Forum posts

Posted 19 years ago2005-03-20 21:11:02 UTC
in Zero Area Child Patch Post #98300
I wonder what kind of map would make you guys reach the borders of the Hammer4 grid... :o
Like they are advising, do a full compile often and errors will be easier to solve. Sometimes I even compile a map just to see how a recently made rope looks like :D
Posted 19 years ago2005-03-20 19:18:50 UTC
in What is the env_cubemap for? Post #98269
of course it is :)
Posted 19 years ago2005-03-20 15:00:52 UTC
in What is the env_cubemap for? Post #98197
the surf texture has to be placed only in ONE side and the rest should be nodraw

I havent gotten around to making volumetric light yet, and I also get those black and pink squares
Posted 19 years ago2005-03-20 14:27:18 UTC
in What is the env_cubemap for? Post #98187
env_cubemaps are used to calculate enviroment cubic maps to be used in refections: metallic surfaces, glass, windows etc (not water ;) )
they are compiled with the "buildcubemaps" command via the game console. There's more info in the Source SDK FAQ
Posted 19 years ago2005-03-20 13:46:56 UTC
in The many "unused" of HL2 Post #98171
I dont regret any of those things not making it to the final game. In fact, I only remembered those things when I rewatched some videos and the beta screenshots a month after playing the game. But as I said before, maybe the hydra will show up in the future expansion
Posted 19 years ago2005-03-20 12:00:10 UTC
in The many "unused" of HL2 Post #98150
Or Opposing Force 2: where you play the role of Aurelian Serpherd, a poor Combine soldier stuck in City 17 that fights humans and a mysterios race called "Race Y" :roll:
Posted 19 years ago2005-03-20 10:23:25 UTC
in Completely OFF TOPIC!!! (Music). Post #98134
I meant forgot the English word for "globo terr?queo". Atlas is the same word in both English & Spanish :)
But an Atlas is a book, right?

I'm talking about this type of things:
http://www.fcq.unc.edu.ar/site/i/GLOBO_TERRAQUEO.jpg
http://www.habanaelegante.com/Summer2001/mundo2.jpg
Posted 19 years ago2005-03-20 06:25:32 UTC
in The many "unused" of HL2 Post #98111
So I expect it'll make its appearance in the official HL2 expansion
Posted 19 years ago2005-03-20 04:53:36 UTC
in Bush and the Nazi's Post #98099
When countries cross the border to dictatorship it ceases being communistic
So Stalin's and Castro's regimes are not considered communistic? :zonked:
Posted 19 years ago2005-03-20 04:46:25 UTC
in Completely OFF TOPIC!!! (Music). Post #98098
Kasperg, the thing is that Globo does not only mean balloon but also "World" or "Planet"
I was born in Spain almost 21 years ago, so I kind of know what it means :D
Globo is sometimes used in the expression "globo terr?queo" which is the spherical representation of a world map (I forgot the name in English)
Of course, that's just how its used in Spain, but there are many other Spanish speaking countries in which it might be used in a different way.

