Forum posts

Posted 20 years ago2003-12-21 15:29:19 UTC
in Entity Grouping. Post #8742
Visibility errors usually cause this error, running full vis solves this - usually
Posted 20 years ago2003-12-21 15:28:41 UTC
in Annoying R_speeds thing... Post #8741
It is getting a bit wierd indeed... Its like a ghost thread that only 2 people can see....

Or you can think of it as beeng really special and actually knowing what's going down here ;)

Place hint brushes along lines of sight, as diagonals, and make then 'cut' or 'overlap' a bit into the walls to make them work
Posted 20 years ago2003-12-21 11:37:58 UTC
in Function Wind? Post #8729
Yes,
I think i should point out that if you want the player to be puched up, then you need to make him jump, or fall slightly, to 'catch the air'

otherwise, you'll just walk through like nothing's happening
Posted 20 years ago2003-12-21 11:27:09 UTC
in Thank you TWHL Post #8727
:cool:

yeep
Posted 20 years ago2003-12-21 11:26:23 UTC
in MOVIES Post #8726
rofl :D
Posted 20 years ago2003-12-21 08:43:01 UTC
in Function Wind? Post #8713
make a trigger_hurt stuck to the wall - not literally,

like this
:

||

the non bold beeng the trigger hurt, not set the 'touch or someother
flag in the trigger hurt properties, now you have the illusion of the player hetting hurt when they hit the wall
Posted 20 years ago2003-12-21 08:40:32 UTC
in func_tracktrain Post #8712
don't forget to give the track train an origin!

as you would to a rotating door, the origin in the train acts as the point of reference with the path_tracks
Posted 20 years ago2003-12-21 08:37:47 UTC
in Moving thing Post #8710
Or,
You can use button_target ;)
Posted 20 years ago2003-12-21 08:36:53 UTC
in Need help(walls) have a proper crimbo Post #8709
Env_message is more flexible in tearms of changing the text...

just modify the titles.txt from the pak,

and don't forget to distribute that with your map !
Posted 20 years ago2003-12-21 08:33:50 UTC
in Problem with BSP files Post #8708
Just as a point, if anyone asks me in an email or something to tell me how something was done, or give them a texture i've made, i'd be more than glad to give...

this is something people are afraid of... just ask, you'll have a clear consciense, and what you wanted
Posted 20 years ago2003-12-21 08:30:25 UTC
in Annoying R_speeds thing... Post #8707
heh, only 2 peole in this thread...

Upload it.. or give it to me and i'll tell you what to fix.. i'm feeling charitable today.. tiz the sezon!
Posted 20 years ago2003-12-21 08:28:12 UTC
in see trough textures Post #8705
Make it a func illusionary, same properties, cover it with another brush totally covered in the 'clip' texture ( "clip" ) and now you can shoot through it, but can't walk through it
Posted 20 years ago2003-12-21 08:23:09 UTC
in Thank you TWHL Post #8704
:cool:

Heh
Posted 20 years ago2003-12-21 08:21:48 UTC
in The stuff in the news Post #8702
Heh,
I'm reading your mind atom and nicking your past ideas :D
Posted 20 years ago2003-12-21 08:13:29 UTC
in MOVIES Post #8696
Anime?

the stuff that inspired the matrix?
Posted 20 years ago2003-12-20 15:50:20 UTC
in Entity Grouping. Post #8561
Sometimes this can reduce entity counts, but its hard to know when to use this or not, my advice is stick to single entities and not big huge ones.
Posted 20 years ago2003-12-20 15:47:30 UTC
in Coding Post #8559
w00t?

Of course you need the full sdk.. the other one is missing a lot of the things...

the src of the sdk is like the source of the source ;)
Posted 20 years ago2003-12-20 15:46:16 UTC
in Annoying R_speeds thing... Post #8558
Uuuh.. That doesen't look very healthy ;)

Upload the map, so i can look at your laylout and vis blockers...

