Forum posts

Posted 20 years ago2004-07-31 08:42:35 UTC
in changelevel and monsters Post #47061
What I thought, was, to put a trigger_transition so, that no entity is inside. Wich means nothing should be taken to the next level, get the idea?

I haven't tested it, it's just a thought but I guess it's worth a try.
Posted 20 years ago2004-07-31 07:26:19 UTC
in Calling all C++ programers!(not just HL) Post #47052
I though about optimizing the script after I posted already, and you're definitely right Mike! Clever thinking! :)

Just changed my code and yes, that makes up for a lot less work indeed.
Posted 20 years ago2004-07-31 06:05:01 UTC
in insert models in hammer? Post #47026
For what mod do you map?

For HL, you can use a monster_furniture, monster_generic or a cycler.
For CS, you should go for the cycler, if I'm correct...
Posted 20 years ago2004-07-31 06:03:13 UTC
in Tlax's example map Post #47025
Are you sure you compiled both levels before playing them?
Posted 20 years ago2004-07-31 05:56:33 UTC
in black mesa's profile Post #47021
IMO = In my opinion.

IMHO = In my humble opinion.
Posted 20 years ago2004-07-31 05:13:48 UTC
in black mesa's profile Post #47005
Nothing. But administrator seems to sound very tempting to a lot of people.

'Admin' might cause less conspiracies... ;)

As for your old profile, don't worry about it. Noone really cares if it still exists or not. But if you really want it deleted, you should contact Andy himself instead of starting a thread and hoping he sees it. That should work faster and it's more to-the-point, IMO.

http://www.cariad.co.za/twhl/userprofile.php?user=Andy
Posted 20 years ago2004-07-31 05:05:59 UTC
in avatars Post #47004
I've made mine myself, obviously.

Paint, IPhoto Plus and Paint Shop Pro 6.
Posted 20 years ago2004-07-31 04:00:05 UTC
in ERROR: Leaf saw into leaf portal Post #46990
It's related to face splitting in an indirect matter, yes. In fact, face splitting happens during the creation of the bsp-tree...

What really happens when this error occurs, is that a leaf is concave, so it can see into one of his own portals. Read this article to find out more about the vis-process, it's the best article on it I've seen so far:
http://www.gamedesign.net/book/view/266

Especially this image explains your error very well:
http://www.gamedesign.net/miniwood/tutorials/images/bsp_leaferroranim.gif
Posted 20 years ago2004-07-31 03:48:11 UTC
in changelevel and monsters Post #46986
http://collective.valve-erc.com/index.php?doc=1037474528-90629700

Read the part about the trigger_transition. It may well be the solution to this problem.
Posted 20 years ago2004-07-31 03:15:27 UTC
in Calling all C++ programers!(not just HL) Post #46977
Heh, I just wrote such a program, took me about 5 minutes. It's not so difficult, al I used was one while and one if statement.

What you do, is ask for an integer, then run through a while statement, and checking the remaining value of the (input % i), where i is an integer that increases each time the while is run, as long as (i <= input).
When this remaining value is 0, this means i is a factorial at that moment. Thus, you put this in an if statement, e.g. if(input % i ==0) { write factorials to console }.

That should be all you need to know...
Posted 20 years ago2004-07-30 16:23:58 UTC
in Steam Post #46840
I've heard more people with problems like that. Yeah, it's irritating...

But hey, rather a buggy betaish Steam now and a good-working Steam when HL2 is out, than a buggy Steam later... After all, Steam is being worked on, and lots of the first errors are already dealt with.

But still, not fun for the like of yours, no...
Posted 20 years ago2004-07-30 16:12:09 UTC
in Vertex manipulation tools, arrrrgh Post #46832
From another post of mine:

Some basic rules brushes should apply to are:
All faces must be totally flat. If they aren't, either make them flat or split them up into two triangles.
A brush must be convex. Let's put it this way: all angles between two neighbour faces must be less than 180 degrees.
No two faces may lay on the same plane. In this case, you should make one face of them.

Once you understand the tool, it's a very powerfull and actually easy tool to use...