"TWHL es la mejor p?gina web del mundo!!" ;)
Posted 19 years ago2005-03-19 17:09:53 UTC
in Your Nasty Mapping Habits... Post #98002
I think I've never left any multiplayer map unfinished, just one cs map that was too big and mostly singleplayer maps where the story just gets boring...
Posted 19 years ago2005-03-19 16:33:59 UTC
in Valve's HL2DM Mapping Contest Winner Post #97990
Posted 19 years ago2005-03-19 16:33:14 UTC
in How to reduce the ?squareness? factor? Post #97988
Different elevation levels connected with ramps, stairs. For future maps, you could also think about a piece of terrain and how your layout would get adapted to it. Think about a river --> bridges A high hill --> ramps etc
Posted 19 years ago2005-03-19 16:28:28 UTC
in Valve's HL2DM Mapping Contest Winner Post #97984
...
Too many layout and performance issues that have already been discussed (no offense here Rabid ;) )
What was the other map Habboi?
Posted 19 years ago2005-03-19 06:29:54 UTC
in Valve's HL2DM Mapping Contest Winner Post #97838
yes it is. It's a nice thing he got mentioned since the map is very nice, but it was off-theme and wouldnt get the prize. Avalon would probably be better for Unreal Tournament.
Posted 19 years ago2005-03-19 06:12:14 UTC
in dm_shockstreet Post #97835
you mean dm_overwatch... It does look similar...
I'm not going to ask where you got the inspiration ;)
Posted 19 years ago2005-03-19 06:10:03 UTC
in Valve's HL2DM Mapping Contest Winner Post #97833
yeah, specially if we consider their theird official DM map is just a remake
Posted 19 years ago2005-03-19 00:05:13 UTC
in Valve's HL2DM Mapping Contest Winner Post #97810
I dont know If I said so in my journal long ago, but the initial CD verification thing, along with a buildcubemaps malfunction, reduced my mapping time to 30% of what it could have been.
At least the swimming pool project I also made during Christmas allowed me to pass one subject at university.
Posted 19 years ago2005-03-19 00:00:18 UTC
in Your Nasty Mapping Habits... Post #97809
While I'm mapping, I'm thinking how it will look like after compiling.
While compiling, I'm thinking what I will do next while mapping :D
Posted 19 years ago2005-03-18 23:55:18 UTC
in Valve's HL2DM Mapping Contest Winner Post #97807
yeah, maybe next time :|
Posted 19 years ago2005-03-18 12:00:38 UTC
in Bush and the Nazi's Post #97687
i find it insulting that you would compare bush to hitler. hitler was far worse
The fact that there was someone far worse in history should never be used as a defensive argument . It's like saying you can kill your neighbor because someone else has killed 30 people, and that makes your crime be good. riiight...
Posted 19 years ago2005-03-17 14:58:24 UTC
in Bush and the Nazi's Post #97540
Well, it doesnt really matter if people want to beleive this or that, the fact is that political power is the lowest form of power: transient power. The world is ruled by money (as in banks, oil companys etc) and they are the ones who really decide on the most important things. It's nothing new, it has been happening for a very long time
Posted 19 years ago2005-03-17 09:54:37 UTC
in Compo 13 - [closed] Post #97490
this time I'll be able to submit a map, finally!
Posted 19 years ago2005-03-16 09:34:39 UTC
in Problems with rain Post #97285
There were some nice rain sprites in an older version of Day of Defeat, they look nice and yes it's a cheap method.
Posted 19 years ago2005-03-16 07:52:38 UTC
in Compo 13 - [closed] Post #97270
When you talk about minimod format, I suppose this would be a zipped folder that would be place along valve, dmc, ricochet etc in the Half-life folder, and it would be loaded via the custom game menu, right?

I'd like to know if this must be done the normal way (liblist.gam etc) or is there anything new that must be done with STEAM? I'm asking this question because I'm using a HL installation independent from STEAM.
?
Posted 19 years ago2005-03-15 19:24:16 UTC
in Is this possible in source? Post #97185
There are ways to make random things to be triggered, beggining with the oldest of ways, the odds of where or how an object lands when tossed (dice and similar stuff)
Imagine, for example, a floor with different triggers that kill teleport destinations.

You could have several func_physics blocks that fall into the room once a player is killed, get hit by a fan in the middle and randomly end up falling in one of the triggers, which is then disabled.

