Forum posts

Posted 20 years ago2004-09-04 15:04:37 UTC
in More Nightwatch Eye Candy Post #56546
The r_speeds must be not very pretty to look at
Sure, Nightwatch raised the poly counts somewhat, but hey, most people nowadays have better computers than back in 1999... so 1200-1300 polygons for a good detailed room isn't bad. 1200-1300 polygons for a badly designed map is a different story though...
Posted 20 years ago2004-09-04 14:32:25 UTC
in SAME MAX_PATCHES PROBLEM. NEED HELP Post #56535
Oh, nearly any windows error that involves locked down programs asks you to send an error report. Doesn't say anything about the error itself.

Can you show us your compile log? It's the mapname.log file, in your .rmf folder.
Posted 20 years ago2004-09-04 14:29:20 UTC
in Mars Base name suggestions! Post #56534
Bytheway, you've got a comment on your map, SilentGunz...
Posted 20 years ago2004-09-04 14:28:42 UTC
in Mars Base name suggestions! Post #56533
A name is important, a bad sounding name isn't inviting to download. It's part of the 'first impression'.

Red Alert... :P

Red Fate perhaps?
Posted 20 years ago2004-09-04 13:09:00 UTC
in cstrike/models Post #56522
And now, what happens? Better performance or not?

Again, what are your system specs? We really can't help you if you don't provide the necessary information about your situation...
Posted 20 years ago2004-09-04 12:58:30 UTC
in SAME MAX_PATCHES PROBLEM. NEED HELP Post #56516
Instead of the big box, place several individual sky brushes, so, that the inside of your map is sealed of from the outside. Shape of skybrushes doesn't matter.

So yes, when you have a hole in your ceiling trough wich you can see the sky, you put a skybrush over that hole, so that it's sealed off.

The skybox method causes lots of extra spaces to be compiled, increasing compile time and several other things, like patches. You'll easily get over the max_map_patches then... It also causes higher r_speeds in several area's, thus lower performance, since a lot more (unnecessary) faces are being rendered...
Posted 20 years ago2004-09-04 05:37:22 UTC
in I can't veiw models with 3.5! plz he Post #56447
I just read that the svencoop.fgd comes with the installation. It should be somewhere in your mod folder.
Posted 20 years ago2004-09-04 05:35:49 UTC
in I can't veiw models with 3.5! plz he Post #56445
http://www.svencoop.com/forums/

Seems like a better place to ask for SvenCoop .fgd's...
Posted 20 years ago2004-09-04 02:45:40 UTC
in HL2 Gameplay Question Post #56439
That 'big fency thing'? It seems to have to do with the Combine troopers, it's slowly 'eating' the city. I'm not sure as to what role it'll play in the game though.

But... we'll soon find out!
Posted 20 years ago2004-09-04 02:39:49 UTC
in Textures Post #56438
BSPtwoMAP extracts -wadincludes, CP.
Aha, so that was the one! Thanks!

But indeed, it's best to ask the author for permission. And while you're asking, you could ask the .wad as well... ;)
Posted 20 years ago2004-09-04 02:30:54 UTC
in cstrike/models Post #56437
yeah ok.. and i dont know what i run.. i have no clue.. al i know is that i use steam!
In the Half-Life menu (or any mod's menu), go to Options, select the Video tab and look at what's selected under Renderer. Set that to Direct3D or OpenGL (favorable) and see if it runs. If it does, keep that setting, as it's faster than software mode (depending on your 3D-card) and doesn't have a artificial polygon limit.
like one map i made, i had a friend put it on his server.. and it went at like 12 fps for everyone, so its not just my computer.. its something wrong with my maps
What's the average w_poly and e_poly amount in that map? Can you host that map so I can take a look?
Posted 20 years ago2004-09-04 02:17:55 UTC
in hl2 is almost there!! Post #56434
Valve knows best about their product so I'd believe them more than such a site. Not that release dates are very reliable... I always like how PC Gameplay puts it: "Release dates: The most recent list of lies". ;)
Posted 20 years ago2004-09-03 17:33:38 UTC
in hl2 is almost there!! Post #56320
When there's no statement, it's not true. Those people probably mistake the year 2003 for 2004. Remember the release date originally was 30 sept. 2003?
Posted 20 years ago2004-09-03 17:24:40 UTC
in cstrike/models Post #56316
You can load models in it... just fill in the relative path and model name in manually... ;)
Posted 20 years ago2004-09-03 17:23:29 UTC
in cstrike/models Post #56313
Oh, everything extra to render will have a little impact on the fps. But your 8 fps is very odd. You said official maps ran fine? How about making some test maps and see if they run fine?

