Forum posts

Posted 19 years ago2005-03-27 20:36:33 UTC
in New mod... New models... New problems... Post #99571
... Humm... Well, I made some tests with monster_generic and others monsters and noticed that my monster just don't walk or run, and other monster yes... I don't have any ideia how to make it work...
Posted 19 years ago2005-03-26 15:32:27 UTC
in New mod... New models... New problems... Post #99228
hummm.... Wrong... I guess...

The other monsters works perfect... Just my model don't...
Posted 19 years ago2005-03-26 13:21:30 UTC
in New mod... New models... New problems... Post #99199
I assumed that yes...

My mod is a Spirit... And I tried to
put a monster_houndeye whit a body of my model... He makes all of animations, but he don't walk... :nuts:
Posted 19 years ago2005-03-26 12:40:05 UTC
in New mod... New models... New problems... Post #99194
OWA... Hi... =]
Well... I have a little problem (well, it isn't so little), but I need make my model works properly...

The problem is:
I made a monster model...
I made some animations to this model (like idle, walk, die, etc)...
I made a test map on hammer with a monster_generic...
I put my model in the moster...
I compile the map...
I run the map...
I see my model...
My model see me...
My model turns to left, to right...
If I shoot him he flinch and die...
And all of the animations work fine...
But I can't make my model walk or run...
He show me the animation of "walk" or "run", but he don't move yourself... He don't walk, just stay stopped on the same location...

:zonked:

What I need make to my model really walk (show the animation of "walk" and complete the action "walk")... :

Thx for a moment...

E=mc?
Albert Einstein
Posted 19 years ago2005-03-24 13:04:27 UTC
in GMAX Origins (3DS Max) Post #98839
...
Sorry...
...
Posted 19 years ago2005-03-23 22:02:06 UTC
in GMAX Origins (3DS Max) Post #98760
Questions About MAX or GMAX... No about "Half-Life modeling"... :zonked:

sorry about double post... I need a "edit" button... :P
Posted 19 years ago2005-03-23 21:59:04 UTC
in GMAX Origins (3DS Max) Post #98759
Hey... Max... Is too complicated explain... But you can google for one forum about 3Ds Max (gmax is a little mod of max, a simplest MAX) and take a look or make some questions... ;)

E=mc?
Albert Einstein
Posted 19 years ago2005-03-23 21:54:01 UTC
in Why Half-Life??? Post #98758
If Half-Life is relative to "Chemical Science", "Android Aliens" or is the point between the first and second game I don't know (and probably nobody knows), but I like it... :P

But if the game wasn't called "Half-Life"???
Which name you would give??? :

I would call it "Aliens Everywhere"... :nuts:
Posted 19 years ago2005-03-22 19:40:39 UTC
in Why Half-Life??? Post #98632
But it don't explain why the game is called "Half-Life"... :
Posted 19 years ago2005-03-22 19:28:05 UTC
in Why Half-Life??? Post #98629
I just wondering...
Why Half-Life is called "Half-Life"??? :nuts:
Anyone have a explanation???
:P
Posted 19 years ago2005-03-21 12:45:42 UTC
in Steam or no? Post #98372
Steam = Evil :badass:
But...
The only way to play online...
Posted 19 years ago2005-03-19 21:20:53 UTC
in Path Tool... Post #98052
Yeah... It's Really Buggy...
Posted 19 years ago2005-03-18 18:49:28 UTC
in Real World Half-Life 2 photos Post #97752
Without Fight And Confusions Boys...
Posted 19 years ago2005-03-18 18:45:27 UTC
in SKYBOX request for all Post #97751
Tripe WTF??? :zonked:
Posted 19 years ago2005-03-18 18:43:39 UTC
in Path Tool... Post #97750
Well... I tried something different... I made the path with the path tool... But I can't modify the speed...
So... I export the .map and all my path was transformed in path_track...
More easy than rename all the path...

E=mc?
Albert Einstein
Posted 19 years ago2005-03-18 16:15:03 UTC
in Path Tool... Post #97736
WOOOOOOOOOOO NOOOOOOOOOOOOO...
PLEASE... DON'T TELL ME IT...
I really need make path_track by path_track... :(
But rename one per one is too crazy, and if I need to put another path_track in the half of the path I need rename the others or put a different name of the others... :zonked:
IT IS TOO BAD... :badass:
Posted 19 years ago2005-03-18 15:58:04 UTC
in Path Tool... Post #97729
...
2 posts at same time...
Posted 19 years ago2005-03-18 15:56:21 UTC
in Path Tool... Post #97727
No... I'm making a kind of, hrr, hum... Train... And I want that this train speeds up and decelerates in certain parts of the path, like a, hrr, hum... train... That makes a curve...

