Forum posts

Posted 19 years ago2005-03-27 03:35:33 UTC
in question on some entities- Post #99288
Posted 19 years ago2005-03-27 00:38:06 UTC
in Solid model? Post #99280
Put a clip brush around it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-27 00:34:38 UTC
in cubemaps Post #99279
CS:S fingernails are always shiny for some reason :>
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-26 18:14:30 UTC
in Func_Physbox properties Post #99248
download XSI.
Only if you want a shoddy exporter that screws teh verticies of everything.

I'm thinking you're correct, Kasperg. Perhaps one could create a setup where the physboxes are lit in an exterior room and 'teleported' to their locations, sort of how the trains were lit in HL1?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-26 02:05:12 UTC
in question on some entities- Post #99136
Detail is the Source entity, Wall is for legacy support. func_brush is the func_wall replacement.

Lookdoor?

Walltoggle is another legacy support ent. func_brush > it.

Cubemaps are for calculating proper images for reflections on models and geometry.

It shows skybox in the editor, in-game it shows the sky image that you set in worldspawn properties.

phys_hinge.

Source does not incorporate HDR at the moment. If your door should cast a shadow, it should be a physbox and moved with a physics setup.

Physboxes are light in their initial position and not a generic position, and not dynamically lit after that, unfortunately.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 23:46:43 UTC
in Story 4 [closed] Post #99121
the resulting moonchunks landed in the front yard of a Monkey named...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 23:04:00 UTC
in Save the Chickens! Post #99116
Dude, they're just...chickens :/....I eat real chickens for dinner a lot but noone gives a fuck but when chicken models dissapear from cs_italy people get all sad? Har.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 22:46:06 UTC
in Compo 13 - [closed] Post #99114
I'd be entering if it was Source :/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 22:13:49 UTC
in Func_Physbox properties Post #99110
Worth a try.

The door in Steamlab is a model, props_c17.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 17:00:54 UTC
in Hl2 Roleplay servers Post #99059
Anyway the first thing I noticed was that VIS was done on fast cause things in the distance dissappeared!
I walked around and thought it looked ok, I saw he used cheap water in the canal!
Um, that's caused by fade distances, not poor VIS, and cheap water is perfectly acceptable in Multiplayer as HL2 water shaders are EXPENSIVE and eat FPS like crazy.

And I'll take habboi's word for it, if the map is even really laggy with two players, it's going to be hard to have a 'fun' time on it with all the lag with the intended number of players.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 16:56:01 UTC
in Ball in trigger goal Post #99056
Have the goal be a trigger_multiple with a filter_activator_name next to it. The filter_activator_name should be triggered by the ball_01, and the trigger_multiple goal should be governed by the activator_class. Then the trigger just has an output of bluelight_01. The activator class ensures that only the ball activates the goal, not players. In the trigger, make sure only entities and not NPC's or players can trigger it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 06:56:35 UTC
in My hammer has problems making .bsp Post #98972
It's probably those spaces in the pathnames (notably documents and settings) - Do as Seventh pointed out and check the Steam tutorial, and follow the steps in the last part.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 05:35:39 UTC
in GMAX Origins (3DS Max) Post #98963
Dude, yes:

http://www.hl2world.com/wiki/index.php/Model_Compiling

You shouldn't need to define origins, though, and if so it's probably defined by the bone system from further research.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 05:33:25 UTC
in Song you are listening to [closed] Post #98961
Le Tigre - My My Metrocard
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 01:22:25 UTC
in Whats your favorite final fantasy? Post #98932
You suck :/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 00:19:00 UTC
in Custom Gibs Post #98927
I don't think it would affect it, though, since HL1 doesn't really have a physics system.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-24 23:40:40 UTC
in Book your reading currently Post #98926
Can I have that when you're done ZL ;<?

'The Long, Dark, Tea Time of the Soul' by Douglas Adams
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-24 23:39:23 UTC
in Mapping tools? Post #98925
Yep, since it will automatically set up the game configs for you.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-24 18:53:02 UTC
in Mapping tools? Post #98881
Under your play games list, assuming you already own a Source package, there's a 'Source SDK' item in the tools section of the menu. If you don't own HL2/Source games, you need to purchase them first.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-24 02:59:58 UTC
in Steam Update Problems :<? Post #98791
Wants to Re-DL them.

Since I have broadband, I'll just bite the bullet and re-dl, I s'pose ;(
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-24 02:37:17 UTC
in Song you are listening to [closed] Post #98790
You just had to rub the facts in my face didn't yah? ;&lt;

Interpol - PDA
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-24 02:02:54 UTC
in Steam Update Problems :<? Post #98786
I've restarted my client, and it 'scans for game updates' and returns everything uninstalled even though the GCF's are intact and in the proper location. All of my savegames/maps/texes/etc are there, too, the client just isn't recognizing it. Anyone else having the problem?

It's saying everything is gone btw, including the SDK, CZ, HL2 and CSS.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 23:30:07 UTC
in Why Half-Life??? Post #98774
*resonance?

