Forum posts

Posted 20 years ago2004-09-21 10:13:22 UTC
in Wow tutorials are hard Post #60946
As for the site, the orange links on grey background are a pain to read. You might think of a better color scheme.
The tutorials page also had some glitches. The text after the red 'Hard' icon was taken to the next line in 800x600 and 1024x768.

Nah, I'll take it your site is still in developing stage, right?
Posted 20 years ago2004-09-21 10:07:42 UTC
in a different camera question Post #60942
Nope, you don't have such control over the cameras.

What you could do, is rotating small parts of the level (while the player can only see these parts, and can't return to a previous part), where the rest of the level is in that orientation.
So, you would have a normal area and a flipped area. At a certain point, a part of the level rotates so it aligns well with the flipped area. The player can't return and will continue in the flipped area, thinking the whole level was flipped, or the gravitation was rotated.
Posted 20 years ago2004-09-21 08:35:28 UTC
in Wow tutorials are hard Post #60930
Hmm, that was me. Forgot to log-in. :)
Posted 20 years ago2004-09-21 06:03:39 UTC
in REAL Forest in HL? Post #60910
Locking a sprites axis probably? There's a tutorial on that on the VERC, written by Hazardous!. Definitely worth a look.
Posted 20 years ago2004-09-21 05:58:28 UTC
in REAL Forest in HL? Post #60908
I mean... when you want to play games nowadays, you're really going to need a decent 3D-card...
Posted 20 years ago2004-09-21 05:19:36 UTC
in REAL Forest in HL? Post #60907
Software mode must die.

It has an artificial limit of 800 polygons, does not use your 3D-cards acceleration, does not allow model transparancies and messes up with the models skin on several occasions.

Trees... old tutorial, really. Nowadays we can use models for trees since Half-Life now supports masked model textures. But then again, you can always use several methods: sprites for unreachable trees far-away (FarCry's did this but was controlled by dynamic LOD), models for the other trees. And perhaps 'tree walls' on the horizon.
I'd say you should experiment with this and perhaps test the map on several machines to see on what system specs it's still ok.
Posted 20 years ago2004-09-21 05:12:37 UTC
in Umm I have a transfer prob Post #60906
http://collective.valve-erc.com/index.php?doc=1037474528-90629700

trigger_transition, exactly what you need. When you use that, only the entities within the trigger_transition are transferred.
Posted 20 years ago2004-09-20 04:16:05 UTC
in what will u map when hl2 comes out? Post #60785
Probably some more natural maps. More organic, more wide. Less limitations to the size, more open layouts...

Yeah. Fun.
Posted 20 years ago2004-09-20 04:13:37 UTC
in Life Gear, previews and news Post #60784
No, it's not. It's the high-definition muzzleflash. When you want everybody to see exactly what you see, be sure to include these high-def things too. Not everyone has the HD-pack, you know...

As for the screenshot... looks fine. Nothing really outstanding except for the rain and the seemingly reflective street though. The textures are nice, although the trottoir tiles aren't really fitting in my opinion. You could add some more relief to the buildings too as they tend to get boring and repetetive after a while. The buildings also seem to have all the same height. Don't do that, it makes them look so less appealing. But besides that, this looks better as your previous screenshots.
Posted 20 years ago2004-09-18 13:21:26 UTC
in HL2 Release Candidate Post #60451
Counter-Strike: Source... that's indeed what it's called.

And when you've browsed trough some more screenshots, you would've seen there are more levels than just dust or aztec...
Posted 20 years ago2004-09-17 16:34:35 UTC
in Zelda Mod Post #60217
It's often harder to understand and doesn't really make a good first impression, whether you're an experienced mapper or not.

As for your mod idea, have you ever heard of 'foxing'? Since you want to base your mod on Zelda, you'd better ask them permission to use their characters and such. It has happened several times before that mods were canceled by game studios...

