Forum posts

Posted 19 years ago2005-05-10 02:56:26 UTC
in Beef Jerkey Post #108683
Christ I havnt had a Crumpet for yeons! You'l be lucky to get pork scratchins at our local pub!
Posted 19 years ago2005-05-09 15:08:40 UTC
in Lost Coast Post #108556
Yeh but us poor people just want test out our rigs! You know. But to the max and all that crap!
Posted 19 years ago2005-05-09 15:07:34 UTC
in Beef Jerkey Post #108554
Its great stuff. Even though its fucking toxic!
Posted 19 years ago2005-05-09 10:54:54 UTC
in Beef Jerkey Post #108512
Yeh when I lived over in america we used to eat it all the time!!!
Posted 19 years ago2005-05-09 02:49:36 UTC
in Lost Coast Post #108459
I read somewhere that when it comes out it will detect if your systems capable which annoys me cause my computer is below min system spec for HL2 they should let us decide. Anyway its only a small part of valve working on it. The want to put the source engine to the max!
Posted 19 years ago2005-05-08 15:16:48 UTC
in Lost Coast Post #108363
Have you seen the trailer for it? Its flipping amazing! Some of it looks almost photorealistic. It looks like its gonna take a supercomputer to run though!
High Dynamic Range Lighting Looks spectacular, I wonder what tools valve will give us to harness the powers of it!
Posted 19 years ago2005-05-06 02:49:27 UTC
in cloth effect Post #107706
Learn Xsi. You can similate cloth and animate it so that it moves in the wind. I dont know if this can be exsported but its worth a try.
Posted 19 years ago2005-05-06 02:46:06 UTC
in prop_vehicle_jeep Disapearance Post #107705
Some also require you to provide a script file.
Posted 19 years ago2005-05-02 11:21:40 UTC
in Half-Life 3? Post #106916
Will we even have a crowbar? Maybe well get a hammer or even for you phsycopaths a chainsaw. Who ever know what goodies valve will bring us.
Posted 19 years ago2005-05-02 11:16:55 UTC
in NPC Interaction Post #106914
You can also, for some npcs, specify a script which tells them what to say if you talk to them using "e". Have a look in the scripts folder for more info, if you open them in notepad their actually quite interesting. :P
Posted 19 years ago2005-04-29 04:20:25 UTC
in Hanging light Post #106333
Have a look at my swinging barrel example map it the same kind of thing just parent a light to it.
Posted 19 years ago2005-04-25 12:53:42 UTC
in Sky Post #105819
hl2world.com have a nic elist of skys. Just paste them into the skybox type in map properties.
This post was made on a thread that has been deleted.
Posted 19 years ago2005-04-21 14:24:25 UTC
in bsp isnt being created Post #105161
What is the problem exactly, You cant find it or its definatly not being created. If you cant find it search your computer for ".bsp"s. hammer dumps them all over the place.
Posted 19 years ago2005-04-21 14:21:25 UTC
in need to hide rappeling enemy Post #105160
Google is also a very nice friend. Try typing in the magic box uptop "Halflife 2 hammer tutorials" and some preety results you shall find young padwan.
Posted 19 years ago2005-04-21 14:19:42 UTC
in CRopeManager Error Post #105159
Well I wouldnt say that. Its probly borderline, try cutting down. What are you using them for?
Posted 19 years ago2005-04-20 12:20:52 UTC
in CRopeManager Error Post #104942
How many Move/Keyframe_rope 's have you got exactly? Use the entity explorer.
Posted 19 years ago2005-04-15 17:13:06 UTC
in NPC controlled mounted gun Post #104230
Go to hl2world.com and find out!
Posted 19 years ago2005-04-14 02:51:37 UTC
in slow motion Post #103852
So how do they do it?
Posted 19 years ago2005-04-13 03:21:55 UTC
in Rappelling combine Post #103624
You could have like seperate triggers for each piece of glass so it looked they are breaking 1by1.
Posted 19 years ago2005-04-12 03:05:06 UTC
in Rappelling combine Post #103447
No just put a trigger_once right before the cops crash threw the glass (func_breakable) and trigger it to break on start touch.
Posted 19 years ago2005-04-12 03:02:55 UTC
in Half-Life 2: Aftermath Post #103446
I hope they do it right because if they fuck up on it it would look totally tacky! Yeh Im preety sure that valve wont skimp on this one.
Posted 19 years ago2005-04-10 11:23:56 UTC
in Half Life mod: UNDER WATER Post #103078
I have tried underwater stuff but I really dont think its possible because in source your only aloud 1 level of water that can "see" each other. So because of this I dont believe anyone would be able to do it (well). (????)
Posted 19 years ago2005-04-09 08:14:15 UTC
in fog Post #102700
I pretty sure its only the skybox.
Posted 19 years ago2005-04-09 05:17:56 UTC
in fog Post #102665
You can also use the sky camera settings for fog if you are using a skybox.
Posted 19 years ago2005-03-26 08:42:38 UTC
in Func_Physbox properties Post #99160
What is the wood Texture? If its got prop/ model infront of its name chances are that it will be craped up when used on a brush.
Posted 19 years ago2005-03-26 08:40:38 UTC
in de_fallout is beautiful [closed] Post #99159
