Forum posts

Posted 16 years ago2008-09-11 16:03:26 UTC
in LHC Post #255186
I removed the doubleposts...
Posted 16 years ago2008-09-10 09:50:51 UTC
in multi_manager door open Post #255117
Moved to HL Engine Discussion
Post in the correct forum next time.

You'll need to use a multisource.
Place a multisource anywhere in your map and name it ms_door or whatever.
Then open the properties of the door and type in ms_door in the master field.
Have your func_button target the multisource (ms_door).

Have the trigger_multiple target the multimanager which targets the door (which is already the case).

Now, the trigger_multiple will not be able to trigger the door until the multisource is triggered first.
Posted 16 years ago2008-09-09 13:15:11 UTC
in LHC Post #255081
Is this program called "The Six Billion Dollar Experiment"?
I have it on my harddrive. If anyone is interested in this documentary ill upload it.
Posted 16 years ago2008-09-09 11:16:15 UTC
in LHC Post #255077
Posted 16 years ago2008-09-04 11:33:13 UTC
in Death Valley Post #254965
User posted image
It could be my monitor, but i highly doubt that. Architecture looks black in the video, all i could see is the sky.

Lightning ftw!
Posted 16 years ago2008-09-02 14:53:13 UTC
in Hammer 3.x => Hammer 3.5 Post #254881
The only Hammer function im never gonna use again is the Carve Tool. Manual ftw.
Posted 16 years ago2008-09-01 18:50:44 UTC
in links section Post #254855
i know muzzleflash has some hammer downloads on his site, perhaps link to there?)
Ant once promised me to add my site to the links section couple months back as well as a link to the Compilator. It never happend.
So Ant, if you're reading this, gogogo. :)
Posted 16 years ago2008-09-01 18:15:16 UTC
in Hammer 3.x => Hammer 3.5 Post #254850
Up the lightmap scale of large surface area's.

Simply select one or more faces with the texture application tool (In Hammer 4 this is called the Face Edit Sheet) and look for the lightmap setting.

The default value is 16. Increasing this number should reduce compile times, but you'll get less smooth shadows, so do this only on large faces where shadows are less important to your map.

More info here: http://developer.valvesoftware.com/wiki/Lightmap
Posted 16 years ago2008-09-01 17:36:23 UTC
in Hammer 3.x => Hammer 3.5 Post #254844
Try increasing the lightmap grid of large surface area's.
Posted 16 years ago2008-08-29 20:04:45 UTC
in Now Doing: ... Post #254726
Watched Sliders.
Posted 16 years ago2008-08-28 18:15:40 UTC
in Post Your Photos Post #254656
Thats great, Striker, but this is supposed to be a thread for REAL photo's, not screenshots/comics.
Therefore, i deleted it.
Posted 16 years ago2008-08-27 10:00:34 UTC
in Video recorders Post #254594
CamStudio is entirly free.
Posted 16 years ago2008-08-26 19:55:46 UTC
in Map VERY BEGINNER Post #254571
Did you load the fgd in Hammer?
Posted 16 years ago2008-08-25 13:58:05 UTC
in Open for TWHL3 Suggestions Post #254531
is it possible to make something where if a user double posts, it just consolodates the messages together in some way?
Thats why Kane God invented moderators.
Posted 16 years ago2008-08-24 11:31:17 UTC
in env_explosion Post #254473
What are your outputs? Post them here.
Posted 16 years ago2008-08-24 08:58:09 UTC
in Daubeh's TF2 Server [Server closed] Post #254467
20-30 ping helz yez!
If you're getting 20-30 ping, then i know for sure that my ping will be the same, since we're both in the Netherlands.

Dutch Internet FTW!

Good job, Daub, i can now finally play TF2 (never had the guts to actualy play it for real).
Posted 16 years ago2008-08-24 08:53:43 UTC
in Command & Conquer: Red Alert 3 Beta Post #254465
My RA3 Beta Key arrived today! :D
Downloading the beta now.
Posted 16 years ago2008-08-23 19:54:26 UTC
in Map VERY BEGINNER Post #254411
Moved to HL Engine Discussion.

Alright.

Here's a compiling 101:

I asume you already have put together a map for the player to move around in. To produce the final bsp product (which is the actualy level file that you put online for other people to download and play), youy map MUST have the following:

1. Geometry. Walls, floors, stuff like that.
2. A starting position for the player. For HL Singleplayer, you need 1 info_player_start entity. For HL Deathmatch, at least one or more info_player_deathmatch entities.
3. At least one light source. This could either be a single point light (lightbulb) or a texture light (a texture that emits light by itself)
4. Your map must be leak free. In other words, it should be sealed off from the void. The void is bacically, the space in which you build. Think of it like a spacecraft in space. The spacecraft is your map, the space is the void. If the spacecraft has a leak, you can pretty much say that the crewmembers will be dead very soon. Leaks are like holes. But when it comes to HL1 mapping, a map that has a leak will still compile, but you won't have any lighting, your map will appear fullbright ingame.
5. An error free map. No invalid brushes. The compiler log will notify you of any errors.

