Forum posts

Posted 20 years ago2004-09-01 02:15:38 UTC
in Func_conveyor Post #55577
Ever played Poke646? The tram scene was set up like that. So yes, it's perfectly possible. Be sure to use scroll textures as normal textures don't scroll, obviously...
Posted 20 years ago2004-09-01 02:00:31 UTC
in VERTEX MANIPULATION PROBLEMS Post #55574
Impossible? Then you must not have know the Ctrl + F 'trick'...

Select two vertexes of the same type (two white or two yellow points) and press Ctrl + F, a new edge between the two will then be created, allowing you to easily create triangles.

Please note that triangles can cause coplanar faces, so a little thought before you use them could be handy...
Posted 20 years ago2004-09-01 01:57:55 UTC
in Models Post #55573
Posted 20 years ago2004-08-31 16:36:20 UTC
in Beam Problem Post #55501
Check their properties, I'd say. Double check if the multi_manager is set right. Try triggering other entities instead of those two beams to see whether it's a env_beam or a multi_manager problem.

Question: how many entities did you trigger with that multi_manager? Since there's a maximum of 16...
Posted 20 years ago2004-08-31 16:31:25 UTC
in Beam Problem Post #55499
Or the life setting and one of the other settings could be wrong, something easily overlooked.

Mhh, the egon has no beam you say? Strange... what version of Half-Life do you have? Sounds more like a bug than a mapping problem...
Posted 20 years ago2004-08-31 16:29:08 UTC
in env_rain, fog, snow, etc... Post #55498
Not that I know how that entity works, but you could tell us what exactly you've done (e.g. how did you set up that entity, how did you run the game, what happened in-game). You could also search on Google for articles or explanations about the env_rain entity...
Posted 20 years ago2004-08-31 15:20:12 UTC
in The second test... Post #55487
Interesting, these secret pages...

That piece of art of Gordon getting strangled was on the cover of a PC Gameplay about 2 or 3 months ago, nevertheless, a nice piece of art...

Thanks, ZombieLoffe!
Posted 20 years ago2004-08-31 12:52:40 UTC
in env_rain, fog, snow, etc... Post #55478
Sprites normally go into modfoldersprites, in your case that's indeed counter-strikecstrikesprites.
Posted 20 years ago2004-08-31 10:38:44 UTC
in Coder needed, badly Post #55452
That's quite harsh, MoP, but I do agree that multiple projects at once are a bit too much. You may not have experienced yet, Coolfat, but it's really going to get busy for you if you want to pull this all off while still maintaining a decent quality level.

Coders, as I said already, are hard to find. I'm a bit into coding, but it's not really something I would do for every first mod that comes around the corner. Since it costs lots of time and involves lots of testing, a coder would better get assured that the mod is promising and will actually come out. So, as I said already, convince them that you're able to lead and finish a mod. Otherwise I don't see you attracting much coders... maybe you're lucky, probably not.

Not to discourage you, just... from own experience a bit, a bit of reality check...
Posted 20 years ago2004-08-31 10:31:28 UTC
in hl2 is almost there!! Post #55451
Preload - go to store - lookit game box/break it - steal cd key - go home - pley.
PIRATED!
Really? Once the person that buys that box finds out it's already in use, he'll contact Valve, and since only he has the box and a sales coupon, he'll get to play the game. Sure, that takes some time but after all, stealing a CD-key isn't going to get you the game for long... It'd be annoying if that happens though.
Seventh, u think Im made of money?! Im 14 for christs sake!
Then you aren't even allowed to play Half-Life! :P
I guess you'll need some patience... hey, after all, I didn't play HL when it was first released, I was only 13 then. I played it about 2 years later...
Posted 20 years ago2004-08-31 01:36:50 UTC
in Laggy Maps! Post #55392
Strange...

The map runs at a steady 72 fps at my system (AMD 1800+, 384 MB RAM, GeForce FX5600 128 MB), and only when too many crates are broken at the same time (so many gib models appear) that drops to about 40 fps.