I'd call it leet.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 22:48:00 UTC
in CS Mapping Newbie Post #98770
That command for CS:S is nav_generate btw, habboi.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 22:47:46 UTC
in CS Mapping Newbie Post #98769
Actually it depends on which type of CS you're working with, CS:S or 1.6, which didn't require info_nodes afaik.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 22:44:55 UTC
in Custom Gibs Post #98768
1 - Sprites.

2 - No, but you can on an env_sprite :&lt;eee
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 21:16:51 UTC
in Texture probs Post #98754
And get ZHLT for chrissake! ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 21:14:44 UTC
in strange water issue Post #98753
Since it's one big water brush it's got one cubemap which has all the render 'states' in it - split it into multiple little brushes?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 21:14:04 UTC
in No Usable Objects??? Post #98752
prop_physics_multiplayer for most of the time, for props that don't ever move, prop_static. For props which you don't want to move but still are designed to move (a filecabinet, maybe) prop_physics_multiplayer with the motion disabled/start asleep flags checked. prop_dynamic for moving props.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 21:08:59 UTC
in GMAX Origins (3DS Max) Post #98751
There's something there on QC's, I know it!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 20:58:19 UTC
in GMAX Origins (3DS Max) Post #98749
Check the HL2World Wiki under the Modelling secktioon :&lt;
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 20:55:17 UTC
in Song you are listening to [closed] Post #98746
Everclear - You Make Me Feel Like a Whore
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 20:48:31 UTC
in Your Nasty Mapping Habits... Post #98743
I usually listen to ONE song for every mapping session, on repeat. That way I can keep the mood I wish to convey in the map :)
Same, but then I listen to that song after the map is done, 3 months later and go "Hey, this reminds me of that one map..."
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 20:47:06 UTC
in GMAX Origins (3DS Max) Post #98742
Probably defined in the QC.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 11:40:33 UTC
in condition zero Post #98695
You have to update it, really, it's probably the only/best option.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-22 21:50:20 UTC
in mdl Post #98637
Cycler is the proper entity :/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-22 05:44:42 UTC
in Just a suggestion... [closed] Post #98539
I've written some HL2 stuff that's lying around my HD :&lt;
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-22 04:07:00 UTC
in Valve's HL2DM Mapping Contest Winner Post #98526
Too many layout and performance issues that have already been discussed
Damn straight ;( - It was intended as a fun little project to learn Source which it ended up being, and failed in everything else ;D

I seriously think Powerhouse should have won, it looks way better than Underpass :/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-22 02:15:13 UTC
in camera cycler Post #98518
This for CS:S or base HL2?

For CS:S cameras at the start screen, point_viewcontrol with cam1, 2, 3, etc as names.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-21 04:12:30 UTC
in Song you are listening to [closed] Post #98332
Flux Capacitor - Sasshe
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-21 04:06:12 UTC
in Three Wishes! Post #98331
3) to have WON-hundred more wishes...
harhar.

I concur with more W+B episodes. Anyhoo is classic, though ;D
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-21 02:18:02 UTC
in Three Wishes! Post #98320
.. Girlfriend ;x
I'll save my other two for later :&lt;
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-21 00:57:04 UTC
in Animation Requests (model) Post #98315
HL1 or 2?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-20 20:13:51 UTC
in The squareform of models Post #98289
Start fade distance to -1 and end fade distance to 0.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-20 16:19:10 UTC
in What is the env_cubemap for? Post #98219
What tex on the smokevolume? It should be NODRAW.

You could use a dustmotes ent, or use the vol_light mdl in the effects dir on a prop_static with no collision model.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-19 02:51:38 UTC
in Three Questions. Post #97815
1 - The dust particles are func_dustmotes brush entity.

2 - Run with high-detail shaders. Some textures don't have normalmaps in which case they aren't bumpmapped.

3 - move_rope, with keyframe_ropes for additional points along the wire (ie, the start point is the move_rope and the mounts on the power poles are keyframe_rope) A higher slack value (100 or so) is more realistic in some cases.

4 - Reflective surfaces are accomplished by EnvMapping. This is defined in the texture VMT definition file and proper reflections are drawn by running buildcubemaps in console once, before distributing the map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-18 03:28:35 UTC
in texture application Post #97633
Textures are applied at 25% by default. Make sure you're selecting the face, deselecting it makes the boxes go blank.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-18 02:51:10 UTC
in A model request Post #97631
They look sexy as hell too ;D
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-17 03:04:52 UTC
in Lighting Huge Problem Post #97432
That's 'cause model texes are VertexLitGeneric and not Lightmapped so it uses a different lighting method which is odd for world brushes and it causes that effect. Check your tex.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-16 03:27:42 UTC
in choppy ladder climbing Post #97226
I don't know wtf is up with ladders, but it is a bug. It's in official/unofficial maps for meh.
RabidMonkey RabidMonkeymapmapmapfapmap