unless you have an abnormal error. in which case (as said previously) we need more info
Posted 20 years ago2004-06-17 01:25:08 UTC
in Ripping maps (not rip-offs) Post #34109
RipEnt (availiable through Nem's Tools). it used to be included with zhlt, but alas, no more.

you can edit maps in notepad, but you need to know the co-ordinates for where you want to place things (use Hammer).

skies are easy. bombsites/hostages are easy. models + sprites need to be downloaded by the client though. as they are essentially not an entity
Posted 20 years ago2004-06-15 10:22:07 UTC
in Cant get textures to display!!! Plz Help Post #33541
idd. just what i was about to say lol ;)
Posted 20 years ago2004-06-15 10:14:10 UTC
in Pointfile doesnt work.... Post #33538
or map better?
Posted 20 years ago2004-06-15 10:13:29 UTC
in Lighting Issues Post #33537
sry, but how did you not notice you were running in software mode?!
?
!
Posted 20 years ago2004-06-15 10:08:14 UTC
in Batch compiler Post #33536
ok. thanx. :
Posted 20 years ago2004-06-14 19:33:52 UTC
in Mod_NumForName Post #33416
hmm, post the map dude
Posted 20 years ago2004-06-14 19:32:34 UTC
in mall door thingy (sensors) Post #33415
in C:/sierra/half-life you will find halflife.wad, within this .wad is the texture 'aaatrigger', if you texture any brush based trigger entity with this trigger it is more effective than texturing a trigger with, say, an ice cream cone texture.
Posted 20 years ago2004-06-14 19:26:20 UTC
in My map won't load:( help plz Post #33414
no, you need to Export to Map within hammer (File/Export to Map...).
save the .map to a file, and compile it from there. if you are using valve editor to compile, then don't. get zhlt batch compiler, it's the best there is.
try Nem's tools
Posted 20 years ago2004-06-14 19:16:38 UTC
in nummarkfaces == MAX_LEAF_FACES Post #33408
yes. CP is right. a 1 unit by 1 unit brush textured with sky can give the same impression as a whole box (depending on the location, and 1 unit was just an extreme example ;) ) and have no side effects.
the sky looks the same no matter where or how the brush is placed. you don't even need to have all the sky brushes line up (although this is bad practice, it still works)
the sky texture simply points the game to the specific TGA and renders it from different angles etc.

look at the countermap tutorials page for a good description of sky brushing
Posted 20 years ago2004-06-14 19:11:40 UTC
in My map won't load:( help plz Post #33407
or whatever your base directory is :
Posted 20 years ago2004-06-14 19:10:59 UTC
in My map won't load:( help plz Post #33406
right. locate the yourmapname.bsp file (will be in the folder you saved the rmf to).
put it in :

Old Half-life:
C:/Sierra/half-life/valve/maps

Steam:
C:/program files/steam/steam apps/your@email/counter strike/cstrike/maps
Posted 20 years ago2004-06-14 19:08:22 UTC
in Batch compiler Post #33405
tbh, coolfat. try dragging the cursor over your whole map. set every texture's size to 1.00 and then go back and change anything you need to.

how in god's name did you get a texture scaled down to 0.02?!?!?! why whould you ever need to go that low. and bad surface extent can also be caused by going too close the boundries of the grid in halflife.
Posted 20 years ago2004-06-14 03:35:33 UTC
in Mod_NumForName Post #33218
no. nevermind that. a sprite is a sprite, that doesn't change; if all paths are correct, and the sprite is in the folder to which the entity is pointing then it should be fine. btw. is a cycler_sprite what you want to be using? i'm not sure, so don't quote me, but i didn't realise you could set up a sprite with it.

anyway, try posting your sprite/map setup in the Problem Maps section of the Map Vault. it will get solved much sooner than by discussing it here. :lol:
Posted 20 years ago2004-06-14 01:36:59 UTC
in Mod_NumForName Post #33205
have you used the right (read: exactly correct) pathname?