Hammer saves maps in rmf (Rich Text Format) format. But the compile tools cannot read rmf files, only .map files, so you need to convert your map to a .map file. To do this, goto the file menu in Hammer, and choose Export to .MAP. This will export your map as a .map file. Use the same filename.

Now where ready to compile. There are a couple of ways to compile your map:

1. With the build-in compile in Hammer. I would not recommend this.
2. With a front end compiler. A front end is just a Windows application to ease the compilator process. All options and switches can be accessed by simply checking a checkbox. Popular front ends are Nem's Batch Compiler, HLCC and my very own Compilator.
Make your choice, and download it.

Next, you need the latest compilation tools. If you've chosen for the Compilator with ZHLT 3.4, you already have the latest compile tools. If not, download them here:
http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip (ZHLT = Zoners Half-Life Tools)

Download that and put it somewhere where you can find it. I suggest you use put everything in the tools directory within your Hammer installation directory. Before you extract the file, make sure you clean up the tools directory. There's a lot of old just in there that is horribly outdated.

We'll continue when you're ready.
Posted 16 years ago2008-08-23 12:08:03 UTC
in Video recorders Post #254384
Try CamStudio.
Posted 16 years ago2008-08-22 15:10:52 UTC
in Other mapping sites look shit . Why ? Post #254308
We already have awards...
Posted 16 years ago2008-08-22 10:12:55 UTC
in Other mapping sites look shit . Why ? Post #254291
It was atom (not me) who started TWHL, not Peng/Ant/Strideh.
Posted 16 years ago2008-08-21 13:31:08 UTC
in Other mapping sites look shit . Why ? Post #254245
Snarkpit sucks.
They deleted my account. For what? Inactivity? :/

:thefinger:

They also should remove those other games they support. When i hear Snarkpit, i think of Half-Life/Half-Life2/ Not Call of Duty. :/
But thats just me.
Posted 16 years ago2008-08-20 15:34:45 UTC
in A Heavy Update Post #254191
Well that was pretty fun. Should do it again sometime. But with more members and our own PRIVATE server.
QFT!
Posted 16 years ago2008-08-20 09:32:37 UTC
in Geometry Challenges Post #254172
Well, remember a while back when i had this idea of making an exact replica of a photo?

For example, take this picture:
User posted image
Your job is to remake this picture as closely as possible in either Source or GoldSource. I would choose Source in this case cuz it offers more detail.

It can be anything you like, as long as you maintain the original point of view.

Ye like?
Posted 16 years ago2008-08-19 17:40:58 UTC
in vehicle entity Post #254131
Like i said on MSN, you use func_vehicle. But it is a buggy entity, you won't get a smooth ride when you drive it. There's no fix for this, unless you modify the gamecode, which isn't available to the public.
Posted 16 years ago2008-08-19 11:12:04 UTC
in [UTILITY] Compilator 3 Public Beta Post #254078
Well, you're in luck. HLFix will be added in version 1.0.4 wich should be released soonish. In fact, i already added HLFix and it works.

So stay tuned for updates. :)

I've decided not to release version 1.0.4 of the Compilator] to change the version number from 1.0.4 to 2.0.0. I've added a lot of new features, fixed bugs, rewrote code since version 1.0.2 (1.0.3 was never released to the public) that simply upgrading the version number to 1.0.4 just would'nt be accurate.

Its very close to release. Just a couple more days...
Posted 16 years ago2008-08-18 14:18:23 UTC
in Does anyone here play hl dm anymore? Post #254017
I still play HLDM now and then. I can even host a HLDM server if someone asks me to host one. So...

I think Pepper is with me on this. :)
Posted 16 years ago2008-08-18 10:34:35 UTC
in Geometry Challenges Post #254007
Its the geometry minicomp, so its brushbased only.
Posted 16 years ago2008-08-17 18:49:00 UTC
in Ugly Light Post #253983
Posted 16 years ago2008-08-17 14:17:43 UTC
in Ugly Light Post #253977
You mean the brightness?
Posted 16 years ago2008-08-17 08:30:12 UTC
in Wadinclude problems Post #253968
The Compilator also has support for programs such as HLFIX.
Yeah, the new version, which hasn't been released yet, has HLFIX support.

Also, whats with the namechange?

Air Tower Destroy?
Posted 16 years ago2008-08-16 18:21:55 UTC
in Wadinclude problems Post #253922
I never said it would solve the problem.

The Q tools are tools that were originally made for Quake. They also work with HL, but its pretty buggy (remember that weird error you posted?). Better tools have been released over time, which is ZHLT (Zoners Half-Life Tools). The latest version is 3.4, you already have that installed so never use anything else.

