Forum posts

Posted 15 years ago2009-09-24 11:42:34 UTC
in Half-Life: Isotope Post #273687
Wait.
What is this?
Posted 15 years ago2009-09-23 14:43:43 UTC
in TWHL's Classic DM Server Post #273666
K.

You should've message me to join you!
Posted 15 years ago2009-09-23 13:38:48 UTC
in _normal map problem? Post #273662
I just downloaded a free texture pack for Source made by the_best_flash and the weird lighting appears on those as well (the ones that have normal maps).

What.
Posted 15 years ago2009-09-23 12:44:21 UTC
in _normal map problem? Post #273660
And how does the light look like when you place one above your texture? Does it look like the one way up in the first post?
Posted 15 years ago2009-09-23 11:57:45 UTC
in _normal map problem? Post #273657
Time to contact Valve. They'd better reply, darn it!
They did'nt.
So yesterday i continued this experiment because i have a new pc with a different videocard, and guess what?

THE LIGHT IS STILL MESSED UP! :(

So it's not a videocard issue. Im starting to think, maybe the way im making the normalmap texture is wrong?

Here's what im doing.

I take the texture, load it into ShaderMap, generate a normalmap texture from the original (which is called the difuse texture right?) texture, save it as tga, compile it etc...

But yesterday i was reading about another method of creating a normalmap and that the above method is not how its supposed to be done.

You're supposed to take the difuse texture, generate a heightmap (which is a greyscale texture right?) from the difuse, and then generate a normalmap from the heightmap.

This bullshit is driving me nuts!
Posted 15 years ago2009-09-23 11:37:47 UTC
in TWHL's Classic DM Server Post #273655
Now.

Then.

Where's my User posted image soldier player model?
Posted 15 years ago2009-09-19 12:30:57 UTC
in disappearing brush entities Post #273495
If you're getting the "Too many entities in visible packet list" message in the console, then you have too many entities in one area.
Try turning everything back into world brushes, and just func wall the important stuff. (TINY details / handrails / cylinders)
Better yet: turn those into illusionaries. If you want people to stand on it, turn them into func_walls instead or just put a CLIP brush over them.
Posted 15 years ago2009-09-13 12:43:39 UTC
in Half Life Prop Error Post #273303
Wait. Red-dogg = Half Kill?

Remove unused wads, and make sure you're using ZHLT. Maybe you need to clean up your Tools directory because you're using on ZHLT (hlcsg) and 3 old q tools (qbsp2, vis and qrad). Clean those up and replace them with hlbsp, hlvis and hlrad.
Posted 15 years ago2009-09-11 17:07:44 UTC
in Basic questions...thanks in advance Post #273228
I suggest you start with making a singleplayer for just Half-Life (no mod), just to learn the basics.

The big difference between a singleplayer maps and a multiplayer map lies in the startpoint entities. For multiplayer, its the info_player_deathmatch (for HLDM). For singleplayer, you need ONE info_player_start entity.

For an absolute basic singleplayer map, make a room.
Put in a light, some weapons, maybe some aliens/marines and of course, the info_player_start entity.
Compile and run this in HL and there you have it.
Posted 15 years ago2009-09-10 12:31:23 UTC
in Half Life Prop Error Post #273177
"Token too large on line 5"
How many WADs have you loaded in Hammer, and how long is the path to each WAD file?
Alternatively, export the map as a .MAP file, open it in notepad, and paste the first 5 or 6 lines here.
This error has been fixed in ZHLT, so it's no longer an issue.

Half Kill, i think you mean prefab, not prop.
Post the new compile compile log.
Posted 15 years ago2009-09-09 16:54:54 UTC
in Skybox: Hollow or Perfection? Post #273151
NULL is exactly like NODRAW: it stops the face from being rendered ingame.

BEVEL does the same as NULL, but, as Tetsu0 pointed out, it's better on clipnodes.

You can find the BEVEL texture in the zhlt.wad file, its included in the SHLT pack.
Posted 15 years ago2009-09-09 15:20:36 UTC
in scripted_sentence Post #273147
Wait a few second for what? Before it starts playing?
Use the delay before trigger property of the first scripted_sentence.

For example, type in 6 in the delay before trigger propery of the first s_s. Let's say that the first sentence is 4 seconds long. The second s_s will be triggerd 6 seconds after the first s_s has been trigger and the second s_s will play its sentence 2 seconds adter the first s_s has been triggered.
Posted 15 years ago2009-09-09 13:41:06 UTC
in scripted_sentence Post #273145
What is say_1 and say_2? Are those custom sentences?

If so, make sure you add an entry to the sentences.txt file, then reference to them in the scripted_sequence sentence name field (!say_1).

If you want the scientist to say _1 first and then _2, you'll need to place two scripted_sentences and have the first one target the second. You may need fiddle around a bit with the delay before target propery, depending on the lenght of the first sentence.