Now onto modding... Such a thing would cost a pretty large amount of time to do it right. Not only would it involve model replacing but for proper behaviour also coding. The level-design is also something not to be taken lightly. So if you're really serious, you'd better start training yourself and get more experience in the area of level-design.
It's not an impossible task, but one that is often underestimated... so, know what you're aiming for... :)
Posted 20 years ago2004-09-17 16:27:15 UTC
in noob question Post #60215
Graag gedaan en succes!

No problem, good luck!
Posted 20 years ago2004-09-17 16:01:01 UTC
in noob question Post #60209
http://cariad.co.za/twhl/entityinfo.php?ent=func_door&game=1

When you give it a name, the door waits untill it's being triggered (unless you've set the 'Use only' flag). So, in your case, just don't give it a name and it should work fine.

Oh, and something tells me you're Dutch, right? In that case, you might find it interesting to visit 'my' forum:
http://www.chatbear.com/board.plm?b=4304&v=flatold

:)
Posted 20 years ago2004-09-17 14:41:09 UTC
in Texture Alignment - Hmmm... Post #60187
There's a map or two of mine on my portfolio:
Captain P - a level designer's Portfolio

Brainslug... haha! Matrix-styled, yeah...
Posted 20 years ago2004-09-17 14:07:57 UTC
in Texture Alignment - Hmmm... Post #60168
Oh, and you can prevent textures from becoming misaligned when moving the object by setting Texture Lock. It's a small button in your topside toolbar.
Posted 20 years ago2004-09-17 14:06:31 UTC
in Texture Alignment - Hmmm... Post #60166
Open the Texture Application (Shift+A), select a face, or just a texture from the list, fill in the properties that you want to change and right-click on the face you want to apply this texture and these properties to.

Leave properties blank when you don't want to change these. For example, a surface has texture 'BABTECH_DR1E'. You left-click on it and it's properties will then be displayed in the Texture Apllication. You can then change properties: scale, alignment, rotation and texture. Then you right-click on this surface to apply them. When you right-click on another surface, you apply this texture and these properties to that surface as well.
In case you've scaled several surfaces textures up, and want to apply another texture to them but not change their scales, you would leave the scales propertie empty.

Aligning textures to world means it's getting aligned to the grid. Aligning them to face will, well, align them to that face. This means it wont get stretched when the surface is steep, while this would happen when it's aligned to the world.
Posted 20 years ago2004-09-17 11:04:35 UTC
in Making HL Videos Post #60108
I'd advise you to use a program called Fraps, and run that on the background to record a movie for you. It's output files are pretty large so you may want to use a compressing program, VirtualDub is the one I use.
Works much better than Half-Life's integrated method of 'screenshot filming'...
Posted 20 years ago2004-09-17 10:59:30 UTC
in building a (too) large map Post #60105
http://www.gamedesign.net/book/view/266

Read that and you'll know where to apply hint brushes. They work best in 'inside' levels (hallways, rooms) although 'outside' levels (open spaces, terrain) could benefit from it too, in some occasions. But yeah, as hazardous! said, it's often not necessary.
Posted 20 years ago2004-09-17 06:43:12 UTC
in please rate my map pack Post #60070
For map-packs, you should put them into one .zip file. After all, it's supposed to be a pack, right? It's also easier to download, all-in-one...

I'll check later, I'm on school right now.
Posted 20 years ago2004-09-17 06:41:41 UTC
in Custom Game Post #60069
Well, habboi, as long as you don't say what you did, we can't say what you did wrong...
Posted 20 years ago2004-09-16 07:37:05 UTC
in Custom Game Post #59758
lucky4444, maybe it's a good idea to look at how other mods have done it. I often find such things very helpfull. That way, you could've found out yourself a game's name doesn't have to match it's mod folder name.

And again, have you tested the map from within the console instead of starting it trough the game menu? Since I still think it's a problem with the map...
Posted 20 years ago2004-09-16 07:32:01 UTC
in Blueshift Post #59757
No, it's Lizz...

:P
Posted 20 years ago2004-09-15 08:32:05 UTC
in Laser Target Post #59533
Then tell us exactly what you filled in and where, otherwise we can't help you either...

