Forum posts

Posted 19 years ago2005-03-14 06:04:19 UTC
in Favourite quote!! Post #96765
Perhaps the problem is in between the monitor and the chair...and I'm not talking about the keyboard...X)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-14 05:39:10 UTC
in i hate Hammer :x Post #96758
I got this in Hammer beta ;D

Try refreshing content/reinstalling SDK. I got it when my material system DLL went AWOL.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-14 02:52:36 UTC
in Multiple Buttons Post #96740
Have each button target a multisource, which targets the item the buttons need to trigger.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-14 02:47:34 UTC
in Gunships Post #96739
Probably, thanks to our friend the vphys system ;D
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-13 20:37:11 UTC
in take a look Post #96693
Lighting should be done last
Um, no?

Lighting is almost as important, possibly more, than the other aspects of mapping. It's ideal to work on it as you go along, not as an afterthought.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-13 19:39:14 UTC
in spawn points not working Post #96682
Add more than one or two.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-13 19:38:31 UTC
in *spoiler*Ravenholm*spoiler* Post #96681
"Nova Prospekt" & "Entanglement" - Alcatraz prison
It's actually based off North State Pen if I can recall. From some pics I've seen I can identify like all of the props for the prison :<

Here's teh HL2 Trainyard in RL (Paris, apparently):

http://sammal.ton.tut.fi/paris/images/trainyard.jpg
RabidMonkey RabidMonkeymapmapmapfapmap
This post was made on a thread that has been deleted.
Posted 19 years ago2005-03-13 02:52:17 UTC
in TWHL OWNZ! [closed] Post #96571
Ohemgee, gangster speek.

I have slang flash cards somewhere XD
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-13 02:49:04 UTC
in My HL:SP mini mod Post #96570
I still think the lighting looks too bright/uninteresting - you REALLY need some contrasting colors or it should be less-bright at least - That lab-theme in general is usually a few smaller light-items and some dark areas.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-12 01:32:25 UTC
in Completely OFF TOPIC!!! (Music). Post #96436
Los ranas es el utilizar de lucifer methinks :o - Or something like that.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-11 11:18:06 UTC
in CS map to CS:S Post #96338
RMFs don't load properly, or they didn't in the last update. Use a MAP format file instead.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-11 11:17:33 UTC
in Launcher Error Post #96337
Run the map manually in HL2 with map x in the console.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-11 03:43:27 UTC
in *spoiler*Ravenholm*spoiler* Post #96299
Do none of you realize the theme of the chapter?

The architecture is boxy for a purpose. That purpose is high FPS and to keep the player focused on the entity setups, monsters, theme, etc - No need for a high-poly building right in the middle of the map, it just doesn't fit.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-11 01:49:22 UTC
in Random sounds Post #96296
You can't play it randomly in HL1.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-10 22:16:34 UTC
in CS:S help PLEASE Post #96283
Run does not run the game, it runs the compile. Previously VALVe ran the game directly from the compiler, which is non-functional anymore.

Just open the console, and type map x, where x = your map's BSP name without the BSP extension.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-10 00:35:50 UTC
in Not sure which forums this goes in... Post #96098
No, it takes a while, though, considering they're fairly large. Give it a mo'.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-09 23:39:48 UTC
in Wind Post #96096
You have to do it that way, no env_wind or the like in HL1.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-09 23:38:43 UTC
in need mapping trainer? Post #96095
From what I can tell it really depends if you're using a more americanized version of English, or if you're in Britain or something of the like - Although the language is the same, there are some differences.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-09 23:37:35 UTC
in de_fallout is beautiful [closed] Post #96094
to most it is a fantastic level
This is mainly because mainstream CS:S players like anything that's not a block map, and if something's really good, they tend to ignore it as being 'crap' or over their skill level and point out extremely minor faults with it.

/2 cents
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-09 16:16:27 UTC
in Stuff to map Post #96051
If CSS make a trainstation
If HL2 make a beach
There's way too many of each ;/

Goldeneye...there's loads of GE remakes as well.

Your best bet is going to be finding your own inspiration and ideas, which is a nice skill to have in Mapping.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-09 16:12:32 UTC
in need mapping trainer? Post #96050
(with an 's', Rabid wink-wink - ;))
Not where I'm from ;<
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-09 03:13:46 UTC
in fatal error? Post #95980
You're recieving this error post-compile (once the compile has finished) or pre-compile (before any of the compile programs run?)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-09 03:03:13 UTC
in Song you are listening to [closed] Post #95978
The Postal Service - Sleeping In
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-09 00:53:15 UTC
in Not sure which forums this goes in... Post #95971
The game files are stored in Game Caches, which are aptly extensioned with GCF. They are stored in steamapps. GCFScape opens them and lets one extract standard game content.