Talking About Simble Unbeutiful Maps; Have any of you played DM:Killbox! Its the best map out there!
Posted 19 years ago2005-03-24 14:35:12 UTC
in Lighting Huge Problem Post #98848
Posted 19 years ago2005-03-22 14:38:16 UTC
in What is the env_cubemap for? Post #98587
I found it on google images. No I dont think it is from MDK.
Posted 19 years ago2005-03-22 04:45:25 UTC
in What is the env_cubemap for? Post #98529
Yeh for the func breakable surf apply nodraw to all of it (like water) and then texture the first part the player will see with the glass texture.
Posted 19 years ago2005-03-22 04:42:54 UTC
in The squareform of models Post #98528
Theres a fade scale which you can set to control the forced fades. If you set
it to 0 it wont fade away, If you set it to 1 it will fade when your quite close.
I usually set all props to about 0.4.
Posted 19 years ago2005-03-21 04:46:51 UTC
in Good water Post #98333
It depends what water you use. If its a canal one it will probly be preety foggy underneath.
Posted 19 years ago2005-03-15 04:47:59 UTC
in i hate Hammer :x Post #96954
Have you tried refreshing the sdk content? Sometimes there are just bugs and a refresh might sort it. Ever that of try looking at the Hammer options and see if there are any errors in that.
Posted 19 years ago2005-03-15 04:43:49 UTC
in Stupid prop_physics Post #96953
Prop_phsysics overide perhaps?
Posted 19 years ago2005-03-14 04:44:08 UTC
in sounds in my map ???? Post #96755
Use a ambient genric to play sounds in your map.
Posted 19 years ago2005-03-14 04:43:19 UTC
in Timed Traps Post #96754
Will do
:P
Posted 19 years ago2005-03-13 08:49:14 UTC
in Timed Traps Post #96587
Use a logic (or maths cant remember)_timer and you can ever set a random time by specifying mins and maxs of periods to fire or you can use a set timer to make it fire every minute.
Posted 19 years ago2005-03-11 16:40:15 UTC
in de_fallout is beautiful [closed] Post #96390
Posted 19 years ago2005-03-11 16:35:05 UTC
in func_tank? Post #96387
Posted 19 years ago2005-03-10 17:26:12 UTC
in CS:S help PLEASE Post #96219
You need to compile your bsp and the other stuff to the counter strike folder then find the maps folder and plonk it to there. Then go into properties (in play games) for counterstike then go into launch options and type in: -console
Posted 19 years ago2005-03-10 15:13:57 UTC
in *spoiler*Ravenholm*spoiler* Post #96182
It was Hilarious!!
I just love the sick mindless zombie slaying. it was by far my favourite chapter. The ending mine bit was really boring though.
Posted 19 years ago2005-03-10 14:57:49 UTC
in de_fallout is beautiful [closed] Post #96180
Now Now be nice, he might of just of been born crap.
Posted 19 years ago2005-03-10 14:56:30 UTC
in My map Post #96179
Too Right. :P
Posted 19 years ago2005-03-09 04:54:44 UTC
in need mapping trainer? Post #96000
Na you dont need a mapping training. You just need: Strength courage bravery and patience!! Because maping can get very scarry and can piss you off a lot. All you need to do is read every damn tutorial on the internet and just keep on going. I mean I'v beendoing this for about 4 mounths now and i'm still crap!
Posted 19 years ago2005-03-09 04:50:46 UTC
in my hinge door does not work? Post #95999
http://www.hl2world.com/wiki/index.php/Basic_Door
Hope this helps. There are two other different door tutorials on there.
Posted 19 years ago2005-03-09 04:46:27 UTC
in My map Post #95998
Is that an atempt to be sarcastic?
Posted 19 years ago2005-03-09 04:45:08 UTC
in Alpha Textures Post #95997
Please guys, I'm preety much screwed at making any decent map without your help. Please could someone make an example map. Please. I will repay you well. :D
Posted 19 years ago2005-03-08 12:59:46 UTC
in Alpha Textures Post #95877
Could someone possibly do me a example map so I can see what i'm doing wrong?
Posted 19 years ago2005-03-08 12:49:45 UTC
in Alpha Textures Post #95874
** Executing...
** Command: "c:program filesvalvesteamsteamappsblackraventsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2" "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (1)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_07...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (79083 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (246948 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:program filesvalvesteamsteamappsblackraventsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2" "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
reading c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.prt
65 portalclusters
152 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4225
Average clusters visible: 65
Building PAS...
Average clusters audible: 65
visdatasize:1694 compressed from 2080
writing c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
1 second elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsblackraventsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2" "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress"