Oh, perhaps this helps more?
http://collective.valve-erc.com/index.php?ent=path_corner

That should really be clear enough, it even comes with an example map and references to the other entities involved.
Posted 20 years ago2004-09-15 06:54:11 UTC
in Custom Game Post #59518
Game name doesn't matter, that's just how it'll show up in your Custom Game menu or your Steam games list. Startmap should match that maps name exactly but further shouldn't matter.

Try to run the map from the console and see what happens. I think it's a problem with your map, not your liblist.gam settings.
Posted 20 years ago2004-09-15 06:49:41 UTC
in Compo 11 (Glass) Post #59517
I had more of a museum in mind, actually, but a dining table could've been nice too. With some glassworks spread out on it...
Posted 20 years ago2004-09-15 06:42:29 UTC
in building a (too) large map Post #59515
http://www.slackiller.com/tommy14/errors.htm#maxlim

Bookmark Tommy14's site, it covers a wide variety of errors you may encounter in the future.
Posted 20 years ago2004-09-15 06:27:34 UTC
in My 3 day mapping results Post #59514
You'd better upload your map into the Maps Vault, that's what it is for, and it even allows you to upload a screenshot (strongly advised) and write a little description of your map. It'll get noticed easier than here on the forum.
Posted 20 years ago2004-09-14 05:34:50 UTC
in Try To Make Biggest List Of Ideas Ever Post #59218
Internal and external isn't that different. Think of why would such a building be there? I had several buildings that just stood there but I just couldn't think of why they possibly should be placed there. Buildings have a purpose just as machines do.
You don't place a dirty old generator in an office, nor do you place a factory in the desert. Both don't feel right, they're not convenient.
Posted 20 years ago2004-09-14 05:04:45 UTC
in Easy Grouping Post #59214
It might be nice to know to beginners that visgroup information and the such is only stored in a .rmf file. A .map file is just brush and entity information, nothing else. Could prevent some confusion when you know this...
Posted 20 years ago2004-09-14 05:02:24 UTC
in Try To Make Biggest List Of Ideas Ever Post #59212
It's not that I forget about entities at all, I do plan them in a bit during the layout phase, but only fill them in later. Form must follow function, so you don't just create a layout but also try to think of what function this or that object or building would have.

Recently, I just sketched a layout and mapped it. It didn't feel completely right as several buildings didn't seem to have a clear purpose and therefore didn't fit with the rest. Now, I'm redesigning the layout and give every building a purpose, so it also 'feels right'.

I think you just shouldn't forget the 'whole picture' during a specific part of the designing process, and vice versa.
Posted 20 years ago2004-09-14 04:53:27 UTC
in Compo 11 (Glass) Post #59209
Yeah, a real shame. 2 weeks I was able to work on the map, 2 weeks I had school to deal with.

My plan for this map was to have a sculptures room (of wich only one got finished and it's lighting wasn't tweaked), a gems room above it (the room with the fire), an interactive prism room that could unlock you a secret, and possibly also some sort of guidance, in the shape of a floating crystal, that would guide you trough the whole map.

Again, I underestimated the amount of work and forgot to incalculate the effect of school. As for now, I've got some other things to do (skinning for Starlabs, a DM map of my own), so I'll not join a next compo anytime soon.
Ah, well, we'll see...
Posted 20 years ago2004-09-14 04:47:06 UTC
in Compo 11 (Glass) Post #59205
I planned a prism room, a gems room and several other things but allas, it never got finished.

I'm pretty bad at keeping a compo's subject anyway, I guess...

Although I do hope my glass dolphin did at least some of the job though...
Posted 20 years ago2004-09-14 04:41:26 UTC
in An Idea... Post #59204
Why not keep it simple and spawn on the train instead? Like they did in UT and UT2k4...