Mirror'd >_>

http://rabidmonkey777.bluewolf72.com/files/gcfscape.zip
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-08 21:48:51 UTC
in My HL:SP mini mod Post #95958
Looks alright - Sort of flat imo ;< - You definitely need some lighting improvement there, it's sort of all uniform, white, and un-interesting. Add some reds and contrasting colors.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-08 21:47:18 UTC
in need mapping trainer? Post #95957
Just...practice...a lot. That's how you get better at mapping.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-08 11:28:25 UTC
in doom 3 kind of graphics are creepy Post #95851
Doom3...meh, NOT worth 50 bucks :/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-08 11:27:14 UTC
in HL2 texture problem Post #95850
Ack, it didn't keep the formatting - Try this: http://pastebin.com/250915 - Ignore line 001 and the end tag, it auto-adds them for some reason :<
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-08 11:25:06 UTC
in HL2 texture problem Post #95849
[quote]
"$bumpframe" 0	// dx7
"Proxies"
{
	"AnimatedTexture"
	{
		"animatedtexturevar" "$basetexture"
		"animatedtextureframenumvar" "$frame"
		"animatedtextureframerate" 21.00
	}
	"AnimatedTexture"
	{
		"animatedtexturevar" "$bumpmap"
		"animatedtextureframenumvar" "$bumpframe"
		"animatedtextureframerate" 21.00
	}
}
}
[/quote]

Try adding that to your VMT. Make sure your texture is Bumpmapped, or otherwise remove that Proxy bumpmap section.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-08 05:20:15 UTC
in Alpha Textures Post #95811
Check your BSP log then, make sure it's not interrupted. Sometimes tiny errors set it off.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-08 03:19:58 UTC
in My Scathing Attack on Roman Catholicism Post #95792
Mephs: make a rathergoodstyle song flash. With irish music. From a pub. With kittens..!
YES...ultimate pwnage ;D!

Listen to Mephs, IEMC :>
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-08 01:50:28 UTC
in help recovering steams password Post #95789
Dig through clientregistry.blob in Wordpad. It holds most Steam account and user information for your computer.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-07 14:51:38 UTC
in Alpha Textures Post #95679
Make sure you run a full compile. Dismap alphas are weird in that they don't display sometimes if VIS/RAD don't run.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-07 11:22:59 UTC
in Too much glass? Post #95632
That would be a good practice, yes. However, func_walls do not block VIS so you cannot use them as brushes sealing a hull between the playable map and the void.

func_wall brushes do not block light by default, thus not casting proper shadows. In newer FGD and ZHLT builds there is an option field in their properties (under 'ZHLT Lightflags') for marking a func_wall to block light. This slows up your RAD process a bit but produces more natural and realistic lighting.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-07 06:32:06 UTC
in monster in deathmatch? Post #95610
Damn, it's like, super-old :<
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-07 01:55:54 UTC
in no walls? black void? Post #95600
Can't even see the image thanks to geocities :P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 20:53:09 UTC
in srry about the dm server ppl Post #95567
Good job, captain obvious ;/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 20:52:18 UTC
in XFire Post #95566
Ctrl-X
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 20:50:38 UTC
in XFire Post #95563
Xfire makes it so you don't have to alt-tab :/ - It's useful for team communcation and finding people to join games with, and an easier interface for it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 20:11:56 UTC
in Creating a helmet over the hud Post #95553
Um, to answer teh question, you'd add a bit of the helmet to each of teh viewmodels or code another helmet viewmodel to display.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 17:41:13 UTC
in how to make a hinge door? Post #95514
Posted 19 years ago2005-03-06 17:40:20 UTC
in tfc, cant build a sg Post #95513
What is an SG?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 17:39:47 UTC
in Robotics Post #95512
It's probably hitting another brush. Doors close/rotate teh opposite direction when they collide with something.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 17:38:56 UTC
in HL2 Mod - Team Needed Post #95511
It's the name of a texture that VIS ignores and does'nt render which saves compiling time and less lag.
VIS doesn't ignore it, it's just discarded during BSP.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 17:25:28 UTC
in srry about the dm server ppl Post #95509
Where r servar :O!?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 17:24:49 UTC
in A mod idea Post #95508
There's already a mod like this...ask Trapt about it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 17:23:36 UTC
in how to make a hinge door? Post #95507
Vlatitude has a good tut on it :/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 07:22:20 UTC
in funcwall and splitting Post #95428
Not to mention probably cause a few leaks as well :P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-06 07:06:27 UTC
in funcwall and splitting Post #95424
Correct, all brushes of a given entity split each other. The world and associated world brushes is actually a single entity. (Entity 0, 'worldspawn'.)
RabidMonkey RabidMonkeymapmapmapfapmap