Forum posts

Posted 20 years ago2003-12-07 07:26:43 UTC
in VIEWING DISTANCES Post #6891
Hmm... yes,
It does work but try to keep it low...

it generally causes problems like demonic r_speeds etc...

You can also use the -maxviewdistance? in hlvis.exe - this can be pretty powerfull not sure if that's the right one, but if you are usng Merl's mod. of ZHLT, look at the documentation for more info on this
Posted 20 years ago2003-12-07 07:19:30 UTC
in Screenies Post #6890
Yes, but you can only take one at a time that way...

with f5 you can plug away and it will save them as .bmp's

btw, i think F5 was added in a pach so if you don't have it concider upgrading
Posted 20 years ago2003-12-06 11:14:43 UTC
in Mod Storyline Post #6815
A poll is mandatory

We can't start without a basic storyline
Posted 20 years ago2003-12-06 10:53:06 UTC
in screenshots Post #6802
Nope, wally does not do jpgs
Posted 20 years ago2003-12-06 10:51:49 UTC
in Screenies Post #6801
Tutorial on taking screenshots:

1. Play your map, Press F5 when you need to take a screenshot
2. Save as jpg

lol
:)
This post was made on a thread that has been deleted.
Posted 20 years ago2003-12-06 07:56:17 UTC
in problem textures Post #6750
UM, its not healthy to use 8 or more wads at a time... concider merging 2/3 of them into one
Posted 20 years ago2003-12-06 07:54:40 UTC
in solid queries Post #6749
then Use a func_wall toggle, when you trigger it it disappears, and when you trigger it again it appears,
or if you tick the start invisible flag, the first time you trigger it it appears etc...
Posted 20 years ago2003-12-06 07:52:42 UTC
in trees Post #6748
Well, basically in hl the easyest way is sprites, or transparent textures,

the testure way is easyer:

Get a textured brush with a bush texture on it or something,
turn it into a func_illusionary (or func_wall) FX ammount to 255, Render mode to 'Solid'

Now copy the entity and make a cross with it in top view:

_|_
-|-

something like that :confused:
Posted 20 years ago2003-12-06 07:50:09 UTC
in compile faster Post #6747
Posted 20 years ago2003-12-06 07:43:56 UTC
in Screenies Post #6744
Hmm... :confused:

Maybe... If it's compulsare to at least give a description of some sort.. and i know people have been buggin atop for the mod icons.. but...

Any chance of Mod icons? ;)
Posted 20 years ago2003-12-05 19:47:12 UTC
in resolution Post #6705
Oops, forgot to login ;)
This post was made on a thread that has been deleted.
Posted 20 years ago2003-12-04 15:46:53 UTC
in Decompiling = Stealing? Post #6558
After all of this i really think that if you credit and let them know, (the people who's stuff you're using) ... everything will be ok :cool:
Posted 20 years ago2003-12-04 15:42:58 UTC
in weapon_9mmAR Post #6557
Makes no difference, you still start with 25

coding only
This post was made on a thread that has been deleted.
Posted 20 years ago2003-12-04 07:48:56 UTC
in Searchable forums and topic? Post #6529
I agree with NinjaGrinch - exept the money part - i'm pretty sure i say that setup on some other site...
  • it would be more efficient and i suppose it could work...
Posted 20 years ago2003-12-04 07:48:24 UTC
in Our web Pages Post #6528
:cool: ONE WORD: CORE :cool:

All relevant info in on the site ;)
Posted 20 years ago2003-12-02 18:17:46 UTC
in Searchable forums and topic? Post #6386
btw, isn't the member search already there - or was i dreaming all along....

i thought if you typed:
http://www.cariad.co.za/twhl/?membername
it works...
Posted 20 years ago2003-12-02 18:08:22 UTC
in Finding textures Post #6382
You can always start making your own textures ;)
as you need them :P
Posted 20 years ago2003-12-02 18:06:45 UTC
in texture lights+HLCC Post #6381
Its worthy to note that you can have lots of .rad files in the folder,

be aware that mapname.rad overrides them all

there is a hirearchy of .rad files which i'm not sure of
Posted 20 years ago2003-12-02 18:04:00 UTC
in Pitch Yaw Roll Post #6379
PYR is mainly for point entities,

but it does have applications for brush entities such as rotating buttons ->

say you want a rotating button to work right in a 45* angle corridor, you'd use PYR to get it to spin properly..
Posted 20 years ago2003-12-02 17:55:29 UTC
in compiling error, help Post #6377
Bah!
Posted 20 years ago2003-12-02 09:58:42 UTC
in update for hammer 3.4? Post #6338
The beta version of Hammer 3.5 is available on the verc
Posted 20 years ago2003-12-02 09:52:55 UTC
in compiling error, help Post #6335
I find using batch files the most painless way to compile

Use Nem's Batch Compiler
a link in on the verc
Posted 20 years ago2003-12-02 09:48:42 UTC
in problem texturing prefabs Post #6334
Use the texture app tool ;)
Posted 20 years ago2003-12-02 09:36:07 UTC
in Lights.rad Post #6333
the lights files are there to get you started to make your own