I hope it makes sense.
Posted 15 years ago2009-09-09 11:21:26 UTC
in Rooms (mini co-op project) Post #273142
Atom: as soon as the above are complete, i'll send you a link to the complete package. If you want to start compiling everthing but "rooms" and "rooms8" (both those maps still need to be edited), be my guest.
Nah, ill wait until you get the complete package ready and assembled.
Im getting a new pc in two weeks. It's gonna be a quad core 3.2 Ghz, 4GB DDR3.
Posted 15 years ago2009-09-08 13:46:55 UTC
in trigger camera transitions help! = ) Post #273100
Ugh, why does your problem sound so familiar to me? Because i've spend hours and hours trying to get a similar sequence to run smoothly in my maps.

I guess this is nothing more than simple timing. Maybe write it down, draw a flowchart or something.

I can't help you much with this im affraid. It's a tough one.
Posted 15 years ago2009-09-08 09:35:12 UTC
in how to rotate/flip/? textures to get the Post #273086
Or check the Face checkbox.
User posted image
User posted image
User posted image
Posted 15 years ago2009-09-07 16:23:42 UTC
in Custom Textures Source not showing up Post #273048
No need to resize your screenshot. Upload the full size picture and link to it here, a thumpnail image is automatically created.

Never used PakRat, maybe you can try Map Analyst (link in my previous post), it works great for me.

JeffMOD: Is ok.
Posted 15 years ago2009-09-07 15:14:22 UTC
in Custom Textures Source not showing up Post #273040
Are you freakin kidding me, JeffMOD? We're talking Source here, not Goldsource. Texture/material files for Source can be pretty big. It depends on the compression being used, but still, you definitely don't want to distribute any custom content with the map. Its make the overal download even bigger.

You should always include custom content into the BSP, no matter what.

So yeah, use Pakrat or Map Analyst, its what i use.
Posted 15 years ago2009-09-03 15:44:09 UTC
in Desktops of September Post #272917
That stupid smiley face really annoys me. You see it everywhere on the Net.
Posted 15 years ago2009-09-03 12:37:40 UTC
in Post Your Desktop (for School/Work) Post #272910
Fail JPG compression is fail.
Posted 15 years ago2009-09-02 14:57:07 UTC
in Help Compile Me ? Post #272887
Holy cow, what a mess.

Looks like you're running in software mode. That's fine, but Half-Life can't render more than 800 polies at the same time. If you exceed that numbers, things start to dissapear. So switch to OpenGL mode.

And vis is probably having a hard time due to the fact that most of your (complex) brushwork are made with normal solid world brushes like that table and umbrella for example.

Optimize man.
Posted 15 years ago2009-09-01 10:39:53 UTC
in Help Compile Me ? Post #272836
If you using point lights just for lighting up your map (no dynamic lights, i.e: toggleble lights, flicker/strobe lights) then replace them with texture lights. It'll look much better that way. Texture lights are basically textures that emit light by themself.
Posted 15 years ago2009-08-31 11:57:36 UTC
in Desktops of September Post #272784
Posted 15 years ago2009-08-31 09:03:34 UTC
in Half-Life: Static Friction Post #272777
Yeah, have some dimlights, small lights that light up... i don't know... signs?

Also, post screenshots fullsize next time.
Posted 15 years ago2009-08-30 16:01:54 UTC
in Help Compile Me ? Post #272722
You need to run it from the DOS Prompt.
Click Start, Run and type cmd. From there you need to point to the directory where netvis is located and then you can run it.
Posted 15 years ago2009-08-30 14:45:50 UTC
in Help Compile Me ? Post #272716
Maybe its time to do some optimizing. Func_wall/illusionary brushes, combine similar brushes and increase the texture scale on large surface area's.
Posted 15 years ago2009-08-30 11:50:47 UTC
in I need moar music Post #272713
This is my all time favorite uplift trance song:
http://www.youtube.com/watch?v=PlhiurRtUbQ

Google these artists and look for their tracks:

Suncatcher
SinSonic
Flowtex
Warpfuz
Farstar. C
SpockNaX
Dancefloor Devils
Posted 15 years ago2009-08-30 11:46:06 UTC
in Half-Life: Static Friction Post #272712
Looking great, but the ceilling looks too flat. Add some relief and fill it up with vents or supports, maybe some pipes. It'll look much more interesting that way. :)
Posted 15 years ago2009-08-29 14:21:43 UTC
in Rooms (mini co-op project) Post #272684
Meh. Link doesn't work for me.
Posted 15 years ago2009-08-29 13:49:11 UTC
in Rooms (mini co-op project) Post #272681
Fail host is fail.
Posted 15 years ago2009-08-26 11:18:22 UTC
in Dear Esther being remade Post #272546
Striker: wtf?