You should really be compiling maps with full vis for final compiles, since fast and normal usually leave errors in the visibility, which leads to some mishaps in the lighting.
Posted 20 years ago2003-12-20 15:39:58 UTC
in MOVIES Post #8557
Please refrain from swearing and insulting other people's movie tastes :|
Posted 20 years ago2003-12-20 15:37:03 UTC
in mod vote: VOTE NOW! Post #8556
erm, Did you all miss Andy's post... :P

Why not just get on with mapping[/] ...

No monsters or story aspects or anything, just [b]all
the main parts,

Architecture,
Lighting,
Laylout.
Posted 20 years ago2003-12-20 15:29:46 UTC
in Journal Problem Post #8555
Ask atom to give you a starting one, and be carefull the next time not to delete them all.. its a bug...
Posted 20 years ago2003-12-20 08:52:24 UTC
in Wierd Problem With After I compile Post #8517
Hmm.
i just answered a simular post,,,

so it seems that seven co op is a bit buggy,
did you just upgrade to the new version?

Check the seven co op page for details

maybe this version is 'Steam Client Only' ?
Posted 20 years ago2003-12-20 08:48:30 UTC
in level changing doesn't work. Post #8515
Uh, nasty,

Did you compile through hammer and ran the hame to test the change?

Did you read the levelchange tut ?

Also, if you're mapping for TFC, or trying to run the levelchange through a multiplayer mod, then you shold not have any levelchanges in in the first place... Only singleplayer maps should have levelchanges.

an .rmf file is the file hammer uses, then it exports it to a .map file, which all the compile tools use, the compile tools write a .bsp which is your map. (As anthony said)
Posted 20 years ago2003-12-20 08:43:18 UTC
in PLEASE HELP ME!!(have a proper crimbo) Post #8514
Hmm, that's a nice SOUND...

Oh, and your tut:

I really don't know, but SOUNDS like a usefull tutorial on SOUND might be worth while...
Posted 20 years ago2003-12-20 08:40:55 UTC
in Annoying R_speeds thing... Post #8513
The map as a whole

Hmm..

Make sure you got rid of all the brush errors etc..
then if you're still getting problems, try splitting your map into seperate maps, read my levelchange tutorial ;)
^t3h pimpage
Posted 20 years ago2003-12-19 19:36:30 UTC
in The stuff in the news Post #8451
How about making the new journal entries and websites into one, something like:

"Member Spot:"

And show that for 12 hrs or something...

And making the latest forum replies as topics - and the person who sent them..

From this...
Annoying R_speeds thing...:
Hmm... Usually these ace caused by complex brushes cutting into the adjasent wal... [kol, 19/12 22:26]
To this maybe?
Gen. Mapping Questions: Annoying R_speeds thing: [kol, 19/12 22:26]
?
Posted 20 years ago2003-12-19 19:26:09 UTC
in Annoying R_speeds thing... Post #8446
Hmm... Usually these ace caused by complex brushes cutting into the adjasent walls... like pipes etc...
turn those into func_walls
Posted 20 years ago2003-12-19 19:22:50 UTC
in Bug Reports Post #8443
000o.. sounds tasty :D
Posted 20 years ago2003-12-19 19:20:33 UTC
in a domain name for twhl! Post #8440
Hmm...
cariad.co.za gets more and more mysterious as you try to wing your way through the linguistic thingamabobs

Looks like smart stuff that i get scared by :zonked:
Posted 20 years ago2003-12-19 19:16:55 UTC
in MOVIES Post #8438
Hmm...

Donny darko is very underated....
Posted 20 years ago2003-12-19 19:15:11 UTC
in Sky Texture Post #8436
Hmm.. yes..
anyway, another point about sky:
It's actually, not solid, so if you switch off the option in the compile tools to clip it, then you can drown in it, but, it does look more realistic then, (does not produce bits and things when you shoot it)
Posted 20 years ago2003-12-19 19:12:02 UTC
in Making custom guns for hl Post #8435
Yes, :|

This is often looked at like something easy to learn and get the hang of.. its not,

I don't recomend diving into new code etc untill you know exactly what you're at

'just' is an eeevil word
Posted 20 years ago2003-12-19 19:09:35 UTC
in the best way? Post #8434
Um... What? ---

Nevermind... i just found out that using shear is the only good way of punching holes in tubes ;)
Posted 20 years ago2003-12-19 19:06:36 UTC
in Annoying R_speeds thing... Post #8433
Well, the more wpolys you have the slower it takes ...

