Forum posts

Posted 18 years ago2006-03-14 16:28:15 UTC
in Quake 4 Mapping Post #168244
I recently DLed the Quake 4 SDK from id software and was very surprised to find that the Q4 level editor is much like Hammer. Has anyone mapped a Q4 map? I guess it's because id and VALVe are very similar and use the same type of technology to power their games. I thought it was cool. Actually, I think that the DOOM 3 engine is more impressive than Source. For one thing it looks better and seems to be able to do more that Source but HL2 has way better physics and stuff.
Posted 18 years ago2006-03-14 16:23:54 UTC
in Counter-strike Map. Post #168243
I am pretty new to mapping as well, I might be able to help you out with the basics and such.
Posted 18 years ago2006-03-14 16:20:43 UTC
in Hammer 3.4 Problems Post #168241
Yeah the application is def. frozen for some reason. You can tell by that white bar on top of the tools toolbar. Are all the files for Hammer in the right directory? You have Windows XP why not try doing a system restore and restore the system back to when Hammer was running fine. Also, that installer may be corrupted; try DLing another one. I have one that has never...EVER failed before if you are interested.
Posted 18 years ago2006-03-14 11:33:04 UTC
in Strange HL2 Error Post #168182
Okay well, it does seem that GMod was the only game that was affected by the update. Oh well, that version of GMod (9) was pretty buggy anyway. I'll just wait for a new version or fix (like I really have a choice :D ) : until then, everything else seems to be working fine. I guess that new update really scrambled the files or something for GMod because I reinstalled it a bunch of times and nothing changed.
Posted 18 years ago2006-03-14 01:15:18 UTC
in Strange HL2 Error Post #168121
I have encountered a really weird error with HL2 and I urgently need a fix for it. When I play HL2 (specifically GMod), there is a problem with the weapons. The weapons will show the muzzleflash but wont shoot anything or make any sounds! The decals wont even show up on any of the walls! Other sounds work such as explosions and enemies but nothing else! I am really concerned because I have reinstalled HL2 and have performed a System Restore to try and fix the problem. Nothing has worked and I'm getting a bit worried. If anyone knows as to why this is doing this please help. Thanks.
Posted 18 years ago2006-03-13 23:48:25 UTC
in Half-Life Xen Flyer "Manta" Post #168115
Yes, actually the manta is a boss for the "Decay" Cooperative mode on the PS2 version of Half-Life. The console version of HL also kicks ass!!! The cooperative mission is actually pretty lengthy. I thought it was a lot of fun.
Posted 18 years ago2006-03-12 11:28:22 UTC
in Half-Life Xen Flyer "Manta" Post #167923
Thanks for the prefabs. They look great! I've tried making a couple myself but I always seem to get the scale and the shape wrong. I have also tied decompiling the Xen maps to get one but long story short, It would have taken me longer to fix the original than to find a prefab or make my own. Thanks again!

Maybe the Manta was converted into a model after the release of HL. I didn't notice that any of them were models in the game and the .mdl file is nowhere to be found.

Oh yeah and I will make sure to give you (Srry) the credit for making the prefabs. I will add you to the list of people that have helped out.
Posted 18 years ago2006-03-12 00:26:31 UTC
in Deep thoughts..... Post #167850
If I can't think of anything to write, why did I just write that?
Posted 18 years ago2006-03-12 00:23:08 UTC
in Half-Life Xen Flyer "Manta" Post #167849
They are def not models i kno that for sure.
Posted 18 years ago2006-03-11 21:18:52 UTC
in Half-Life Xen Flyer "Manta" Post #167829
Does anyone know where I could obtain one of those "Manta" things from Xen? They are those flying creature things (not a model aka Flyer Flock) that typically spawn the alien grunts. They also use the "shell" textures and are brown and blue. Has anyone made one that still has the .rmf for it? It would be greatly appreciated if I could get one from somebody.