Gonna check this out!
Posted 15 years ago2009-08-26 11:10:03 UTC
in I need moar music Post #272544
Posted 15 years ago2009-08-22 17:31:42 UTC
in func_door_rotating - Angles Post #272370
This should do it.

The door on the left has the Reverse Direction flag checked and angles (Pitch Yaw Roll(Y Z X)) set to -30 0 0.

The door on the right has the Reverse Direction flag unchecked, but has the same angles value as the left door.

Actually placing the doors in the correct position is nothing more than a little trial and error.

Hopefully this will do just fine for you. :)
Posted 15 years ago2009-08-22 16:58:25 UTC
in func_door_rotating - Angles Post #272367
Interesting problem. If you don't mind, i'd like to have a look at it. You can post the map in the vault, or you can send me a private link to the map via PM.
Posted 15 years ago2009-08-20 08:59:36 UTC
in Project HellFire Post #272280
Fail. Im sorry.
Posted 15 years ago2009-08-19 16:25:46 UTC
in Problem With Pool Table Prefab Post #272217
I think the face splitting is actually caused by carving the holes.

Fail.

kkkaiden, don't use this shitty prefab, you're better off making your own.
Posted 15 years ago2009-08-17 08:39:25 UTC
in Your wishlist Post #272073
Its a remake of the First Encounter on the new Serious Engine 3.

Trailer here: http://www.gametrailers.com/video/exclusive-epic-serious-sam/54243
Posted 15 years ago2009-08-16 17:57:48 UTC
in Your wishlist Post #272041
Looking forward to:
Command & Conquer 4: <subtitle unkown>
Half-Life 2: Episode Three
Black Mesa
Serious Sam: The First Encounter HD
V (2009 remake by Scott Peters)
V: The Next Generation

Want more info about:
See above.

Films:
None at the moment.
Posted 15 years ago2009-08-14 17:31:21 UTC
in Making users download .wad files? Post #271979
Don't make players download external wad files when you might as well just wadinclude them.
Posted 15 years ago2009-08-14 16:15:42 UTC
in clip brushes failing Post #271973
Try one of the -cliptype parameters, im not sure which one (if any) will fix the problem, but its best to try it.
Posted 15 years ago2009-08-12 18:03:08 UTC
in TWHL Co-mod Post #271903
Too bad raver does'nt care anymore :D
Posted 15 years ago2009-08-12 15:44:05 UTC
in TWHL Co-mod Post #271889
What.

Not like Issues or Reissues. Those packs are basically just maps stuffed together, each with its own storyline.

What raver is suggesting, is a mod with its own story, no individual maps with individual stories.

I like the idea.
Posted 15 years ago2009-08-11 17:04:56 UTC
in Now Playing: ... Post #271853
With sand.
Posted 15 years ago2009-08-10 10:47:34 UTC
in TWHL's Classic DM Server Post #271818
I have a Radeon X1600 Pro and i can play Half-Life (singleplayer and deathmatch) just fine, on OGL and D3D.
Posted 15 years ago2009-08-08 09:42:02 UTC
in new here + Q: actions sentences? Post #271727
You only need the SDK if you want to add new monsters, new features, new weapons and the like to your mod by modifying the HL gamecode.

As for other programs, it depends on what custom content you wish to produce for your mod.

I find BSPtwoMAP usefull. It's a command line application so read the readme file carefully so you know how to use it.
Note that the program will output a map file, not a rmf file.

And don't use BSPtwoMAP to steal other people's work, only use it to study specific entity setups. The decompiled architecture won't be much use for you anyway because decompling it renders it completely useless, but point entities and entity properties stay perfectly intact.
Posted 15 years ago2009-08-08 09:35:28 UTC
in Crowbar glitch.. Post #271725
This is a bug that exists in HL WON version 1.1.1.0 and actually, i find it quite usefull. Imagine a dead monster blocking a door, you can easely gib it with the crowbar so that door can open/close completely again.

I also noticed a bug with the glock: when you shoot, two bullet holes appear, but only one round was taken from the magazine.
Posted 15 years ago2009-08-07 09:49:13 UTC
in Desktops of August Post #271662
Posted 15 years ago2009-08-05 17:36:40 UTC
in Ufo Spoof WIP Post #271560
I've always wanted to do exactly this myself. The problem is that my modelling skills are still balls and i don't know shit about aftereffects, its too freakin hard.
Posted 15 years ago2009-08-05 13:45:31 UTC
in Ufo Spoof WIP Post #271525
Make an Independance Day-ish UFO and recreate that scene where the UFO's fly over big cities.

That would be cool.
Posted 15 years ago2009-08-05 09:29:32 UTC
in Project HellFire Post #271484
Wise decision. :)