Forum posts

Posted 20 years ago2004-07-02 07:11:48 UTC
in Rotate Brushes Post #38218
Oh, well... ok. :)

I was just explaining the option... :P
Posted 20 years ago2004-07-02 06:12:23 UTC
in changing levels Post #38205
Just as the tutorials said...

Except that they left out the copying of the hallway. It's a good method though.
Posted 20 years ago2004-07-02 06:05:47 UTC
in changing levels Post #38203
The one at the VERC covers it very thoroughly and technically correct. Kol's tutorial is also technically correct.

Have you really read them fully? And done as they described?
Posted 20 years ago2004-07-02 05:59:55 UTC
in Stupid level change won't work! Post #38202
First, this is an old thread, you don't have to revive it.

Second, you've probably not compiled both maps. Then it's obvious the level change doesn't work.
Posted 20 years ago2004-07-02 04:23:19 UTC
in r_speeds Post #38186
HL is a popular game, CS is a popular mod... so you have a great public for your maps.

Another thing is that it's so easy to mod for. Good support, tools accessible for free...

That's why I think so many people still map for HL.
Posted 20 years ago2004-07-02 04:21:16 UTC
in r_speeds Post #38184
You used monster_grunt_repel. These have to get triggered first. After triggering, they appear, sliding down a rope untill they hit the ground, after wich they become a normal monster_human_grunt. You'd better use these instead of the repelling grunts... if you want them to start on the ground... :)
Posted 20 years ago2004-07-02 04:10:08 UTC
in r_speeds Post #38181
Hint brushes wouldn't help anything here. The VIS process is more suited for indoor area's, it divides the level into so-called leafs (3D blocks of space) and then determines what leaf has a line of sight to what other leafs, and stores this information in a table. This table is accessed by the engine so it knows what it has to render and what not.

Good article about vis and hint-brushes:
http://www.gamedesign.net/book/view/266

You see, HL is more suited for indoor levels. Outdoor levels have to be made with caution. It's possible but requires quite a bit of understanding of the engine and the compile processes.
Posted 20 years ago2004-07-02 04:03:01 UTC
in Rotate Brushes Post #38180
Yes, that's the option to make this rotating in steps standard, so rotating with Shift pressed rotates freely. When that flag is unchecked, you need to press Shift in order to rotate in steps of 15 degrees...
Posted 20 years ago2004-07-02 03:49:26 UTC
in r_speeds Post #38176
The map is just too massive, too large. I'd say you'd better start with smaller maps. You can then expand later once you get some more experience.

But I do have some tips and info for you:

1. Faces get split up each 240 pixels. Stretching the textures on large flat surfaces would therefor help somewhat but it also reduces detail. Mind that stretching beyond factor 10 and below factor 0.1 can give problems. Generally I prefer a 1:1 scale as it looks quite natural, stretched textures tend to look not so good.

2. Don't surround your map with a box. Usually beginning mappers use the 'skybox' method, e.g. surrounding their map with a box that is textured with the 'sky' texture (used to let the sky be visible there). This method has several disadvantages (extra faces get compiled thus longer RAD time, extra leafs have to be made thus longer VIS time, often performance lowers because of these extra faces too). Instead, seal of the level with skybrushes as if they were walls and ceilings.
Posted 20 years ago2004-07-02 03:30:17 UTC
in Rotate Brushes Post #38175
Excuse me, the steps are 15 degrees. I just checked it out. You can't specify another angle though but 15 should be good for you in this case.
Posted 20 years ago2004-07-02 02:52:39 UTC
in my website Post #38168
Websamba so far has been quite reliable, with only a small banner on top. Wich you can work around with a bit different url... ;)