Some things about the tool:
Selecting two vertexes (the yellow dots also work) and pressing Ctrl + F creates an edge between them.
Vertexes can be merged together. When you place them at the same position, you will be asked if they have to be merged.
Posted 20 years ago2004-07-30 16:02:40 UTC
in More stealth help please Post #46823
Posted 20 years ago2004-07-30 15:58:34 UTC
in Water! Ocean! Only Water! Post #46818
'My' way of doing water: two func_conveyors that overlap each other, and move with a speed of 12/15. Both different speeds to make the water look random. Create a nice scroll texture, and scale it up 4 times (at least that's what I did in 'The Playtest'). Nice looking, low-poly water... ;)

As for the map, you might add floating garbage to allow players to get cover while swimming to the other boat. You may make one of the ships sinking therefore...
Might be an interesting scenario for CT's hunting T's that try to get off the sinking ship and onto the good one...
Posted 20 years ago2004-07-30 15:47:49 UTC
in Light beams tutorial revamped Post #46813
Ah, you mean combining both the fading texture method and 'my' method? Looks better indeed.

Time for another rewrite, thanks to you! :)
Posted 20 years ago2004-07-30 07:24:31 UTC
in Light beams tutorial revamped Post #46625
A while ago I made a light beam tutorial, some of you will probably remember it. Back then, I wasn't completely happy with the tutorial so I've rewritten it and I've redone the layout. It should now be easier comprehendable and easier to navigate.

The tutorial can be found here:

http://www.websamba.com/captainp-home/portfolio/index.htm

Tutorials page -> light beams
Posted 20 years ago2004-07-30 05:54:21 UTC
in Water! Ocean! Only Water! Post #46607
Oilrig's sky features a pretty large amount of water... :)

As for the water, I would strongly disadvise using a func_water and a ! texture, as they give a lot of extra faces while, in my opinion, not looking really good. Maybe you could find out how I made my water in 'The Playtest'... looks quite decent while it has very few faces...
Posted 20 years ago2004-07-30 05:44:48 UTC
in Stargate!!! Ambitious eh? Post #46606
The Vertex tool may be hard to master but once you've done so it's a very powerfull tool. Nowadays, I nearly never get errors from it and when I do, I've fixed them in no-time.

Some basic rules brushes should apply to are:
All faces must be totally flat. If they aren't, either make them flat or split them up into two triangles.
A brush must be convex. Let's put it this way: all angles between two neighbour faces must be less than 180 degrees.
No two faces may lay on the same plane. In this case, you should make one face of them.

Some things about the tool:
Selecting two vertexes (the yellow dots also work) and pressing Ctrl + F creates an edge between them.
Vertexes can be merged together. When you place them at the same position, you will be asked if they have to be merged.
Posted 20 years ago2004-07-30 04:27:56 UTC
in what are YOU? Post #46577
Noone mentioned how hard it can be to get a good CS layout for a cs_ or a de_ map...

Mapping isn't just technical knowledge. It's much broader. Technical knowledge only allows you to express your idea's better or faster. Without gameplay insight or creativity, it is of little use...

Therefor, I wouldn't quickly say one mod is easier to map for than another. Each has it's own difficulties, and each person has it's own preferences and skills...
Posted 20 years ago2004-07-30 04:13:34 UTC
in healthcharger texture (original hl text) Post #46571
Texture Application (Shift + A), select the face by left-clicking on it, then click the Fit button (one of the 6 small buttons in the Texture Application).
When the rotation is wrong, you can set your own rotation and apply the new properties to the face by right-clicking on it.
If the texture is mirrored, give it a negative scale factor, that'll mirror the texture.