DoD uses exactly the same things as cs/hl (save a few spawning entities + flags). so i don't think that's the problem (especially seeing as he has it placed in the cstrike folders
Posted 20 years ago2004-06-13 12:51:29 UTC
in invalid structures Post #33004
: if he would have searched for a tutorial on the subject he would have most likely come accross the one i linked to. i said ONE WORD (it happened to be ''noob'', but the what the hey).

so don't jump to obscure conclusions.

also, it's not good to give up on something because you get a few errors. but if you keep trying you will learn new methods and techniques.
i was trying to encourage him to CARRY ON not to quit (and therefore NOT LEARN).

so don't be a smacktard buddy.
Posted 20 years ago2004-06-13 12:48:18 UTC
in AS maps, dude what the heck Post #33003
there's es_ maps to do that yes. but es_ maps are buggy as well, so as_ is the most played alternate scenario (it's teh only alternate scenario :P)

and rabid, man there's like, a hundred decent as_ maps out there, oilrig has to be the worst map in the theme.
Posted 20 years ago2004-06-13 12:43:32 UTC
in 2 problems Post #33001
well, learning how to use VM properly would help (if you're using it for floors). you can't take a square/rectangle and move one vertex point. you have to move all points on the relative axis; unless you use two (or however many you need) triangles to make the square.
leaf saw into errors are caused by invalid shapes and the like. so try posting your map in the problem maps section (in map vault). it allows non-noobs to look at the rmf (don't post bsp) and figure out the problem.
also, in Hammer try pressing Alt+P (when in your map) and if there is any error like: invalid shape... then you need to delete it and try again
Posted 20 years ago2004-06-13 12:39:07 UTC
in Sound problem Post #33000
holy shit lol
Posted 20 years ago2004-06-13 12:28:34 UTC
in What am i doing wrong ? Post #32996
using Batch Compiler, under Specifications: check Bare Zoners

on the far right of Batch, you should have:
CSG --should be ticked
BSP --should be ticked
VIS --should be ticked
RAD --should be ticked
HL --must NOT be ticked

this will stop HL running and trying to run a cs map.

use New Game in CS steam to choose your map.

there is no difference in steam and 1.5 maps. except steam has new .dll's that allow model transparency (for trees etc)

the map .bsp must be in counter strike/cstrike/maps.

use No WAD Textures under the BSP Clipboard in Batch. therefore no .wads to move about all over the place.

if non of that works you are a retard and should have submitted the .rmf days ago ;)
Posted 20 years ago2004-06-13 12:16:01 UTC
in invalid structures Post #32994
Posted 20 years ago2004-06-11 19:34:45 UTC
in Carving problem Post #32520
perhaps i was being clever; or didn't you think of that :/
and you'd have to be a real tool to get a leak using carve.

the carve tool and vertex manipluation are used for totally different things. you can't compare them. so don't be a noob dude.
Posted 20 years ago2004-06-11 19:18:17 UTC
in Magician's Dream - Vanishing Ammo! Post #32510
but he was saying that at least one side must've been touching the ammo ent. and besides, hy are you using a 10 brush prefab when you had to retuxture it anyway? can't you make basic shapes in hammer? all you ever use is prefabs dude. you'd learn more if you tried making it yourself :/
Posted 20 years ago2004-06-11 19:14:05 UTC
in Carving problem Post #32505
nothing wrong with carve. and i don't see what's "funnEy" about the big block little block comment. it's a perfectly legitimate way ofg sing the carve tool. it's just a little bit quicker than making a lame shape manually. personally i don't crave because i find it's quicker to make better shapes/structures manually. anyway...
Posted 20 years ago2004-06-11 19:08:34 UTC
in FDG spliceing Post #32503
... well. why not make a mod using the opforce coding.
Posted 20 years ago2004-06-11 04:42:14 UTC
in Testing... Post #32237
holy cr*p dude. mapping requires you to d/l a whole load of sh*t, i'd beg and plead with your folks to get broadband, or you're gonna be waiting a long time only to be frustrated again :/
Posted 20 years ago2004-06-11 04:36:59 UTC
in Check my latest map :) Post #32236
jesus. use Batch Compiler with No WAD Textures maybe?
Posted 20 years ago2004-06-11 04:33:56 UTC
in Just a little teaser... Post #32235
CoD owns? DoD owns? CS owns? they all frickin' own.
Posted 20 years ago2004-06-11 04:28:08 UTC
in MyModIdeaInTheMaking Post #32233
DieH@rd, that's a sweet idea. but i'm thinking that would require a hell of a lot of .wavs and groovy new player models. i get the feeling this will die soon ;)
Posted 20 years ago2004-06-10 08:19:24 UTC
in AS maps, dude what the heck Post #32011
i believe it was to stop the terrorists gunning down the vip from miles away with an awp (as would normally happen in cs)

AND TO BALANCE THE TEAMS A LITTLE. HAVE YOU EVER PLAYED AN AS_ MAP WHERE THE CT'S ARE OWNING EVERY ROUND?