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

http://freehost03.websamba.com/captainp-home/portfolio/index.htm

As for websites, I still use Frontpage although I'm now getting a bit more into the raw html code. Although mapping takes up much more free time so I'm not really that active with webdesign...
Posted 20 years ago2004-07-02 02:45:52 UTC
in Sliding doors Post #38167
Go to the entity properties box, in the upper right corner of that box you see a compass alike thing. To the left of that, there's a dropdown menu. Select 'Up' from this menu and your door should slide upwards.
Posted 20 years ago2004-07-02 02:43:16 UTC
in Rotate Brushes Post #38166
When in this rotating mode (with those small circles at the corners of the selection), pressing Shift while rotating will rotate in steps of 30 degrees. I use this nearly always as rotating amount other than in steps of 90 degrees can end you up with vertexes not aligned to the grid, wich can cause problems during the compile process when it's about complex shapes. For rotations other than in steps of 90 degrees, I use vertex manipulation too like Andy already mentioned.
Posted 20 years ago2004-07-02 02:35:57 UTC
in Pooling effect Post #38164
Pooling effect, you mean the HOM (Hall Of Mirrors) effect? Wich means the background isn't redrawn so the last thing that was drawn there stays visible (a bit of a flickering effect).

Anyway, what you need to do is change the Max viewable distance. In the Hammer menu, go to Map, then Map Properties, then click on Max viewable distance and change the 4096 (the default value) to something higher. Something much higher when your map allows the player to see from one end to the other. It's measured in grid units bytheway.
Posted 20 years ago2004-07-01 16:40:47 UTC
in model Post #38064
On Milkshape's site there are some... a whole lot of them actually... of wich some are quite usefull too. Just take a search. It doesn't hurt.
Posted 20 years ago2004-07-01 16:39:08 UTC
in !moving things! Post #38062
How they changed the direction, I do not know at this moment. I guess they used two conveyors and some env_renders.

Func_conveyors seem to have the anomality though, that when they're 'triggered' by a env_render, their scroll function is also toggled. But it's best to just try out. The best experience is achieved in the field... ;)
Posted 20 years ago2004-07-01 16:36:17 UTC
in rotating gun Post #38058
Spirit of Half-Life allows the player to control multiple guns at once. Maybe Chemical Existance used Spirit code, or they had a coder of their own.

But indeed, maybe it's fakeable to some extend with normal Half-Life. Just experiment. :)
Posted 20 years ago2004-07-01 16:18:54 UTC
in !moving things! Post #38055
func_conveyor...

Only textures that contain the word 'scroll' in their name will actually scroll, while their scroll speed and other options are specified in the entity, and their scroll direction depends on the texture orientation.
Posted 20 years ago2004-07-01 14:58:05 UTC
in Help Post #38037
Well, only thing I can think of is that you hit the cancel button instead of the ok button... but that's a bit over-obvious. Well, maybe reinstalling Hammer helps...
Posted 20 years ago2004-07-01 13:40:44 UTC
in No 'Usable Objects' in 'Cate Post #38027
Ah, well, don't know. I guess they're standard with Hammer. Anyway, don't worry when you don't have them. You don't need them.
Posted 20 years ago2004-07-01 13:26:09 UTC
in No 'Usable Objects' in 'Cate Post #38023
First, click the Block tool button (or use Shft + B), then select Usable Objects from the list.

Anyways, you don't need it as it's not absolutely necessary for mapping. In fact, I never use prefabs.
Posted 20 years ago2004-07-01 13:22:39 UTC
in my website Post #38019
Readability and navigation should get some attention, monkeychow...

And content... :)
Posted 20 years ago2004-07-01 13:16:22 UTC
in rotating gun Post #38017
You as a player can't control multiple func_tanks at once... but for an enemy func_tank, yes, it has been used in Half-Life now and then. For example, the APC's turret and it's actual gun barrel were both func_tanks, although only the gun barrel actually shot at you.
Posted 20 years ago2004-07-01 13:10:58 UTC
in No 'Usable Objects' in 'Cate Post #38016
Ah, when you mean prefabs, they should be just in that list when you're in brush creating mode, the white box button... :)

My fault, I first understood you wanted point-based entities. But you wanted prefabes instead...
Posted 20 years ago2004-07-01 12:30:46 UTC
in No 'Usable Objects' in 'Cate Post #38001
Only when you're in point-based entity placement mode, you can access the point-based entities. To go into this mode, click the button with the white light-bulb in the left panel.

To create brush-based entities, select one or more brushes and click the 'To Entity' button in one of the boxes to your right, or press Ctrl + T. Then you can choose an entity from a list. That should be all you need for now. Good luck!
Posted 20 years ago2004-07-01 11:41:21 UTC
in Models 'n thingies Post #37989
ieatmonkeychow, you're way is a bit off-the-road I guess...