NOTE: There seem to be two types of these "Manta" things. There is a smaller one with one tail and a larger one with two tails. Ideally, a larger one could be found.
Posted 18 years ago2006-03-09 01:01:03 UTC
in Compiling The .qc File Post #167101
When I open up MilkShape 3D and try to compile a .qc file, an error pops up stating that certain files "don't exist" when they obviously do. I get this error every once in a while and it's getting a little annoying. My version of the software IS registered so I don't see how that would be an issue. If someone could tell me how to fix it that would be awesome.
Posted 18 years ago2006-03-05 18:13:17 UTC
in Favorite Hammer indicator icon... Post #166573
I like the little obsolete thingy.
Posted 18 years ago2006-03-05 16:11:00 UTC
in HL2 Monstermaker Post #166559
What is used in HL2 to spawn monsters since there are no monstermakers?

[Update] - Nevermind, I finally figured my stupid question out myself.
Posted 18 years ago2006-03-05 02:48:35 UTC
in HL2 - MINERVA: Metastasis 2 Post #166429
Oh I think we all have good ideas but most of us cannot portray them quite as good as Adam can in Half-Life maps.
Posted 18 years ago2006-03-04 14:53:53 UTC
in Buying a computer... Post #166359
Hmmm, in that case if this computer is for animation studies...I would still find a system that could support any programs that may be used on it. What are the programs that will be used? - 3Ds Max, AutoCAD, Inventor etc...

I know that in order to run most Autodesk products, 512MB of RAM is good and at least a mid-stream graphics card would do the trick.
Posted 18 years ago2006-03-04 13:38:25 UTC
in Buying a computer... Post #166333
Sorry, I forgot to mention that I had doubled the RAM. The system came with 512MB.
Posted 18 years ago2006-03-04 12:24:36 UTC
in Buying a computer... Post #166307
I would go with number 1 elon. The video adapter in number two sucks I've had the same one. Even though a RADEON x1300 is a good card in number one, do you really need that much power. Heh, my little eMachines budget build runs HL2 like a dream since I added a GeForce 6800GT OC. Its also got a 520W PSU and 1 GIG of DDR SDRAM lol. Just remember not to buy what you dont need!

I would also like to point out that to run HL2 decently you need at least a GeForce 6600 or a Radeon X500. These cards run HL2 well and have plenty of video memory. Since HL2 is a resource demanding game, I have upgraded to 256MB of seperate card memory with the 6800. It was amusing running it with the integrated graphics that came with my system though. Can anyone say "no detail at all?"
Posted 18 years ago2006-03-04 12:17:08 UTC
in HL2 - MINERVA: Metastasis 2 Post #166306
Sweet, the next one is out! I will play immediately. Yeah Adam's "Someplace Else" was incredible. Wasn't it only one huge map? It was very impressive. Didn't like all that text though. I'm sure he will continue to make his HL2 maps just as good.

[Update] Ok I played it and i liked it a lot! It was pretty challenging too but I guess thats what i get for playing it on hard. Very nice architecture and sequencing. Far beyond what I could prove with the Source engine. Looking forward to the next one. (Especially with that Fast Zombie at the end - WOOT).
Posted 18 years ago2006-03-03 23:48:48 UTC
in Maybe A Good Mod Post #166202
Heh, I made this in GMod awhile ago. Upon further review I though it may be a good Source mod even though there are other fighting mods out there like Brawl.

http://i26.photobucket.com/albums/c102/HondaKid95/HL2StreetFighter.jpg
Posted 18 years ago2006-03-01 14:42:31 UTC
in Could Someone Explain This? Post #165785
Alright thanks, that's kinda what I thought it was.
Posted 18 years ago2006-03-01 14:14:40 UTC
in Could Someone Explain This? Post #165770
Wow, I am very impressed. Thanks for the fix Muzz. There is only one other thing that I would like to ask though. Almost the same type of thing happens when I place certain monster_headcrabs in my maps. The particles floating around the headcrabs are yellow and are setup the same way. Does this revolve around the same issue and is there a fix?
Posted 18 years ago2006-03-01 13:34:36 UTC
in Could Someone Explain This? Post #165760
Yeah, I am just wondering if anyone could explain this one to me. I have no idea what happened and I've never seen ANYTHING like this before.

http://i26.photobucket.com/albums/c102/HondaKid95/weirdthings.jpg

Yeah this needs to be fixed so someone tell me how to get rid of it.
Posted 18 years ago2006-02-19 01:14:52 UTC
in Black Mesa Subway Post #163911
WOOT! Just what I was looking for. Thanks a sh**load killer!
Posted 18 years ago2006-02-18 19:05:30 UTC
in Black Mesa Subway Post #163877
It would be impossible to use a decompiled one anyway. Decompile programs completely destroy the actual .map files. I've used one to decompile one of VALVe's map with the tram in it. The program wrecked the file so bad that the subway train was beyond "repair" and a fixable compile state. All a decompile program is for is to see how entity work is done in a map. It is NOT for aquiring prefabs.