I mean, why can't you get out of the train but you can enter it? That's not logical. I understand the importance to the gameplay but it just doesn't fit with my common sense... and after all, spawning on the train is much easier to accomplish too...
Posted 20 years ago2004-09-14 04:35:44 UTC
in Try To Make Biggest List Of Ideas Ever Post #59203
i think of a good idea then make the map to surround it.
This usually ends me up with a half-finished map and no inspiration to continue... wich is why I changed my working method.
Posted 20 years ago2004-09-13 13:08:12 UTC
in Easy Grouping Post #58981
Drag a selection box in one of the side-views, extend it in another side (front, top) view and hit enter. That should do the trick.
Posted 20 years ago2004-09-13 09:54:22 UTC
in Try To Make Biggest List Of Ideas Ever Post #58936
First the layout, the theme and such. Entities go later in the process.

Or at least that's how I work.
Posted 20 years ago2004-09-13 09:50:43 UTC
in hl2 is almost there!! Post #58935
You can only start with the next pre-load after it has been initiated. Right now there have been 3 pre-loads, the first includes the materials, the second holds the sounds and the third is for the models. So there'll be more pre-loads yet to come.

Jahzel, quit it. You don't have to buy HL2 if you don't want to.
Posted 20 years ago2004-09-13 09:47:36 UTC
in Cant carve Post #58934
No, I don't carve. I don't need to since there exists something like clip and vertex manipulation.

Oh, and brushes can be easily copied, so why not build from individual brushes instead?
Posted 20 years ago2004-09-13 09:43:50 UTC
in Prievew... Post #58933
Textures look good indeed, architecture needs some work but you know that. I'm looking forward to see the end-result.

Good luck!
Posted 20 years ago2004-09-13 08:50:20 UTC
in Surreal Horror set in the North Pole Post #58920
Pingu 2?

No?

Oh, well...

And don't be ashamed when you haven't finished a map after a year. You're not alone...
Posted 20 years ago2004-09-13 08:20:44 UTC
in Reflective Floors Post #58914
Posted 20 years ago2004-09-13 08:18:17 UTC
in displaying R_Speeds Post #58913
Start CS with the parameter -dev, this should display the r_speeds in-game also.

If that doesn't work, check if 'developer' has value 1. If it hasn't, set it to 1.
Posted 20 years ago2004-09-13 07:06:54 UTC
in Question Post #58900
Err, a bit more comprehensive typing could be handy...

Do you use Zoner's compile tools or the old ones that came on your Half-Life CD? Use Zoner's, they're much better. It includes also a NetVIS that can do the VIS-process using several CPU's on a LAN But I've never used it so I can't tell you the details.
Posted 20 years ago2004-09-13 06:46:21 UTC
in Question Post #58895
Good luck and keep us up-to-date about the map!
Posted 20 years ago2004-09-13 06:44:19 UTC
in Try To Make Biggest List Of Ideas Ever Post #58894
I also keep a little folder in my desk of level plans.
Good one. I do this already with scrap files, images about specific level theme's that I'm scavenging Google for, but layouts would be good too.

Not to forget my sketches... ;)
Posted 20 years ago2004-09-13 06:40:12 UTC
in Tutorials Post #58890
The Wavelength is a bit more into coding:
http://articles.thewavelength.net/

Although the VERC has a good forum board for coders, yes.
Posted 20 years ago2004-09-12 17:04:58 UTC
in Compo 11 (Glass) Post #58643
I see myself standing little change.

School is such a... well, not that bad but not really good for mapping. You'll understand me when you've seen my entry. Kinda... unfinished...

But hey, good luck on judging them!
Posted 20 years ago2004-09-12 16:34:54 UTC
in could not find silesystem dll to load? Post #58617
Multiplayer maps need the info_player_deathmatch in order to be recognised as multiplayer maps. They go in the maps folder as usual.
Posted 20 years ago2004-09-12 16:29:41 UTC
in tutorials Post #58615
Teleporting away the barney? While we have such a great thing as an env_render?

;)

As to habboi's post, not everything is covered and not everything needs to be covered. Once you get a bit more experience you're likely to find out things on your own.
Posted 20 years ago2004-09-12 16:24:15 UTC
in trigger after killing multiple enemies Post #58614
A gamecounter can activate something after it has been triggered a specified ammount of times. Could be used here too but a multisource is better as it makes sure all monsters that target it have to be killed in order to trigger it's target.

Gamecounters are fun when you use infinite respawning houndeye's... :P