All that has to be done, is just extracting that model from the .pak file. Can be done with Wally or HLMV, easy.

If you want to use it in your mod as an enemy, you'll need coding. No way around that. Well, maybe you can use it as a replacement model for the normal grunt but then it's just gonna use mp5 firemode, although it'll look different...
Changing the .fgd has NO effect on the game. The .fgd allows the mapper to choose entities and insert them easily into his level, but it all depends on whether the game code recognizes those entities and their settings.
Posted 20 years ago2004-07-01 11:02:40 UTC
in Sky is going to fall down! Post #37985
Over at our Dutch forums we've experimented a bit with moving cloud layers. Nice, but hardly an option due to their sheer size and polygon amounts. You'll have to make these conveyors large, otherwise it'll look very fake. It may be useable behind windows and such, but I'd say when you use it, you should be consistent and use it on all visible sky. Wich isn't really a good option. So we decided it's better left out.

But you're free to try, ieatmonkeychow...
Posted 20 years ago2004-07-01 10:51:06 UTC
in Sky is going to fall down! Post #37974
Moving sky? No. Unless you want to use Spirit of Half-Life, wich features a UT2k3 sky-system. Otherwise, wait for HL2 with it.

As for sky files, these must be .tga files, 256x256. Color depth doesn't really matter as Half-Life seems to put them into 256 colors automatically, in-game that is. As far as I know... :)
Posted 20 years ago2004-07-01 08:28:05 UTC
in rotating gun Post #37957
If you don't want the player to have to reuse the gun again and again before it faces the right direction, you can place the origin brush a bit behind the gun, e.g. on the place where the player is supposed to be when he uses the gun. Then there's no need for him to move as the gun rotates around his position... :)
Posted 20 years ago2004-07-01 08:22:08 UTC
in rotating gun Post #37953
http://collective.valve-erc.com/index.php?ent=func_tank

Yawrange set to 360 would do the job. Just try it...
Posted 20 years ago2004-07-01 07:08:05 UTC
in Project X1 SP Level Post #37945
Have a good holiday! See ya later! :)
Posted 20 years ago2004-07-01 05:00:33 UTC
in Greatest Site! EVER! Post #37938
Of course, I use my own site as a homepage. TWHL is one of 16 links in my 3D Design websites folder. A frequent used one though... ;)
Posted 20 years ago2004-07-01 04:54:02 UTC
in Project X1 SP Level Post #37935
Better already. I'd still go for a control room, the control platform now can only be reached trough the spore room. If these specimens were dangerous or fragile or anything like that, it wouldn't be good to have people running trough the room everytime they want to monitor them.

I'd also go for the tubes around the spores. They are alien specimens and maybe they're not very adaptable to our environments and therefore need specific conditions in order to stay alive. Humidity controls, air pressure, such things could all have effect and instruments that monitor and maintain these factors are off course visible to some extend (or integrated into the walls or such). And off course a lot of screens and control panels would then be necessary.

All this to establish the feeling that you're in a real lab. Those newest screenshots look better already but still don't have it. The lab look. Some other textures might work better, as well as some more contrasting lighting. Dark ceiling, greenish glowing tubes that contain spores... walkways that are lit with floorlights, giving such a futuristic, gloomy feeling... Oh, the inspiration! :P
Posted 20 years ago2004-07-01 04:29:32 UTC
in user points system Post #37928
Players that serve the community well earn respect. Something that isn't so easy to capture with a points system. I think it's ok the way it is now, no points system necessary.
Posted 20 years ago2004-07-01 02:55:49 UTC
in ambient_generic Post #37905
Check the flags. You want to set the Not Toggled flag so it plays once each time you trigger it instead of getting toggled between on and off.
Posted 20 years ago2004-07-01 02:53:19 UTC
in Splash's Post #37904
Making sprites isn't difficult. Look at the VERC's resources page for some programs that allow you to create sprites. They're quite easy to work with and do their job well. All you have to do is create a bitmap and put it into a sprite... :)
Posted 20 years ago2004-06-30 18:22:23 UTC
in Project X1 SP Level Post #37823
That's ok. However, it isn't so inviting to post low-quality screenshots. I mean, you want to give off a good impression, right? ;)