That's probably all you need to know here. Good luck!
Posted 20 years ago2004-07-30 04:07:01 UTC
in How to make a walk through wall.... Post #46567
Func_monsterclip indeed. This entity can be toggled (by triggering it) so you can control when the monsters can move through it and when they can't.
Posted 20 years ago2004-07-30 03:52:50 UTC
in disco lights Post #46565
Oh, yes, thanks for telling, Seventh. I would've forgotten...
Posted 20 years ago2004-07-29 16:21:40 UTC
in Swinging Rope Post #46446
It's not an engine limitation, it's just the game code... :)
Posted 20 years ago2004-07-29 16:02:35 UTC
in Swinging Rope Post #46441
And when the player is on a ladder that is suddenly triggered of, he'll find himself falling for no apparant reason... but I'll await your results, Bratty... :)
Posted 20 years ago2004-07-29 14:43:54 UTC
in Tilting Trains Post #46428
The func_tracktrain always tries to face it's next path_track, so that might be a better entity to use in this situation as hazardous! already said.
Posted 20 years ago2004-07-29 14:40:08 UTC
in tfc pistol ingame isn't the same Post #46427
Oh, and decompile before doing as I described...
Posted 20 years ago2004-07-29 14:39:34 UTC
in tfc pistol ingame isn't the same Post #46426
You don't have to save any models, just modify the .qc files and compile. In the menu, go to Tools -> Half-Life -> Edit QC File... Edit the things you need to (e.g. exchange the two bodygroups, so the standard one has the silencer), then go to Tools -> Half-Life -> Compile QC File...
Posted 20 years ago2004-07-29 14:36:49 UTC
in tfc pistol ingame isn't the same Post #46419
Heh, that's right Haz.
Posted 20 years ago2004-07-29 14:36:20 UTC
in tfc pistol ingame isn't the same Post #46417
Then maybe it's time to get that modelling program up and runnin'! :)

Bytheway, you want to use that silenced one as a replacement for the gun in Half-Life?
Posted 20 years ago2004-07-29 14:26:06 UTC
in tfc pistol ingame isn't the same Post #46406
It's just the normal pistol... check it's body's, there's one called 'silencer', wich has two versions. One contains nothing, the other contains the silencer.
Posted 20 years ago2004-07-29 14:22:38 UTC
in Tilting Trains Post #46405
If I'm not wrong, you can determine it's rotating by the pitch, yaw, roll options of the path_corners it moves over. Just go and experiment a bit with that.
Posted 20 years ago2004-07-29 14:13:08 UTC
in Problems with bombs Sven Coop Post #46400
So the bomb is the func_wall_toggle? Then you need to trigger it twice. First for making it appear, then for making it disappear. Just add the name of that func_wall_toggle into the multi_manager twice, with different delays. You'll see the name of the second one will be slightly changed but that's not a problem, it always happens when an entity is triggered more than once by a multi_manager.
Posted 20 years ago2004-07-29 04:45:29 UTC
in "see through" wall textures. Post #46278
Mhh, the disappearing of decals on certain angles is something I've seen happen now and then too. I don't know what causes it.

As for the wall, is it a very thin wall? Can you describe the situation a bit more thoroughly?
Posted 20 years ago2004-07-29 04:40:14 UTC
in ToDo Post #46276
Post count? I do look at that now and then but that's probably because Chatbear, VERC's forum host (and mine...) puts a users post count right below his nickname, so I'm used to keep track of it.

As for getting as much posts as possible, for me that doesn't mean an excuse to make senseless posts. As for new users, they probably don't even know it's kept track of, so I think it won't be a real problem. And to remove it because of a few users...
Posted 20 years ago2004-07-29 04:34:38 UTC
in Stupidest post ever competition Post #46275
I noticed recently... good work! :)

Heh, that reminds me to avoid going off-topic in the Mapping board...
Posted 20 years ago2004-07-29 04:29:28 UTC
in sentences.txt Post #46273
I think the same, Seventh. Anyway, for us it isn't really anything to worry about, but if you do want to know what they stand for, feel free to experiment. As for the wav files, yes, it can be a serie of wav files.
Posted 20 years ago2004-07-29 02:28:39 UTC
in sentences.txt Post #46244
In a scripted_sentence, type !HG_ALERT0 in the Sentence Name space to use that sentence, e.g. 'Squad! We got Freeman! Kchk'...

HG_ALERT is the name of the sentence, the other words stand for the .wad files that the sentence exists of.

I think you mean .wav files Capn'P
Posted 20 years ago2004-07-29 02:12:07 UTC
in Another compo please Post #46236
Well, I probably won't join, I want to finish Sector Gamma. It's taking too long already, so...
Posted 20 years ago2004-07-29 02:02:49 UTC
in Half-Life disk too scratched! Post #46231
As for maps not showing up in the list, deathmatch maps require the entity 'game_player_deathmatch', otherwise they're filtered out from the list. This is to prevent single-player maps from getting on the deathmatch list... :)

Generally, testing goes easier from the console instead of having to start a LAN game each time.
Posted 20 years ago2004-07-29 01:59:49 UTC
in Swinging Rope Post #46230
A func_pendulum with it's 'Passable' flag set, and a func_ladder do the job pretty well. After all, a func_ladder doesn't need anything else to work... except for that it is invisible itself so it needs something to make clear it's climbable there. In this case, the func_pendulum...
Posted 20 years ago2004-07-29 01:53:11 UTC
in CS questions... Post #46228
As for overlapping walls (brushes), I don't have problems with it but it seems to make work for some compile processes a bit more difficult so generally it's disadvised.