I know that I can make it with path_tracks, But the path tool is too better... I don't need rename one per one, the tool make it to me...
I just need set the speed... But the speed box on the path node properties don't work... Why??? :zonked:
Posted 19 years ago2005-03-18 14:17:48 UTC
in Path Tool... Post #97714
I have a little problem...
I'm trying to use the path tool... Everything works, except the speed on the pop-up of the tool... When I use the path_track, the speed work, but the path tool don't...
Posted 19 years ago2005-03-16 18:52:22 UTC
in Gman Death HL1 Post #97382
Huuu... Good point...
Posted 19 years ago2005-03-16 18:44:14 UTC
in SMD... MDL... And another ones... Post #97381
My problem continues...
Every time I export the .SMD from MAX the texture don't go with him.
And when I run the studiomdl to compile the model, he say that can't found the texture "null.bmp"...
But I don't use any null.bmp, my texture have another name...

When I import the smd in the MilkShape the texture appear wrong...
As if my geometry did not have any UVW map or orientation...
Posted 19 years ago2005-03-16 18:23:50 UTC
in Song you are listening to [closed] Post #97377
Legiao Urbana - Faroeste Caboclo
Brazilian Band
Posted 19 years ago2005-03-16 18:22:28 UTC
in Favourite quote!! Post #97376
My quote:
"That's all Folks..."
A toon

Or:
E=mc?
Albert Einstein
Posted 19 years ago2005-03-16 18:11:34 UTC
in Song you are listening to [closed] Post #97374
Legiao Urbana - Faroeste Caboclo
(Brazilian Band)
Posted 19 years ago2005-03-16 18:07:01 UTC
in Compo 13 - [closed] Post #97373
I don't have ideas... Or I have???
Posted 19 years ago2005-03-14 22:15:41 UTC
in SMD... MDL... And another ones... Post #96920
SO... Now I decided make models... Cool...
But I have a problem with the texture...
I can't put the texture on the model...

I use the 3dsMAX...
There I make the model and put the texture on it...
My model appear perfect on viewport...
So... I export the .smd with the plug-in inlaid on the Half-Life SDK...
I make the batch file to convert a .SMD on .MDL file...
He show me a error... "Can't found texture null.bmp"...
But the texture applied on the model has other name... alien_sh.bmp...
The bmp is 8bit and has 256x256...

When I open the .mdl on HLViewerModel the model (geometry) appear perfect, but the texture don't appear correctly...

What's going wrong???
Posted 19 years ago2005-03-14 21:52:42 UTC
in TWHL OWNZ! [closed] Post #96916
Sorry about it... I needed make it...
Posted 19 years ago2005-03-14 21:50:43 UTC
in TWHL OWNZ! [closed] Post #96915
And I'm Hades... Or Poseidon??? Who knows me, however, knows me like "ZEUS"... But I'm just a nemo...

Latin Dictionary
Nemo = Nobody

:zonked:
Posted 19 years ago2005-03-14 21:43:55 UTC
in Compo 13 - [closed] Post #96914
It's getting better all the time...
better, Better, BETTER...
Getting, so much, better all the time...

;) ;) ;) ;) ;) ;) ;) ;) ;) ;)
Posted 19 years ago2005-03-14 21:30:18 UTC
in Huge mapping problem!!! Post #96911
You have a brush that have a origin texture in all faces...
Just delete the brush or apply other texture on this brush...
Map>Go to Brush Number... (Ctrl+Shift+G)
When the dialog comes up, type 4 in "Entity #:", and press OK. You should come to the...um...improper entity. Either delete it or tie a visible brush to it.
E=mc?
Albert Einstein
Posted 19 years ago2005-03-14 10:15:30 UTC
in Where??? WHERE??? MSVC++ .net??? WHERE?? Post #96794
I needed the compiler to be able to follow part 4 of the tutorial one for mods... But I noticed that the others 3 first ones do not function in this version of half-life...
I already obtained what I wanted editing .res in notepad... :P

The Tutorials to create a MOD are exceeded... I guess... :nuts:
Thx to reply...

E=mc?
Albert Einstein
Posted 19 years ago2005-03-12 19:23:40 UTC
in Kami-Platinum.wad Post #96541
Posted 19 years ago2005-03-12 14:13:34 UTC
in Where??? WHERE??? MSVC++ .net??? WHERE?? Post #96502
Please, Help... Where can I get the MSVC++ .net???
I want make a mod, and the part 4 of "making a mod" tutorial make a reference of this program... And, Please, I NEED IT... :zonked:
Posted 19 years ago2005-03-11 19:48:05 UTC
in New Competition Post #96425
So... Where are the competition??? I want to participate this time...
:zonked:
Posted 19 years ago2005-03-11 19:30:21 UTC
in Respect the mappers Post #96423
Me too... I want a little of song too... :o
Posted 19 years ago2005-03-10 15:26:15 UTC
in specific weapons Post #96186
Some time I read something about it, but I am not certain about it possible being... :P
Posted 19 years ago2005-03-10 11:17:23 UTC
in Animated Textures Post #96139
Exmple of images sequence...

