Forum posts

Posted 18 years ago2006-06-06 14:46:25 UTC
in Camera Follows Gordon? Post #184067
You could name the spawn entity, and then parant a camera to the name I guess
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-05 09:49:23 UTC
in DDR map :O Post #183880
What's a DDR?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-04 16:25:08 UTC
in bump mapping in HL1 Post #183762
Rednik: They would probably not see the bumpmapping effects.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-04 08:17:33 UTC
in Source Experiments Post #183688
Habboi: Bumpmapping makes light act different on the texture compared to if it was flat.
For example, light reacts different on a stone, than on flat plastic.
With bumpmapping you can make it look like it really is stone, and that it ain't flat, though it is. ;)
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-04 08:14:27 UTC
in AI Post #183686
Well, umm...
Long time ago since I used spirit, but I've read older posts in the forum, and what I thing you do, is that you add a "monster_generic" to your map.
Choose your OP4 grunt model.
And then there will be a label in properties saying "Act like.."
Choose grunt.
And that's it I think.
I can't tell how good it works.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-04 06:06:12 UTC
in bump mapping in HL1 Post #183674
Old, but very cool!
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-04 06:04:05 UTC
in AI Post #183673
No, not with scripted_sequences, but you could make them do their animations. :)
I think that if you use spirit, you can use other monsters scripts with, for example, the op4 grunt.
So you could place out an op4 grunt, and then make it act like a normal grunt from half-life
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 18:29:23 UTC
in The Pirate Bay Raid Post #183606
The pirate bay is,, well.. Pfft!
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 18:28:18 UTC
in block tool Post #183605
I guess....
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 18:19:35 UTC
in block tool Post #183603
Clip > vertex.

With clip you can make kinda any shape you want.
If you try that with vertex, you get an "invaild solid structure".
Pfft. :o
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 17:59:24 UTC
in "Why do we Swear?" Post #183591
User posted image
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 17:16:31 UTC
in Half-life 2: Episode 1. Steamy ham Post #183571
I haven't bought it yet.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 17:14:15 UTC
in "Why do we Swear?" Post #183569
Hmm...

1.
A phenomeno within the psychology.
A way to release anger!

2.
Created for offencive use in the past by religous means.

3.
Now days.
"Use it in every sentence and you're definitely cool".
That's what I could think of.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 17:08:31 UTC
in Hello thread! Here?s the hello thread! Post #183566
No-one said hi when I joined! :o
So, hello people!
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 17:05:58 UTC
in Half-life 2: Episode 1. Steamy ham Post #183565
OMG as in "what a waste of money" or as in "pure pwnage"?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 13:59:54 UTC
in Newest art work! =) Post #183539
User posted image
Yeah, exacly like that! :D
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 13:52:03 UTC
in Newest art work! =) Post #183535
Yeah, that could work as a reference for a model, it's really nice!
But, isn't that clip a little bit small?
I've never seen one in reality so I can't tell, but it looks a bit thin
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 11:16:35 UTC
in Hammer 3.5 Model Preview Post #183513
The reason it crashes when you adds a sprite is because it also displays sprites in hammer (me thinks).
Try compiling all sprites into your new mod folder, and try again! :)
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-03 08:04:29 UTC
in Hammer 3.5 Model Preview Post #183484
Didn't work for me either when I extracted them to the Valve/models/ folder.
Here's what I did:
I made a new mod folder, with all the stuff in it needed to make it show up in HL (the DLLs, liblist.gam, all that).
And then I simply extracted the models to my mod, and changed all of the paths in hammer to my mod.
And after compiling, you simply move your maps from "your mod/maps" to "Valve/maps".
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-02 07:44:08 UTC
in new weapons Post #183232
Yeah.
I've tried editing the source-code to make room for weapons before.
But I always get some missing file error, weird.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-01 13:17:39 UTC
in I'm seeing double - Fakefactory Post #183155
Yes it does!
Exept that she has a huge mouth, else it's really a look-alike.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-01 10:04:37 UTC
in I'm seeing double - Fakefactory Post #183122
Psycho knows by experience
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-01 10:03:05 UTC
in Now Playing: ... Post #183121
High hopes - Pink floyd
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-01 09:45:05 UTC
in I'm seeing double - Fakefactory Post #183118
Yeah, I bet it's something with your computer.
Probably the graphic-card.

But I'm not a professional, so..
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-06-01 05:04:38 UTC
in new weapons Post #183072
If you want to do a weapon in XSI, have a look at these tutorials:

Colt 1911 (I'm currently following this tutorial to learn weaponmodeling)

And if you want to animate it later, you could have a look at
BJ's animation tutorial

But first of all.
If you want XSI (which is free and good)
You should go HERE and download Mod tool V4.2.
And then download the Valve source add-on.
But remember that you have to register your XSI to be able to save!
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-31 11:47:35 UTC
in Half-life 2: Episode 1. Steamy ham Post #182921
Which orb?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-31 10:15:16 UTC
in Half-life 2: Episode 1. Steamy ham Post #182910
I'd rather have a CD/DVD in my hand.
Seems safer, ;)
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-31 09:10:24 UTC
in Half-life 2: Episode 1. Steamy ham Post #182902
I don't complain on steam anymore, as it is a lot better!
But there are still some things I simply hate.
For example, they will use steam to sell games through there.
Sure, they won't need to pay for making millions of copies, but it sucks for some people who (yes, this will sound stupid for some...) just doesn't like buying games through the internet.
And this DOD: source thing, selling it?.. Through steam?!