And check your PM.
Posted 16 years ago2008-08-16 18:04:08 UTC
in Wadinclude problems Post #253919
One other thing: don't compile with the Q tools. These tools are outdated and should never be used.
Posted 16 years ago2008-08-16 17:01:58 UTC
in Wadinclude problems Post #253912
One thing, i have my brush based triggers intersecting world brushed all over the place. i didn't think it would be a problem with brush entities intersecting, but could that be a problem?
No, thats fine.
World brushes overlapping other world brushes is bad.
Posted 16 years ago2008-08-16 16:54:42 UTC
in Wadinclude problems Post #253910
Are you sure you're using ZHLT?
He is, so thats not the problem.

O man, the architecture. Don't feel offended, but you really did a bad job on the brushes as they don't touch eachother. This really makes LeafThread to run really slow, because it processes the space between brushes as well.
User posted image
User posted image
The compile just finished and guess what. It compiled fine here. No errors, no missing .prt file or anything else.

So there's nothing wrong with your map (apart from the bad brushwork (the gaps and spaces between brushes).

I still think there is some leftover file in your rmf directory that is stopping the compile tools from generating a new fresh .prt file.
Check again and see if every temporary file generated by the compile tools are removed. Everything, except your rmf file, obviously.
Posted 16 years ago2008-08-16 16:09:31 UTC
in Wadinclude problems Post #253906
I have no idea what that means, i've never seen that warning before.

If you used any custom wads, send those as well.
Posted 16 years ago2008-08-16 16:02:12 UTC
in Wadinclude problems Post #253904
I think i have a little more experience with tracing down causes of errors like that one.

So yeah, i can compile it.
Posted 16 years ago2008-08-16 15:58:17 UTC
in Wadinclude problems Post #253902
No im currious as to what could possibly cause that error.

Would you mind sending it to me so i can check?
Posted 16 years ago2008-08-16 15:49:05 UTC
in Wadinclude problems Post #253900
Ok.

Try this:

Goto the directory where you keep your .rmf file.
Delete all the files but keep your .rmf file(s)!

Then go back to Hammer, Save the map and Export to MAP. Now recompile.

The compile tools will now generate the latest up-to-date files required for compiling, and hopefully that'll fix your error.
Posted 16 years ago2008-08-16 15:18:27 UTC
in Wadinclude problems Post #253896
Thank you for choosing The Compilator for all your compiling needs.

Can you post the full log?
Posted 16 years ago2008-08-15 16:07:58 UTC
in Prefab situation, setting up Hammer. Post #253822
Note that you need C++ compiler to compile the SDK.
Posted 16 years ago2008-08-15 16:02:43 UTC
in Prefab situation, setting up Hammer. Post #253820
HL1 also has its SDK. Also available on my site.
Posted 16 years ago2008-08-15 15:39:58 UTC
in Prefab situation, setting up Hammer. Post #253814
3.5 is actually just an update.

First, get this: http://www.themightyatom.nl/hldownloads/hammer_v34.exe
and install it.

Then apply the 3.5 update by overwriting the existing hammer.exe

You may also need these:

http://www.themightyatom.nl/hldownloads/Half-Life_fgd.zip
http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip
Posted 16 years ago2008-08-15 15:36:36 UTC
in Prefab situation, setting up Hammer. Post #253812
You should always use the installer, or else the programm may not function properly.
Posted 16 years ago2008-08-15 15:17:24 UTC
in Prefab situation, setting up Hammer. Post #253809
If the libraries (.ol files) are in HammerRootDir/prefabs, Hammer should read them. If not, there's probably a configuration error.
Posted 16 years ago2008-08-15 13:41:18 UTC
in Entity Challenges Post #253805
Ugh, CS.
So something like you have 1 button that will open 1 of the 5 doors as a random choice at the moment when you press it.
Hah, thats easy. I happen to have such a feature in one of my maps. Not with door, but it is a random triggering system. No custom code, no Spirit.
Posted 16 years ago2008-08-14 12:47:26 UTC
in Has Bigfoot been finally caught? Post #253759
Posted 16 years ago2008-08-13 15:13:10 UTC
in Ugly Light Post #253718
Wtf ? The wheels aren't appearing in-game :/ ....
My mistake, i used a prop_dynamic so i could parent the wheels to the car. But the wheel models appearantly don't work with prop_dynamic. I never noticed it myself, because its a pretty dark map.

Its just for show anyway.
Posted 16 years ago2008-08-13 13:38:52 UTC
in Ugly Light Post #253714
Rightclick, safe target as...
Posted 16 years ago2008-08-13 13:33:10 UTC
in Ugly Light Post #253708
Like i said, im puting something together. Just wait. WAIT! :P

Edit:
Ok here it is: http://www.themightyatom.nl/stuff/train_with_dyn_lights.vmf