A question: what are your system specs?
And do other CS maps run normal, or does lag only occur with your own maps?
Posted 20 years ago2004-08-30 17:17:48 UTC
in func_wall and carving Post #55342
Is it true that a func_wall entity won't carve a world brush on compile if it's touching it?
True. Entities however are not used during the VIS process so they don't block sight. Type 'gl_wireframe 2' in the console to see all faces that the engine renders at that time, and do some tests. You'll see what I mean.

Lower r_speeds? Better playability? Why not try Google? ;)
Posted 20 years ago2004-08-30 17:14:10 UTC
in VERTEX MANIPULATION PROBLEMS Post #55341
In this case it's probably incorrect surfaces, e.g. brush surfaces that aren't totally flat. Check for problems, you should see 'Invalid Solid Structure' errors. Fix those and everything should be just fine.
Posted 20 years ago2004-08-30 15:51:52 UTC
in steam lovers Post #55308
Steam is hard to map for?

I've set up Hammer to map with Steam within minutes! It's not a Steam issue, it's just a change on the old way... remember how hard it was to get VHE set up to compile a map? I didn't know how to compile for months! And that was without Steam. About 3 years ago I guess now.

And CD-keys? That's a fault from SIERRA. A very annoying thing indeed, but to say that it's a fault of Steam... only now that Steam is in use it's being detected...

Some guys even got to map for CS:S... a man with 8 years experience... he didn't find it difficult at all, just a bit tricky. Crap, were did I leave that link?
Posted 20 years ago2004-08-30 15:41:51 UTC
in Captain P help me.. Post #55306
I am? Really?

Oh, well...

Thanks anyway. ;)
Posted 20 years ago2004-08-30 15:38:08 UTC
in texture man Post #55305
Next time, look at a surface and type 'impulse 107' in the console. It'll return you the name of the texture you're looking at. Might be usefull now and then...
Posted 20 years ago2004-08-29 16:24:57 UTC
in Coder needed, badly Post #55102
Maybe you need to work out the mod better and provide some work already done before trying to attract a coder. These guys are hard to find, you know...

Ichtosaur... as a player class? While all the others are land-based creatures there's a fish to choose? How are you going to fight an alien grunt firing at you?

And TFC's source isn't available as far as I know. You might try searching for it though...
Posted 20 years ago2004-08-29 16:19:49 UTC
in Genome Post #55098
The genome or gonome appears in several spots. The engine room is probably the first place where he shows up but there are multiple gonome's in that area. It also shows up in the aquatic labs at a few places. At the moment I can't remember more places though but there should be a few more occassions.
Posted 20 years ago2004-08-29 10:45:49 UTC
in Captain P help me.. Post #55050
You place them in the C:Program FilesValveSteamSteamAppsyouremailadress@whatever.comcounter-strikecstrike folder. That's the mod folder of Counterstrike. So you should create a maps, models and a sound folder in there and place your resources in their corresponding folder.

That should work. Good luck!
Posted 20 years ago2004-08-28 11:16:48 UTC
in hl2 is almost there!! Post #54832
Honestly, I don't care about a release date. I care about the actual release. Since that pre-loading stuff I feel it's pretty close. A few months maybe, who knows. It doesn't matter. I can wait.
Posted 20 years ago2004-08-28 11:13:41 UTC
in Genome Post #54829
There are quite some gonome's around there, Coolfat. How did you think there was only one then?
Posted 20 years ago2004-08-28 10:47:20 UTC
in 2 cs maps, get them, they are a must Post #54797
And now some screenshots before I download please...
Posted 20 years ago2004-08-28 10:45:10 UTC
in weird Level changes Post #54794
Have you read the article I linked to?

The player has to be inside the trigger_transition before the trigger_changelevel works. You've probably made a fault there... just go and read that article, maybe take a look at the example maps provided, and everything should go well.
Posted 20 years ago2004-08-28 10:41:05 UTC
in zombie mutating Post #54792
Take the skeleton of the zombie, assign your models's mesh to it and see what happens. That's the only way you can use another models animations.

So, yeah, you need to decompile the zombie model and change it's mesh, then compile it. Unless you really want to recreate every necessary animation...

And yes, for the model to be used, you'd name it the same as the zombie model. There's some more possibilities with submodels (body-parts) and such, so you can have multiple zombie-versions, but that's best left out for now.