Oh, and what are your system specs? And what render mode do you use in Half-Life (Software, Direct3D or OpenGL)?
Posted 20 years ago2004-09-03 14:27:35 UTC
in cstrike/models Post #56267
The cycler entity has the nasty disadvantage that it has quite a large bounding box that blocks the player, and giving grey blood when shot...

The cycler_sprite makes Hammer crash, but you can change the .fgd to avoid that by going to the lines that define the cycler_sprite and changing the word sprite to studio. Or at least so that it's similar to the cycler entity. Try some out and be sure to have a backup at hand in case things go wrong.
Posted 20 years ago2004-09-03 14:12:11 UTC
in cstrike/models Post #56263
Use the cycler_sprite... although several other entities will do the job too.

Also... Worldcraft? Use Hammer 3.4 (or 3.5b, in case you want to see the models in the editor. Beware as it's still a beta though).
Posted 20 years ago2004-09-03 14:06:35 UTC
in Scrolling textures Post #56258
Yes, the word 'scroll' has to be somewhere in the name of the texture. Hey, why don't you try it? ;)
Posted 20 years ago2004-09-03 14:05:25 UTC
in Hole In Walls?? Post #56256
Yes, but more experienced mappers will highly recommend you not to use the carve tool. This may seem strange at first, but once you get to work with bigger and more complex maps, you'll see that clipping, vertex manipulating and especially, the habit to create shapes from individual brushes rather than with carving or hollowing, gives you much more control over the map and makes it easier to maintain.

A problem with carving is that with nearly any shape more complex than a cube, you often get vertexes not aligned to the grid. During the compile process, these vertexes are aligned to the grid. This can cause really thin leaks in your level. Or, should you have a brush behind this carved brush, it'll add several w_poly's, and it decreases compiling time somewhat.
So, really, individual brushes combined with clipping or VM'ing is much better...
Posted 20 years ago2004-09-03 13:55:46 UTC
in Textures Post #56245
Editing a decompiled map? You must never have decompiled a map before, as it doesn't give you a workable .map file. Loads of invalid brushes, and so on...

Also, I believe there's only one program that can extract included wads from bsp files. Quark if I'm not mistaken. There are some other decompilers but they won't give you the wads.
Well, that's as far as I know. Might be wrong as I'm not really into decompiling...
Posted 20 years ago2004-09-03 13:51:09 UTC
in Laggy Maps! Post #56238
Oh, you may also want to check whether you have other programs running on the background, might be of influence. Also, make sure you run in OpenGL or Direct3D, as Software mode doesn't make use of your graphics accelerator card. And we don't buy those things not to be used, right? ;)
Posted 20 years ago2004-09-03 13:49:42 UTC
in Laggy Maps! Post #56236
What are your system specs then? Such a map should perform pretty good on virtually any machine that can run Half-Life with decent framerates...

Unless you have a lot of gib models at the same time (coming from the breaking crates), but that should only be temporary...
Posted 20 years ago2004-09-03 11:48:01 UTC
in cs de_train texture Post #56179
In such cases, I believe Quark can extract them from the map.

Well, at least there is a program that can do it...
Posted 20 years ago2004-09-03 10:43:51 UTC
in Scrolling textures Post #56165
You'd better learn how to make your own textures, or how to make existing textures scroll... It's pretty hard to find textures that suit your need well, or at least that's what I have...