As for having a func_push trough a wall, that's not a problem. Personally I think the easier the shape of this push is, the better. But that's more of a guess actually.
Posted 20 years ago2004-07-29 01:43:02 UTC
in Another Light Question. Post #46227
A light entity can have several properties, one of this is it's name. Give it a name, only then can you trigger it with another entity. Each time you trigger a light, you toggle it between it's on and off state.

As for color changing, you'll need two lights for that, and make sure only one of them is on at a time. The 'Start Off' flag comes in handy here...
Posted 20 years ago2004-07-28 17:43:33 UTC
in Opposing Force Idea's Post #46023
Using all enemies and stuff would probably make the story too unrealistic, too fast or chaotic, in my opinion.

After all, a good story has to be coherent and believable, right?
Posted 20 years ago2004-07-28 17:42:00 UTC
in Opposing Force Idea's Post #46022
1. Why don't you plan yourself? ;)

2. Shephard, together with a small task force (4-5 troopers?) infiltrates Black Mesa by night. Their goal is to set up a small communication post and scout out the area before the others will arrive. Black Mesa is already infested at that moment and when they enter trough a small water filtering system, their team is being attacked by shock troopers. During the fight, Shephard falls into the water and the screen fades black. Later, he awakens with 2 of his fellow troopers trying to cure him. They've set up a radio and they've asked for extraction, but HQ told them that may take some time.
During this talk, shock troopers invade the room and kill your mates. The screen fades black again. (the shock troopers think you're dead so they leave the room without harming you) Later, you awake and it's up to you to find a way out to the extraction point.

Well, maybe that helps a bit... throw in a nest of those pitbeasts and such and you've got yourself some little survival story... :)
Posted 20 years ago2004-07-28 17:30:53 UTC
in This is very funny, haha Post #46015
Mozilla works nice, indeed. It takes some time getting used to but after all, I'm happy to use it.

And about the Latin, I wish I never knew Latin... ;)
Posted 20 years ago2004-07-28 17:26:24 UTC
in Stupidest post ever competition Post #46014
And when they do, that could be considered as inappropriate behaviour, therefor placing them at risk of losing their badge, right?

As Atom said, there will probably not be a lot of sub-mods, only those who can handle it so to say. And look at our current moderators. They show proper behaviour in my opinion, better as certain others, but that's what they are supposed to do, giving the good example.

So, I trust this system will suffice. But, should it turn out the way you said, Jahzel, then intervention is possible. Right?
Posted 20 years ago2004-07-28 17:21:16 UTC
in Another compo please Post #46013
So, underestimating your fellow mappers?

We'll see who of you guys really gets in the top-3. ;)
Posted 20 years ago2004-07-28 17:11:40 UTC
in Make a house Post #46007
Real life can be very inspiring, ministeve...

Plus, real life can guide you to make your maps resembling reality better, thus creating a stronger sense of place... never underestimate reality... :)

Half-Life mods can be very inspiring, but hey, it's still not all that can be done with the engine! Every now and then someone finds a way to go beyond the limitationg by some trickery... Don't limit yourself!

Then again, don't take that as an excuse to ignore the given limitations... performance is important. Good-looking maps with 1 fps aren't popular, obviously...
Posted 20 years ago2004-07-28 15:23:22 UTC
in This is very funny, haha Post #45973
Seventh, will you never do that again please! Oh, the nightmares are returning! Aaarghl!

I've had 6 years of Latin at school, but honestly, those school hours weren't the best ones I've had. Well, last year, I've been sketching more than translating wich made the lessons a bit easier. Still, Latin has left a bitter taste on my lips...

Ow man! I can still recognize words! Ow, I must close this tab as soon as possible now!
Posted 20 years ago2004-07-28 15:18:55 UTC
in Funny Screens Post #45970
Rabid and MoP... did Muzzle 0wn you guys in that frag session? :)