I hope they make one of those collection boxes like HL: generation or similar for HL2.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-31 09:07:13 UTC
in some n00b questions Post #182900
I don't get it, is there any other way to make a sky, then either making a box and hollow it, or make a box yourself?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-30 10:20:19 UTC
in Say 'hello' to Sienna! Post #182716
congratulations. :)
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-28 10:57:22 UTC
in Half-life 2: Episode 1. Steamy ham Post #182403
The page could not be displayed. :o
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-28 07:35:08 UTC
in Weird compile problem. Post #182387
It gives you these three numbers: 6804, 5720, 3854.

Either they are brushface numbers, or coordinates.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-28 07:32:19 UTC
in how do u make nice looking water? Post #182383
Thanks Ant (edit:) and exos.
I'll use it in my futher maps
Check the Wiki!
Wiki is a mess, >_<
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-28 07:29:13 UTC
in Weird compile problem. Post #182380
Maybe it's a material which reflects light?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-28 07:25:34 UTC
in how do u make nice looking water? Post #182378
Is cubemap and water_lod_control really neccesary?
I tried without them and it worked fine. =/
I know that cubemaps makes materials reflective, but what on earth does water_lod to?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-27 17:55:58 UTC
in Half-life 2: Episode 1. Steamy ham Post #182304
I know Luke..
But this is a part of the end!
If you miss one part and you play the next you will not understand.
It would be like playing HL2 without playing the first HL.
you can get on google video that show some of the enemies they've 'created' for this 'episode'
Why do you think it was cut in the first place?
It wasn't cut,, it was stolen, right?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-27 17:05:48 UTC
in Half-life 2: Episode 1. Steamy ham Post #182296
I agree.
But still, I want to see how half-life ends, so I will buy it.
But it will be harder for me to buy it if it's only to be bought through steam.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-27 17:02:25 UTC
in Star Trek out-take Post #182294
Yes.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-27 16:59:51 UTC
in Half-life 2: Episode 1. Steamy ham Post #182292
I've read some about this new episode 1 thingy, really, it seems like an awsome follow-up.
And the new way Alyx can kick zombie-butt, sweet..
Anyways, a question flew by my mind.
Will episode 1 only be availble through steam?
If it will, feel free to release your anger in this thread, or simply discuss the upcoming game. :)

Oh, and for those who doesn't have steam, and haven't seen the new trailers....
...Well, it seems as they only can be viewed by steam users, sorreh.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-27 16:53:03 UTC
in Star Trek out-take Post #182290
This is good television <3
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-27 11:52:26 UTC
in graphics card or hl2 engine? Post #182237

/

No, that happens for me alot, it has nothing to do with the map.
It's just the game going nuts.
Try restarting computer, workd for me sometimes.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-27 08:48:46 UTC
in Pistol model - Having problems Post #182230
Ja, det ?r f?r att triggern inte ?r d?r ?n.
Men nu har jag satt dit den s? jag h?ller p? att fixar till handtaget. :o

Almost done with ze trigger!
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-27 08:46:54 UTC
in Alpha One-Zero Post #182229
Well, I'm still buzy with homework and the model.
So, sorry. I'll have to skip this one too! >_<
Some other time, I promise!
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-26 12:24:50 UTC
in Pistol model - Having problems Post #182155
Thank you, BJ and Habboi. :)

Luke: Yes, you're right.
I'm making it more smooth now, like a real gun.
Right now, I'm working on the trigger area, and it's turning out OK so far. :)

[(If you didn't know, this is supposed to be a five-seven)]

This is the picture I follow:
User posted image
Yeah, I know they don't look alike, especialy the part under the,, uhm, let's call it "shooting hole".
It's supposed to be a bit round etc, but I just made it like a box with a little thingy in the front
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-25 12:51:29 UTC
in Pistol model - Having problems Post #182008
I thought that I would finnish the poligons around the gun before texturing, so,, soon I'll texture it. :)
User posted image
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-25 10:52:33 UTC
in Free ads in my map! Post #181994
User posted image
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-25 08:28:20 UTC
in Pistol model - Having problems Post #181987
Thanks pepper. :)

I look up to you an BJ, you both pwn at modelling, ;)
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-25 06:24:21 UTC
in Pistol model - Having problems Post #181971
Ah, makes sense.

I'm reading your tutorial now BJ, that part about skinning. :)
I can't work on the model for a few days for now I think,, but maybe in the weekend.
One thing I couldn't help noticing was that if I clicked A in the 3d view, it zoomed out + you saw these "overlapping lookalikes" much clearer.
I think that's how I saw them for the first time.
What does A do?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-24 12:10:22 UTC
in Pistol model - Having problems Post #181820
If you're on the upper part of the clock, that could be clockwise aswell, ;)
But I am doing left to right (from my point of view in XSI)
so this "overlapping" is probably just b0rk3d shadows

Just a question.
Why counter clockwise? (I mean, why is it made so you have to do it like that?)
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-05-24 12:08:05 UTC
in The New VIEW OUT YOUR WINDOW thread Post #181818
O..ut..ss..ide? :aghast:

No seriously, I have a life.
But outside my window you see the wall of an other house, and a big bush.
Not much of a view.
Madcow MadcowSpy zappin my udder