Run full vis, if you do not have any errors, it should not take more than 15-20min even for the complex maps

Some usefull Commands:

gl_wireframe 2
r_speeds 1
r_draworder 1 (software only)
r_drawflat 1 (software only)

the last one is handy for seeng how your brushes have been split

Also, try experimenting with hint brushes, and some laylouts in your maps to reduce r_speeds

that's all i can think of right now..
Posted 20 years ago2003-12-19 16:41:43 UTC
in the best way? Post #8409
Shear:

Going from this : |
To this :
Posted 20 years ago2003-12-19 16:03:09 UTC
in map copyright Post #8396
Um, no one is going to write encription things for .bsp's

its worthless

the only smart thing to do it not to steal stuff your self, that way, if everyone does this, then there will be no problems...

And please refrain from starting a long discussion of decompiling here... go to the stuff forum(again...)
Posted 20 years ago2003-12-19 15:58:04 UTC
in Making custom guns for hl Post #8395
Heh, if you want it to do anything other than the precoded stuff in the game.. you'll need to learn C++ too
Posted 20 years ago2003-12-19 15:54:46 UTC
in PLEASE HELP ME!!(have a proper crimbo) Post #8394
Awa?
Actually, it makes no difference who writes a sound tut.. as long as some one does it in the end... :D
Posted 20 years ago2003-12-19 15:52:55 UTC
in the best way? Post #8393
EEErm...

Click on a bruch twice and use the little boxes to 'shear' instead of resize ;) ;)
Posted 20 years ago2003-12-19 15:52:13 UTC
in Falling with out damage Post #8391
Um... yes :
Posted 20 years ago2003-12-19 15:46:13 UTC
in clan Post #8390
Heh :P
Posted 20 years ago2003-12-19 15:43:28 UTC
in MOVIES Post #8389
The Usual Suspects
Pulp Fiction
Donny Darko
Posted 20 years ago2003-12-18 17:32:52 UTC
in Falling with out damage Post #8258
Oh, yea... that's just my head 'bobbing' side to side.. :P
Posted 20 years ago2003-12-18 17:31:59 UTC
in the best way? Post #8257
Try using the shear modifier of the brush can create some pretty complex brushwork, sometimes this can be used to great effect:

look:
http://www.hl-nightwatch.net/images/nw_chap5-01.jpg

^ Nightwatch
Posted 20 years ago2003-12-18 17:13:46 UTC
in ADSL IS ANNOYING Post #8255
Meh..

There are advantages to a modem that goes 4 k i l o b y t e s p e r s e c o n d

no modern virus would manage to upload itself in time ;)
lol
Posted 20 years ago2003-12-18 17:13:45 UTC
in WIN32.msblaster Post #8254
heh, those russians have the good anti-virus scans, because they write half of them in the first place...
www.narod.ru
Posted 20 years ago2003-12-18 17:06:52 UTC
in Tutorial Forums Post #8253
I doubt that the posts made on the tutorials are very worth while things to keep... most of he qns get delt in the gen. mapping forum pretty quickly
Posted 20 years ago2003-12-18 17:04:55 UTC
in clan Post #8252
The best way to join a clan and stick there it to get them to invite you

slaughter the entire clan first, then you're a shoein :P
Posted 20 years ago2003-12-18 17:00:35 UTC
in map copyright Post #8251
Heh, :)

I get scared by long posts, especially when my computers teacher is breething down my neck..

:D
Posted 20 years ago2003-12-18 16:59:28 UTC
in Sky Texture Post #8250
Oh, and don't turn your sky brushes into entities,