On this exemple I used:
A texlight - My own TV
6 multi_managers - to organize my sequence
28 func_wall_toggles - It's my sequence (1 func_wall_toggle per frame)
1 light - to make a effect of flick

:P ;) :D :lol:

E=mc?
Albert Einstein
Posted 19 years ago2005-03-09 21:02:47 UTC
in Animated Textures Post #96085
Well... I tried and tried and tried and tried and tried... And Nothing...
The func_wall_toggle don't work, because the animated textures starts at the same time and makes a confusion in the sequence...

So... A used func_wall_toggles with non-animated textures and a multi_manager to hide and show my sequence in order... :P
With this I can control the frame rate and the lenght of the film...

The problem is that I was with as much sleep that I couldn't make the test... :D

But today I'll make it... :P
Posted 19 years ago2005-03-08 20:16:20 UTC
in Animated Textures Post #95953
Cool... Simpler then teleport, and more effective... :lol:
Posted 19 years ago2005-03-08 19:00:01 UTC
in Animated Textures Post #95930
If I want make a animation with 30 frames, for example??? I cannot??? :

I need use a multi_manager and teleports to transform a func_wall in other, to simulate a TV or cine???

I'll try it... Who knows... :P

E=mc?
Albert Einstein
Posted 19 years ago2005-03-04 20:12:16 UTC
in Story numba three Post #95083
HAHAHAHAHA.... :nuts:
Posted 19 years ago2005-03-04 20:00:39 UTC
in Too many named lights.... Post #95080
Less brightness, less intersections of lights, less lights styles on a face...
Best in this it is that it functions...

I made another test with 37 lights and 74 triggers_multiple and I noticed one error, just one error "Too many light styles on a face"...

The problem is the illumination on the hallway, it is too dark... So, I put some little emergency lights to make a little illumination... :P

E=mc?
Albert Einstein
Posted 19 years ago2005-03-03 21:17:24 UTC
in Too many named lights.... Post #94912
>>> GIVING LIFE TO A REALLY OLD POST<<<

Well... I was in the forum, looking for a old posts and found this...

I tried make this hallway... I placed 12 lights and many triggers_multiple to activate the lights, and notice the same error...
"Too many light styles on a face "
I just reduced the brightness of the lights (of 200 for 75) and the error disappeared... I made other tests and noticed the same...

Funny and Strange... ;)

E=mc?
Albert Einstein
Posted 19 years ago2005-02-28 22:08:13 UTC
in Compiling with nem Post #94320
You only need to activate VIS and RAD CompileTool...
Hammer - In the screen of compile (f9) marke all check boxes...
I guess... :P
Posted 19 years ago2005-02-10 22:31:28 UTC
in Map Descriptions, Pre Team Select Post #89586
In the folder of the maps, all map has 2 commom files

my_map.bsp
my_map.txt

The .bsp is your map... (duuuuu)
The .txt is the information on game starts...

Make a my_map.txt with the text you want... OK... ;)

E=mc?
Albert Einstein
Posted 19 years ago2005-02-09 15:02:30 UTC
in Counter-Strike FGD Post #89284
Where I can find the last one?

I have "cs-expert-tom 0.7.9.3", but I am certain that this is not the last one... I assume that the "0.8.0" are the last one, but I am not certain...
If is or not, I want the last...

Can someone help me???
:D
Posted 19 years ago2005-02-06 15:31:59 UTC
in R_Speeds... Low wpoly, High ms... Post #88559
HEY... Again...

Well, I made some modifications in my map and I obtained the "water" without bugs and lags...

In my first try I was make a big pool with "layers", now I tried make a corridor of "water" on the player see... :P

I can't explain better... Later I post my map in valt with the notes about the bug...

So... Thanks and until the next one... ;)

E=mc?
Einstein
Posted 19 years ago2005-02-03 21:15:12 UTC
in R_Speeds... Low wpoly, High ms... Post #88045
UAHUAHAHAHAHAHAHHHAAAAAAA....... :D

OK... I made the test (remove the wather) and discovered that:

With Water
RAD compile-time - 31 min
wpoly 352 - 2 ms
wpoly 17 - 19 ms
wpoly 947 - 23 ms

Without Water
RAD compile-time - 12 min
wpoly 192 - 1 ms
wpoly 582 - 2 ms
wpoly 1056 - 4 ms

Finally I discovered...
THE WATHER IS THE PROBLEM...

Thanks to all of you...
Really thx...
:P

E=mc?
Einstein
Posted 19 years ago2005-02-03 18:26:53 UTC
in R_Speeds... Low wpoly, High ms... Post #88016
Thx... I'll try it... :P
Posted 19 years ago2005-02-02 19:56:12 UTC
in My server lags on my map Post #87845
Take a look on this tutorial... ;)

r_speeds