A question: how much do you know about modelling already?
Posted 20 years ago2004-08-28 09:03:43 UTC
in weird Level changes Post #54758
The 'flushing entities' didn't work properly, as far as I remember. Or it only deleted global variabeles. Not sure about that though so it's worth a try.
Posted 20 years ago2004-08-28 09:02:48 UTC
in weird Level changes Post #54757
http://collective.valve-erc.com/index.php?doc=1037474528-90629700

Read the part about the trigger_transition. Then place this trigger so, that the barney's are outside of it when you change level.
Posted 20 years ago2004-08-28 08:55:46 UTC
in Guide to making great maps: Post #54753
It's true that your previous 'crap' maps can be very inspiring. Perhaps you had some idea's you couldn't work out right at that time, while now you have the experience required. Some idea's from the past can still be very good ones. Mix that with your experience and some other idea's and voila... inspiring, isn't it? ;)
Posted 20 years ago2004-08-28 05:44:53 UTC
in hl2 is almost there!! Post #54737
And where did you hear HL2 goes gold on monday, Seventh?
Posted 20 years ago2004-08-28 05:16:01 UTC
in hl2 is almost there!! Post #54732
As for what I've heard, these pre-loading files only contain the souncs and some other resources. Whether that's true or not, I don't think it's the full game yet.

And to continue, it seems to be possible to preload HL2 and activate it with the CD-key you bought in a store. So instead of having to wait for the install, you can start playing immediatly...

But, that's just how I understand it so far.
Posted 20 years ago2004-08-27 10:57:17 UTC
in Guide to making great maps: Post #54500
Ah, yeah, I agree... ;)
Posted 20 years ago2004-08-27 10:40:14 UTC
in Guide to making great maps: Post #54497
Once you reach a level of experience in level design, maps take on a new form - they become an art form and a means of expression.
Amen brother.

Though I disagree when you say there's such thing as a 'prefect level'. There will always be shortcomings, always. As Gabe Newell once said, he still can't play Half-Life without seeing things he would've changed if he had more time.

Except for that you wrote true words. I especially like the part that says mapping is more than just brushwork. A map is were it all comes together, like I've heard someone saying once, and that's true.
Posted 20 years ago2004-08-27 08:18:05 UTC
in ToDo Post #54463
Is it just me or has anyone else noticed that nothing has changed?
It's not just you. It seems the site hasn't changed, only the behaviour of the people. Wich is a good development I must say. Still, some site changes would make it all some easier to navigate and a bit more professional. Not really necessary, just... more comfortable... ;)
Posted 20 years ago2004-08-27 08:10:54 UTC
in i got a question. need help :/ Post #54459
Try the trigger_relay:
http://cariad.co.za/twhl/entityinfo.php?ent=trigger_relay&game=1

I don't know how it behaves on a door but it's worth a try.
Posted 20 years ago2004-08-27 08:06:47 UTC
in OH GOOD GOD! Post #54456
Designers block ah? Relax, take a break. You don't have to map. After all, it's an interest, not a job. Not for us, that is. Just take a break. Eventually you'll start again.
Posted 20 years ago2004-08-26 09:40:23 UTC
in my heck its huge Post #54222
For Half-Life, you'll need to code it. For Sven-Coop, you'd better visit their forum, as they can provide you with much more SC-specific information.
Posted 20 years ago2004-08-26 09:28:05 UTC
in my heck its huge Post #54220
Probably some modified code. Sounds similar to this:
http://collective.valve-erc.com/index.php?doc=1057349827-18454000
Posted 20 years ago2004-08-22 08:53:16 UTC
in interesting Post #52799
Oh, you already have the MDLV... :)

Good, all you need to do is to look at the name of the model. You would then fill in models/modelname.mdl.
You may also want to know that any model that's in the valvemodels folder and has the same name as a model in the .pak file, is used instead of the model in the .pak file. The same goes for 'higher' pak files, e.g. the models in pak1.pak are used instead of the ones with the same names in pak0.pak. Might come in handy... ;)
Posted 20 years ago2004-08-22 08:49:32 UTC
in interesting Post #52798
Search for a program called Half-Life Model Viewer, it allows you to browse trough the .pak files and display models. Then you can manually fill in the name in your monster_generic.
Posted 20 years ago2004-08-21 07:31:24 UTC
in doomv half-life Post #52455
Yes, cruelty.
Posted 20 years ago2004-08-21 07:26:14 UTC
in doomv half-life Post #52453
Or they simple dislike the cruelty displayed in the game...