Hint: a scrolling texture has to have 'scroll' in it's name somewhere, otherwise it won't scroll. But you probably knew that already... :)
Posted 20 years ago2004-09-03 10:41:13 UTC
in Half-Life 2 (questions) Post #56164
Sounds like you're already excited... ;)
Posted 20 years ago2004-09-03 10:39:52 UTC
in hl2 is almost there!! Post #56163
Who said it's 30 september? Can you back that up with an official Valve statement?
Posted 20 years ago2004-09-03 09:13:28 UTC
in :\WHAT'S THE NEWEST VERION OF HA Post #56132
Just the same? Don't think so... although the layout and basic functions would be the same, some tools definitely aren't... :P
Posted 20 years ago2004-09-03 08:49:08 UTC
in Half-Life 2 (questions) Post #56129
the engine has been improved alot!
They have written a brand new engine actually... Nevertheless, indeed reason for happyness... :)

Oh, and I just got to know the second phase of HL2's pre-loading starts today...
Posted 20 years ago2004-09-03 08:44:49 UTC
in SKY NOT CHANGING!!! Post #56126
You only need the .tga files... .bmp's aren't used for skies, despite popular belief.
Posted 20 years ago2004-09-03 08:04:33 UTC
in making a moving chicken on cs Post #56120
Oh yes, you can make a moving chicken... but that requires modelling... :)

The chicken is an animated model, it's idle animation is to continue bog it's head up and down. You could animate it to run around, have several different idle animations play randomly so it isn't too repeating. This is done in several maps with birds... de_plaka is the best example I remember now.

A 'problem' would be that chickens couldn't be made killable as func_breakables can't move. Also, players can walk trough the chickens. Sure, you could make an invisible train moving along the chicken, but with random animations that's not going to work properly.

So, yes, possible, but requires some skills... :)
Posted 20 years ago2004-09-03 08:00:00 UTC
in cs de_train texture Post #56118
I'll have a look when I'm at home, so I can't tell anything I'm sure of right now.

You could try setting 'developer' to 2, in the console that is, and load the map. The used .wad files would be printed to the console somewhere if I'm not wrong, so you can browse these...

Good luck!
Posted 20 years ago2004-09-03 07:58:17 UTC
in :\WHAT'S THE NEWEST VERION OF HA Post #56117
I use both. Hammer 3.4 for nearly every mapping work, Hammer 3.5b for model alignment. Works well, although a finished and tweaked 3.5 would off course be better.

But hey, Half-Life 2 is coming, so why complain about 3.5 not getting finished? We're getting 4.0! :)
Posted 20 years ago2004-09-03 01:42:42 UTC
in Submodels, how to? Post #56095
Body values between 8 and 11 give you weaponless grunts. They do fire at you as if they had 9mmAR's, though...

And yes, first is being cycled trough the heads (as that's the first submodel), then to the next weapon (body submodel has no other options, but weapon submodel has) after wich is being cycled trough the heads again. So yes, you understand the system correctly. The first value is 0 however... wich explains why weaponless grunts range from 8 to 11 instead of 9 to 12.
Posted 20 years ago2004-09-02 15:55:42 UTC
in More Nightwatch Eye Candy Post #55988
So, in order to get the skills, this little article may be of interest to some of you:
http://collective.valve-erc.com/index.php?go=hl_tips_1

And it may be good to know that the Nightwatch team exists of... hobbyists. Only the former team leader is now a professional, and therefor inactive for Nightwatch. I might add that most of them have between 5 and 8 years of experience, although some probably have more or less.

Did that encourage you to continue? ;)
Posted 20 years ago2004-09-02 15:49:43 UTC
in holy wars Post #55986
Never heard of it before. It seems to have had some fans but nowadays it's pretty dead over there...

Perhaps they've all ventured beyond life and have found them in some other place then the Purgatory? ;)
Posted 20 years ago2004-09-02 13:58:56 UTC
in Master Dosn't work Post #55966
http://collective.valve-erc.com/index.php?doc=1045079502-07040600

Sounds like what you want... The master thing is a bit more complicated than you would think at first. Good luck!

Bytheway, I've commented on your problem map too.
Posted 20 years ago2004-09-02 13:32:24 UTC
in Beginner Question! Post #55959
Posted 20 years ago2004-09-02 08:09:44 UTC
in train Post #55899
It would stop the dying but not the trapping. So, tread carefully and watch the space they need closely.
Posted 20 years ago2004-09-02 05:38:54 UTC
in train Post #55896
You need to be very carefull with trains and monsters on them. As the train rotates, the bounding box of a monster doesn't. Sometimes, a monster gets blocked, therefor takes damage, and dies. Or explodes, in case of high damage values. Make sure there's enough room for them.