It's a very strange way to do it, but also fun!
Posted 19 years ago2005-03-15 19:14:55 UTC
in Whats your favorite final fantasy? Post #97183
I have played the first part of FFV and FFVI, finished FFVIII and FFIX and gotten halfway through FFVII. I got bored though, since I had seen too many friends playing FFVII now & then and I get discouraged whenever I have to play a part of an RPG I've already seen someone else play :confused:
Posted 19 years ago2005-03-15 19:04:06 UTC
in Just a suggestion... [closed] Post #97177
I think it'd be nice that people that have been mapping for a long time shared some of their personal knowledge, the type of things that are rarely seen in tutorials but are the ones that really make maps be good :)
Posted 19 years ago2005-03-15 18:59:17 UTC
in Lighting Huge Problem Post #97169
If there are no fog effects in your map, I think this is caused by using a texture with a shader but not having built your cubemaps. Try texturing it differently to see if that's the problem. It happened to me in my first HL2 map
Posted 19 years ago2005-03-15 18:56:13 UTC
in Just a suggestion... [closed] Post #97166
I could write a tutorial on "How to make an average map look good: an introduction to the wonders of texturing and texlights"
Or just some unspecific techniques or tips to make maps look good while keeping r_speeds down, the balance between speed and detail, etc :|
Posted 19 years ago2005-03-15 18:48:50 UTC
in Stuff to map Post #97164
My first map was my school, my second map was Black Mesa's Area7, then I made the USS Voyager from Star Trek etc etc
Posted 19 years ago2005-03-15 16:33:22 UTC
in Your desktop Post #97134
it's plain yes, but the desktop is a gateway to different worlds, not a world in itself. I dont spend too much time just looking at it, so I keep things simple :)
Posted 19 years ago2005-03-15 16:22:09 UTC
in Your desktop Post #97131
Posted 19 years ago2005-03-15 16:01:00 UTC
in Song you are listening to [closed] Post #97099
Isnt that the composer for Toy Story etc? brother of Thomas Newman?
Posted 19 years ago2005-03-15 15:36:42 UTC
in Compo 13 - [closed] Post #97066
not everyone has spirit (Pocahontas would disagree with that :D ) and I guess the map has to work with normal HL like they said, the game I think we all have :)
Posted 19 years ago2005-03-15 15:10:00 UTC
in Texture Sizing Post #97046
I think this is done by using numbers lower than 1 but higher than 0, and the sprite size will be multiplied by this factor
0.5, 0.1 etc
Posted 19 years ago2005-03-15 11:51:33 UTC
in Texture Sizing Post #97003
The effect will be the same as if you had the city at 1.3 scale and 10 times bigger. The number of faces will be the same, VIS and RAD will take just as long as before. The only thing that would happen is that it would take up less grid space in hammer, and you would also have to resize every sprite you wanted to use in that part of the map.
If it's not a miniature you want the player to interact with, you should probably just build it in normal size somewhere in the map.
Posted 19 years ago2005-03-15 09:43:00 UTC
in Compo 13 - [closed] Post #96981
Same here, but no explosions so far. The map has to be unique, but I hope there'll be extra points if it's also well built and designed :D
Posted 19 years ago2005-03-15 07:58:18 UTC
in Huge mapping problem!!! Post #96970
So it was just a texture problem after all :)
Posted 19 years ago2005-03-14 20:00:44 UTC
in Compo 13 - [closed] Post #96899
I guess so, but make sure it has an info_player_start since it will probably be loaded via the game console upon review, and not in a LAN game
Posted 19 years ago2005-03-14 18:43:33 UTC
in Huge mapping problem!!! Post #96878
Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory
looks like a problem with the textures you are using, post it in the Problem Maps section if you want us to take a look a it :confused:
Posted 19 years ago2005-03-14 16:42:01 UTC
in Compo 13 - [closed] Post #96841
contest rules say it must work in the console of HL v 1.1.1.0, so I guess a source map won't do...
There are cool things I could do in source but I guess we can still make a unique map for old HL :)
Posted 19 years ago2005-03-14 16:39:34 UTC
in Huge mapping problem!!! Post #96839
you can see the coordinates (as you move the mouse around) in the lowest part of the screen.
Can you post the log of another map that gives you the same problem? It sounds quite strange...
Posted 19 years ago2005-03-14 16:09:14 UTC
in Huge mapping problem!!! Post #96825
yes, that error is causing the loading problems as it prevents the compile process to actually write into the BSP
ZHLT stands for Zoner's Half Life Tools, which are better than the standard valve programs. Google for them, although they wont fix your problem... :zonked:
Posted 19 years ago2005-03-14 15:07:10 UTC
in Huge mapping problem!!! Post #96822
********** ERROR **********
Found an entity with ONLY an origin brush near(-327,219,-680)!
There's an error, go to those coordinates and see if there's anything wrong, because that's what's causing the problem
Posted 19 years ago2005-03-14 14:07:38 UTC
in Compo 13 - [closed] Post #96811
and Easter Holidays begin this Friday for me, hehe
Posted 19 years ago2005-03-14 11:51:35 UTC
in Compo 13 - [closed] Post #96798
this will be the first compo I enter, which means it will be special for me. I already did some brainstorming and have come up with more than a 12 ideas, the hard part will be to put them in one map.
Does the map need to be coherent or is that a free choice?
Posted 19 years ago2005-03-12 14:23:12 UTC
in Help an Urbanebula :) Post #96507
just use "-wadinclude urban" without the .WAD

(by the way, there's a BSPZIP tool in the source sdk bin folder that helps you add custom files to your hl2 bsp)
Posted 19 years ago2005-03-12 07:05:38 UTC
in Drawings? Post #96464
Well, the one in tp_sacrifice is a computer drawing.
There are two real drawings in tp_ritual, and another one in a little golden statue in tp_matrix
Posted 19 years ago2005-03-11 14:07:18 UTC
in Drawings? Post #96356
do I get plus 5 respect points for the 3d podracer ? :P