oops caps, can't be arsed to change it, even though i just typed this, which is probably longer than that, but i'm still too lazy to go back and correct my original mistake, so tough.
Posted 20 years ago2004-06-10 08:17:09 UTC
in Punching hands crowbar rep. Post #32010
a true hardcore mof0!
Posted 20 years ago2004-06-10 08:15:49 UTC
in Restricing the Buying of an AWP Post #32009
so did you manage to restrict it map-side, because that's impossible (or am i in need of a slap) :zonked:
Posted 20 years ago2004-06-10 08:11:12 UTC
in Using Fade Post #32008
Posted 20 years ago2004-06-10 07:56:39 UTC
in what the hack are globals???? Post #32005
man, i swear to god; the tutorials here are very good (at least the one on globals is), i don't see how you couldn't understand the principle of an entity controlling things over 1 or more maps...
Posted 20 years ago2004-06-09 11:15:22 UTC
in brushes? Post #31769
it's the grey box in hammer (on the left). a brush is a rectangle. used to create everything in your level.
use the three screens (in the top left screen, try clicking on where it says camera, and change it to 3d textured) to see where you are placing things. you need to place an info_player_start in ur map before you make a whole map that's out of scale. gl
Posted 20 years ago2004-06-09 11:04:00 UTC
in Restricing the Buying of an AWP Post #31766
which cs_ maps are those seventh.
and the as_scenario is coded not to allow awp :/
Posted 20 years ago2004-06-09 01:41:48 UTC
in still No Lighting ! Post #31681
i got logged out for that post somehow, but that ^ was me giving the sound advice and using wicked metaphores (spelling?!?!?) ^_^
Posted 20 years ago2004-06-09 01:32:09 UTC
in Doors - Help Me!!!! Post #31678
or....

two seperate doors, set all their angles to the way you want. and have a trigger_multiple in front of each side of the door and target the doors, hey presto...
Posted 20 years ago2004-06-09 01:27:19 UTC
in Something aint working! Post #31676
do people around here read the first post? it states that he used a targetted light_spot and info_target, in the first post.

have you tried placing the light spot inside the window frame (directly in the middle, from all angles) i don't know if this would give you the usual circle spot, but try it anyway (as opposed to having it outside).

the fade was just a suggestion ;)

and also, fade is extremely easy to use, seriously. ever heard of vertex manipulation?
Posted 20 years ago2004-06-09 01:18:03 UTC
in can't get monsters to appear in-game Post #31670
awesome, thanks my man. you have been most helpful in this trouble-some period of my life. ;)

i did wonder about the whole multiplayer thing. i just have never mapped for single player half-life and haven't got a friggin' clue tbh.
it's not the mapping and entities so much as the little things... like running the map properly :P

but yeah. i greatly appreciate your input and if there's anything i can do for you then you only have to ask (this goes for Dred_furst too - the guy who alerted me to my incompetance :nuts: )
Posted 20 years ago2004-06-09 01:12:40 UTC
in How do you ristirct items? Post #31669
the as_ maps are coded to not allow awp. :
Posted 20 years ago2004-06-09 01:10:51 UTC
in Restricing the Buying of an AWP Post #31668
that's because it's a server side option only.
you as a mapper have no say in the matter. unless you strip the player of all weapons and allow them to choose from a selection of armoury_entity designated weapons at the start of the round, ala fy_iceworld (and the millions of others :zonked: )

however this causes problems in that your map will be sh!t. the awp is a weapon in the game, you can design your map to be biased towards not using sniper rifles which means the clever player will use assault rifles and such as opposed to awp etc.

short answer: can't be done
Posted 20 years ago2004-06-08 13:22:41 UTC
in can't get monsters to appear in-game Post #31480
ps. dude i can't download that file.
i have to be able to right click and 'Save Target As' due to the fact my PC is not as advanced as it could be! ;)
Posted 20 years ago2004-06-08 13:21:16 UTC
in can't get monsters to appear in-game Post #31478
what that was meant to say was:
i create a server in the steam menu.
is there a way to start a single player game with my map then.
just to test it without changing the single player start-up map from 'c0a0' to 'mymap'. or is that what i have to do?
Posted 20 years ago2004-06-08 13:17:58 UTC
in can't get monsters to appear in-game Post #31475
cheers dude. i'm creating a server. so how do i start a single player game? with my map (<-- CS mapper ) :nuts:
Posted 20 years ago2004-06-08 13:15:41 UTC
in A far fall and (YOU DONT GET HURT!??!!) Post #31472
lol. or make the sides of the vent a func_ladder giving the impression that you're actually "climbing" up and down the vent, with the scrabbling sounds of gloves/boots on metal. then the player can come and go as he pleases.