Train sound? I''d say you go and try them out. Or search the sound in the .pak file and fill in the name manually.
Posted 20 years ago2004-09-02 05:35:39 UTC
in Submodels, how to? Post #55895
Good old SETh... :)

You can also do this with other entities that display a model. In the case they don't have a 'body' key, you can add one manually. I've had this working correctly with monster_human_grunts, cyclers, and so on.

In this way you can choose exactly how your grunts look and define their weapon, instead of getting a random grunt each time. Technically, it should be possible to get grunts without weapons... ;)
Posted 20 years ago2004-09-02 05:27:47 UTC
in More Nightwatch Eye Candy Post #55893
is it hl2 graphics?
Have you actually visited their site? It says: Half-Life: Nightwatch. Not Half-Life 2: Nightwatch.
how people here are gonna attempt to work for them?
I highly doubt anyone here, including me, will work for them in the nearby future. As a mapper, texture artist, coder or modeller, that is. Voice actor might be easier to do.
how come no1 here joins together to make brilliant maps like that?
Some people have tried, some people do, but I think the guys here, including me, aren't at such an experience or skill level as the guys behind Nightwatch.

Sure, I could underestimate some people here, but keep in mind: this is a site focussed on helping beginners. Snarkpit for example is a place that holds much more experienced ones. Several Nightwatch team-members are Snarkpit members.
Posted 20 years ago2004-09-02 02:39:18 UTC
in Hole In Walls?? Post #55885
Vertex manipulation isn't necessary here. It'll probably take more time and is harder for beginners to use. You'd rather copy and resize some brushes. Fast, easy, and does the job well.

Oh, and when someone finds a program that creates levels based on mind-reading, contact me please.
Posted 20 years ago2004-09-01 13:17:44 UTC
in Texture lighting is too dim Post #55766
There are people who know stuff other than Captain P ;)
Crap, they found out! Now I'll have to use other ways of manipulation! :P

Decals take the properties of the texture they're on, so rotating and scaling is pretty limited, since you need to rotate or scale the texture it's on.
Texture lights use different values indeed. It's more like 0 to 50.000... You could try higher value's and see what happens.

Oh, and I don't live here. I just check daily. Should go downhill a bit now since school has started. Fortunately, we have pretty fast internet at school.
Posted 20 years ago2004-09-01 09:30:07 UTC
in Hole In Walls?? Post #55729
1. Just use multiple brushes.

2. This site perhaps? ;)
Posted 20 years ago2004-09-01 08:26:14 UTC
in Captain P help me.. Post #55709
Then search before asking... :P
Posted 20 years ago2004-09-01 08:25:24 UTC
in Genome Post #55708
Darktruth was going to use such a system (different entities on different skill levels, so more monsters and less save-spots on hard, and the like). Too bad it died... :(
Posted 20 years ago2004-09-01 08:08:16 UTC
in Captain P help me.. Post #55702
Everything I know concerning mapping comes from 3 years of experience and a lot of searching. When someone asks a question, I often check my solution first to ensure it works. When I don't know something, I try to find out. After quite some time it's a second nature, searching becomes easier and you'll find the solution is often right around the corner. A bit of experimenting can learn you a lot, often more than when someone else gives you the solution.

At least that's the way I look at it...
Posted 20 years ago2004-09-01 07:41:06 UTC
in Beginner Question! Post #55687
http://collective.valve-erc.com/index.php?ent=info_player_deathmatch

"When the info_player_deathmatch entity is used in a teamplay level, you can set it's Master value to the name of a game_team_master entity to define it as being part of a team."

http://collective.valve-erc.com/index.php?ent=game_team_master

"The game_team_master acts as a team-based master or relay."

Sounds like HLDM Teamplay is possible... I'll leave it to you to test it though, as I'm at school right now. Having fun with mapping on an USB-stick... :P
Posted 20 years ago2004-09-01 07:03:08 UTC
in Blueshift Post #55663
Ah, that texture... yeah, I knew that. Don't know who it's supposed to be, though.
Posted 20 years ago2004-09-01 02:17:24 UTC
in VERTEX MANIPULATION PROBLEMS Post #55578
I usually clip them, wich gives me two triangles with one action.

Face splitting is something I rarely use but it could be handy now and then.