Valve Software - vrad.exe (Jan 18 2005)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
310 faces
949252 square feet [136692320.00 square inches]
6 displacements
1779877 square feet [256302384.00 square inches]
310 patches before subdivision
14128 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (105)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 300206, max 164
transfer lists: 2.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3842, 3402, 2770)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0961 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 91/65536 728/524288 ( 0.1%)
planes 146/65536 2920/1310720 ( 0.2%)
vertexes 269/65536 3228/786432 ( 0.4%)
nodes 191/65536 6112/2097152 ( 0.3%)
texinfos 45/12288 3240/884736 ( 0.4%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 694/0 13880/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 83621/0 83621/0 ( 0.0%)
faces 310/65536 17360/3670016 ( 0.5%)
origfaces 14/65536 784/3670016 ( 0.0%)
leaves 193/65536 10808/3670016 ( 0.3%)
leaffaces 304/65536 608/131072 ( 0.5%)
leafbrushes 148/65536 296/131072 ( 0.2%)
surfedges 1328/512000 5312/2048000 ( 0.3%)
edges 713/256000 2852/1024000 ( 0.3%)
worldlights 3/8192 264/720896 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 90/65536 180/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1875272/0 ( 0.0%)
visdata [variable] 1694/16777216 ( 0.0%)
entdata [variable] 581/393216 ( 0.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 10094/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 79083/4194304 ( 1.9%)

Total Win32 BSP file data space used: 2122703 bytes

Linux Specific Data:
physicssurface [variable] 246948/6291456 ( 3.9%)

Total Linux BSP file data space used: 2290568 bytes

Total triangle count: 652
Writing c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
2 minutes, 8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress.bsp" "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2mapsSt_fortress.bsp"

My untrained eyes cant see any major or minor holes, can yours? :P
Posted 19 years ago2005-03-08 04:53:38 UTC
in Alpha Textures Post #95807
I havn't. I just mean the post at the top of this topic.