But we'll see. We'll see.
Posted 20 years ago2004-06-30 18:20:12 UTC
in Cant load second level, NEED HELP Post #37821
Yes, as a map needs one for purpose of testing, otherwise you would start at location (0, 0, 0) when you start up that map from the console. However, the player will not start at the info_player_start location when he goes into a map trough a trigger_changelevel. The info_landmark is the point that will be used as reference point, both maps need one with the same name. The player will start in the second map at the same position relative to this info_landmark.
Posted 20 years ago2004-06-30 17:30:31 UTC
in Model Textures Question Post #37797
Decompiling a .dol file with a MDL Decompiler? Heh, guess that that's causing those textures to get screwed up...
Posted 20 years ago2004-06-30 16:26:10 UTC
in Cant load second level, NEED HELP Post #37769
CrAzY, have you read tutorials about the trigger_changelevel already? I guess you haven't used the info_landmark entity...

http://collective.valve-erc.com/index.php?ent=trigger_changelevel

Just read that, it contains an example map too.
Posted 20 years ago2004-06-30 16:13:35 UTC
in Project X1 SP Level Post #37766
The area could use some... well, more convincing stuff. I mean, a spore room with a sort of overview plateau, but nothing that looks like scientific machinery and stuff. A control panel on that plateau would be nice, as well as cryogenic tubes around the spores. Instead of a plateau, create a sort of overviewing control room, hidden behind glass, reachable trough some other corridors instead of a path that leads trough the spore room. Maybe these spores are dangerous in some way, maybe the vent poison into the air and the control room needs to check the air now and then, some ventilators would be good then.

Just suggestions, but the room definitely needs some more in it. Now it's too barren, to unconvincing. It's also a too boxed room. Well, I hope this is somewhat helpfull to ya, to make it better... :)
Posted 20 years ago2004-06-30 16:05:39 UTC
in please help Post #37763
Perhaps you try to insert a point-based entity and you can't find the func entities in that list? That's right. Func entities are brush-based, e.g. you'll have to turn a brush (or a couple of brushes) into an entity. Then you'll get the brush-based entity list, wich contains the func entities (and some more too)...
Posted 20 years ago2004-06-30 15:59:49 UTC
in wally texture animated/also masked2gethr Post #37761
Such things are better suited to become models. Enemies nowadays nearly always are made of models and some AI coded, expecially when you use them frequent that's the best option.
Posted 20 years ago2004-06-30 09:53:11 UTC
in A Horror Idea, Some Screens Post #37701
Looks too blocky, not so smooth like the original. It will require some reworking to get it right...

But anyway, I thought this topic was about Jahzels scary map/mod?
Posted 20 years ago2004-06-30 09:07:38 UTC
in Gaining skills Post #37695
Then you could always search for some prop models. There are some available.

I've seen some benches models in a CS map once. One of the ZTK contest maps I believe. You could ask the creator of that map if you can use them.
Posted 20 years ago2004-06-30 09:04:01 UTC
in Sky Post #37694
Probably because they had already 7 skies made before wich didn't make it into the game, as is often the case for such large projects. Not all content finally makes it in the release. Just like the extra models in the .pak file, they were scrapped out (but left in the .pak file for some reason. Probably because it was hard to filter the used stuff from the unused...)
Posted 20 years ago2004-06-30 05:39:24 UTC
in model skinning HELP! Post #37675
I surely believe so. Time for me to try out that Lithunwrap... :)
Posted 20 years ago2004-06-30 05:20:20 UTC
in model skinning HELP! Post #37673
Skinning in Milkshape isn't that hard, the Texture Coordinate Editor just doesn't offer a lot of possibilities but it's definitely possible to skin a model... a search on Google returned me with some usefull tutorials:

http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/msmap.html

http://www.gen3d.de/MS3DTutorial/
Posted 20 years ago2004-06-29 17:24:26 UTC
in wally texture animated/also masked2gethr Post #37588
Now that's a good suggestion.

I've read an article on the VERC about locking a sprites axis... might also be usefull now... :)
Posted 20 years ago2004-06-29 17:04:21 UTC
in wally texture animated/also masked2gethr Post #37583
The masked and animated codes can't be combined. So, as 7th suggests, you'll have to find a way around...