Thanks for the link otto, I appreciate it.
Posted 18 years ago2006-02-17 21:32:47 UTC
in Black Mesa Subway Post #163793
Does anybody have a .RMF of a prefabricated Black Mesa subway train? (Like the one at the very beginning of the game) I've tried countless times to construct one of these but I haven't been very successful. It would be greatly appreciated if someone could help me out.
Posted 18 years ago2006-02-14 21:33:28 UTC
in Need help with configs Post #163329
This actually almost sounds like a compile tool error. Maybe you should reinstall your compile tools.
Posted 18 years ago2006-02-14 21:30:17 UTC
in Computer not allowing acess to hammer? Post #163326
This has happened to me before. Hammer cannot seem to locate your compile tools. Reinstall ZHLT and specify the correct paths. You may want to reinstall Hammer completely if any other paths are unstable.
Posted 18 years ago2006-02-12 21:53:23 UTC
in Half-Life SDK - Missing File Post #162933
[Update] Well, it seems that the cl_util.h file is in a seperate location in version 2.3 of the Half-Life SDK. I cannot open it from within the cl_dll file in the Solution Explorer. My only question now is that how do I rebuild the solution with the file included in the cl_dll? I guess I need to adjust to the new SDK and C++.
Posted 18 years ago2006-02-12 21:49:13 UTC
in Half-Life SDK - Missing File Post #162932
I am now using HLSDK version 2.3 with C++. When I open up the cl_dll solution in the Solution Explorer, I cannot find the header file "cl_util.h." It's NOT there? What happened and where is the file?
Posted 18 years ago2006-02-12 21:18:10 UTC
in Reissues Post #162931
I'm a little busy with something at the moment but I'd still like to join.
Posted 18 years ago2006-02-12 17:53:41 UTC
in Can't Open client.dll Post #162912
Man I have NO idea what version it is or where to donwload the best one.
Posted 18 years ago2006-02-12 17:04:42 UTC
in Can't Open client.dll Post #162903
This is irratatingly rediculous. I don't have the 2 folders in the SDK folder named "single player source" or "multiplayer source." I installed the FULL SDK but I guess it..d aslkffnhkl; Aww fuck it! Can anybody with a shit load of coding know-how build a cl_dll with a HUD color of white and e-mail it to me? I would do it myself but my versions of the files seem to be screwed up. Damn why do the EASIEST things have to be so friggan complicated sometimes.
Posted 18 years ago2006-02-12 16:28:48 UTC
in Can't Open client.dll Post #162899
Alright, I've got the source code files with the client.dll. That was easy but now I've got another problem. In the hud.cpp there are supposed to be some CVAR_CREATEs on line 306...there aren't. They were there last time. All I want to do is change the damn hud color. It really shouldn't be this hard since I've done it before. What the hell is going on?
Posted 18 years ago2006-02-12 16:07:01 UTC
in Can't Open client.dll Post #162891
When I go to open up client.dll in C++, I get an error that states that the file cannot be open with the current editor and to select another editor. WTF? This has worked before.
Posted 18 years ago2006-02-11 21:51:53 UTC
in Sub Zero Mod - Still Kickin' Post #162762
This is the map that has the most pipes. I wanted to create a sort of "pipe canyon" area that would fit into the idea of having a facility in the cold weather. The missing snow has already been taken care of so don't worry about that. Thanks for the feedback. I'll be sure to release some more little sneak peeks in the future.
Posted 18 years ago2006-02-11 01:51:06 UTC
in Sub Zero Mod - Still Kickin' Post #162587
Go to www.planetphillip.com and search "Sub Zero Mod" to find a brief description of the story and features. I haven't decided completely on what new features will be included in the finished product. Mainly just custom textures and models. I don't really know for sure yet, I'm focusing on the mapping part of the project right now. I'll get to all that "moddy" stuff later.
Posted 18 years ago2006-02-10 21:53:32 UTC
in Sub Zero Mod - Still Kickin' Post #162565
Here is a tiny sample of what I've been working on. This screenshot was taken in the 8th map of the mod. I'm currently on the 10th map. My goal is to map about 30 maps in all. I will continue to work hard on the project and promise to release it as soon as it's complete.