Hence the reason why I made replacement models for gibs in Half-Life...
Posted 20 years ago2004-08-21 02:53:15 UTC
in textures Post #52438
It's not the blue color that makes that part transparant, it's the index of the color. The last color on the palette (number 255) is rendered transparant if the texture name starts with {.

When you use Wally and insert a texture into a .wad file, it asks you to give it a name. When you start the name with {, the last color will be made blue. You then need to repaint the transparant parts with this color. So a handy thing would be to mark the transparant parts in your texture with another color, say red or something, so you can easily see what parts you have redone in Wally.
Posted 20 years ago2004-08-20 17:25:19 UTC
in Question aboot the glass contest Post #52317
Depends on what you have in mind. It's all about the glass feature so a showcase is fine, although some interactivity might be a nice addition. But that's up to you.
Posted 20 years ago2004-08-20 09:01:18 UTC
in Huge things and gravity Post #52281
Ah, I see... remembers me to an old contest map I once saw, in the time the VERC Collective still was the Valve ERC...

Nevermind. Well, I think you'll either have to keep it simple or keep the area small and/or undetailed... and test to see how far you can raise the limits, so to say.
Posted 20 years ago2004-08-20 08:12:35 UTC
in Huge things and gravity Post #52277
Ehm... just lots of testing?

At least that's what I would do...

But what exactly do you want to achieve?
Posted 20 years ago2004-08-20 06:13:22 UTC
in NS map screenies! Post #52270
Models are also very usefull for moving detail, like cog wheels and such. Something I never really put to use before. I agree though that they aren't very usefull for large details, as they are lit differently. And the textures you used feature quite some details already, so indeed no real use for models.

Well, looking forward to see progress on this map...
Posted 20 years ago2004-08-20 05:44:35 UTC
in NS map screenies! Post #52266
Did I hear someone mention 'prop models'? No? Oh, well...
Posted 20 years ago2004-08-20 04:42:44 UTC
in Insomnia: my new map Post #52255
Judging from the screenshots I'd say the map is too dark, doesn't feel comfortable and hides away much from the architecture. The blue lighting should be some more subtle too, in my opinion. The electric beams (I suppose that's what they are) don't look convincing, you might try a smaller width, a lower FX Amount and another beam at the same place with a more bright blue color.
Posted 20 years ago2004-08-20 03:49:41 UTC
in trigger osprey to make it out Post #52246
I'd say use the scripted_sequence method: teleporting a monster by triggering a scripted_sequence (with no sequences specified) and it's Move to Position propertie set to Instantaneous. Triggering the scripted_sequence teleports the specified monster in.

You may have to ticker some with the radius propertie, and probably some others too. Good luck!
Posted 20 years ago2004-08-20 03:33:43 UTC
in GUI editing Post #52244
That's called the HUD (Heads Up Display).

The HUD consists of several sprites, they're stored in the pak0.pak file in the sprites folder. Search for a program called Sprite Explorer, it allows you to browse the pak files and view the sprites within.

Another thing to know is that in the same folder also some .txt files are stored, these hold sprite coordinates that the gamecode recognizes, so it picks the right part of each sprite to display, as several crosshairs and items and such are stored in the same sprite. It's some experimenting but yeah, you'll find out.

To change the HUD color or layout, you'll need to modify the game code. It's not so hard, some basic C/C++ knowledge is required but I found the HUD to be one of the most simple things in the code yet. Not that I'm so experienced though...
Posted 20 years ago2004-08-20 01:33:59 UTC
in trigger osprey to make it out Post #52231
Monstermakers are used to spawn multiple monsters, in cases that placing each monster individually would be too much work. For ospreys and apache's, you shouldn't use it. Osprey's are already rarely seen, let alone more than one in a map. Stick to monster_osprey and monster_apache, monstermaker is only necessary when you want to spawn waves of monsters were it doesn't really matter what their exact properties should be.