http://i26.photobucket.com/albums/c102/HondaKid95/SubZeroMod.jpg
Posted 18 years ago2006-02-10 17:14:44 UTC
in StudioCompile Error Post #162523
It's a tool that allows you to build and decompile HL2 models and such. I've been trying to use it to convert HL2 models to HL1 models.
Posted 18 years ago2006-02-10 01:02:20 UTC
in StudioCompile Error Post #162370
I get this annoying error when I go to run StudioCompile: "App ID set to 211, but no SteamApp ID" or something like that. WTF, I get this and the program won't even launch. I did the -beta sdk thing on the end of the shortcut but that didn't work.
Posted 18 years ago2006-02-10 00:16:41 UTC
in HL2 Models to HL1 Models Post #162366
Is this tool called "StudioCompile?" If not is there a link I could have.
Posted 18 years ago2006-02-09 21:04:58 UTC
in func_conveyor not working Post #162357
I have set up a func_conveyor in a test map and it wont move. I have applied the "{scrollsnow" texture to the side and set it to addictive 255 and such. I made sure the speed was correct and that the right flags were selected. It doesn't move. WTF. I've done this flawlessly before. I don't know whats wrong. Please help!

[Update]: I cannot have the little { next to the texture name. I forgot.
Posted 18 years ago2006-02-09 18:48:35 UTC
in HL2 Models to HL1 Models Post #162338
Hahaha, like I said I was just wondering. You're right Seventh, the engine probably couldn't take the abuse of a more advanced model. The chance of actually pulling it off would most likely be very low.
Posted 18 years ago2006-02-09 00:51:27 UTC
in HL2 Models to HL1 Models Post #162170
Is there any possible way to convert a HL2 model to a HL1 model without completely remodeling/reanimating it or using a rediculously priced program? I know HL2 models are FAR more advanced and complex that HL1 models but I was just wondering. I think the only real thing you would have to modify are the skins for the model. Other than that, you could just delete certain animations and whatnot. Kinda seems a little farfetched to me but someone (not I) could probably pull it off. Someone with a lot of coding and programming skill...not I.
Posted 18 years ago2006-01-29 13:31:13 UTC
in monster_generic Post #160304
There's a "start inactive" flag...holy crap there is. I can probably make this work now. Thanks!

Only one question, were the chopper blades spinning?
Posted 18 years ago2006-01-29 13:24:00 UTC
in New Problem! Post #160301
Neato. Can you use the regular halflife.fdg for that?
Posted 18 years ago2006-01-29 13:21:02 UTC
in monster_generic Post #160300
Nope, didn't work either. I've seen this done before in singleplayer mod but I couldn't decomplile the map so I could see it set up for some reason. I'm stumped on this one.
Posted 18 years ago2006-01-29 12:48:56 UTC
in monster_generic Post #160293
I am trying to set up the monster_generic entity to display an apache without the animation. I just want the chopper to sit there. Every time I set it up (since the "floor" of the model is above it) the model is misplaced. It ends up in the map's floor! Even when I raised the monster_generic in the editor, it still happened. WTF. Is there some kind of special key value or something?
Posted 18 years ago2006-01-29 12:45:36 UTC
in To Kill a Tentacle Post #160292
Well aren't you just the sh**. - JK, I know how to do it now.
Posted 18 years ago2006-01-29 12:43:56 UTC
in New Problem! Post #160291
Woah, how come you're editor displays models and not colored boxes? Is that an add-on or something. Nifty. I think the scientists are too close so they are cancelling.
Posted 18 years ago2006-01-28 17:19:35 UTC
in To Kill a Tentacle Post #160114
How is the tentacle killed? I remember in the legendary "Blast Pit" chapter of Half-Life the tentacle was killed by a rocket engine. At least I think that's what it was. Anyway, was it a trigger_hurt that actually killed the tents or something else? I know no mortal arms could kill it. Then I remember that they just kinda dissapeared. Was this done merely with a "killtarget" reading?