Like

+0white 255 255 255 1000

the last number beeng the intencity
Posted 20 years ago2003-12-02 09:33:03 UTC
in yet more prefab probs... Post #6332
If it already is a prefab, go to the prefab factory form the tools mnu,
and click on edit > prefab date, now you can edit the .ol prefab object library
Posted 20 years ago2003-12-02 09:28:54 UTC
in Does HL's wad have... Post #6331
The collective

i don't know where though
Posted 20 years ago2003-12-02 09:26:18 UTC
in Finding textures Post #6330
Well, no,
the keywords are yor best bet,

unless you want to use quark, which has this keyword texture thingy
Posted 20 years ago2003-12-02 09:23:12 UTC
in Decals SUCK! Post #6329
In software mode, decals behave the same way as the face underneath them. In open gl this does not apply -- wierd, but you have to live with it
Posted 20 years ago2003-12-02 09:18:55 UTC
in How do I get OpenGL? Post #6328
Open gl is a render mode, like software,

you need a 3d card to use it.

The alternative for gl_wireframe is r_draworder 1 in software
Posted 20 years ago2003-11-30 17:29:16 UTC
in Terrorist Model.... Free to use. Post #6137
oh.. harsh
Posted 20 years ago2003-11-30 12:51:00 UTC
in Hammer problem Post #6109
try running hlrad.exe - that makes the lighting in your map

sometimes, when you upgrade, hammer resets your config. which by default does not run rad
Posted 20 years ago2003-11-30 12:48:45 UTC
in Decompiling = Stealing? Post #6107
No, i ment what you do with the stuff after you decompile it - not your social status or whatever... shesh! :D
Posted 20 years ago2003-11-30 08:15:01 UTC
in light switch help Post #6099
with merl's mod. of the zhlt - there are a few entities you can create manually to get text lights to switch on/ off and have effects like flicker etc...

i won't go into it though... but spirit has entities like this already made
Posted 20 years ago2003-11-30 08:01:38 UTC
in Designers wanted Post #6094
Kol? Stop pimpin' ya site
no
:cool:
:P
Posted 20 years ago2003-11-30 08:00:46 UTC
in Decompiling = Stealing? Post #6093
Stealing or Not?

I think it all rests with the end-user: the person with the decompiler taking the maps and decompiling them for their own pourpose

It all rests with what kind of person you are ;)
Posted 20 years ago2003-11-30 07:58:03 UTC
in Organization of Map Vault Post #6092
The easyest way to to this is to keep going the way we are and not start messing with timings of accounts etc... its silly
Posted 20 years ago2003-11-29 11:54:41 UTC
in Designers wanted Post #6005
A good way to attract attension to your mod, is setting up a website, or page - containing some screenshots and/or consept art or story line and the like.
Posted 20 years ago2003-11-29 11:50:28 UTC
in Making Fog... Post #6003
You could try and take the fogging code from 'underwater' and make it work.. but evel lauri cheers failed in doing that - and he created spirit...

I'm afraid spirit is your best bet.. but if you want fog in software - Start coding
Posted 20 years ago2003-11-29 11:46:05 UTC
in Trigger_relay. Post #6001
Trigger relays can be used to great effect because of their Trigger to send option (or something like that ;) )

say you want to make a light, and one button turns it on Only, and the other button turns it off only - this is very easy with trigger_relays
Posted 20 years ago2003-11-28 19:12:52 UTC
in Organization of Map Vault Post #5966
no,

and i dont think threats to close accounts and delete maps are justified
Harsh yes, but...
The map vault was designed for what it's doing now.... no need to change it, but i do agree with mod icons of some sort...
Posted 20 years ago2003-11-28 19:07:35 UTC
in rotating func_trains? Post #5965
hmm

Youre looking at angular velocity here, if you want to get it just right...
have a look on the verc - they have an exelent tutorial on angular velocity (which is a bitch to explain so i won't - sorry )
Posted 20 years ago2003-11-28 19:05:14 UTC
in Valve's Maps Post #5964
Winbspc gives absolutelly no indication of how the maps were constructed, geometry wise - it skrews everything sideways

what it does best is point entity work... btw, you can use ripent.exe for that... :D
Posted 20 years ago2003-11-28 19:01:35 UTC
in Pre-fabs & Spirit Post #5963
The fgd has nothing to do with prefabs, it's got everything to do with all the entities though...

the .ol files in the /prefabs folder contain all of the prefabs
Posted 20 years ago2003-11-28 18:50:59 UTC
in Sky wondering... Post #5959
well you are right in the fact that entities are not allowed to be sky brushes,

to do what you want you can turn off sky clipping in zhlt, since the sy already, in the game is .. well a liquid, you can drown in it ;)
This post was made on a thread that has been deleted.
Posted 20 years ago2003-11-27 16:59:47 UTC
in Congrats on a geat site and community Post #5820
This site is indeed great!
:cool:

It's posts like these that make it worth while ;)
Posted 20 years ago2003-11-27 16:11:25 UTC
in Mod Storyline Post #5818
Play "someplace else" - that's what xen in the original half life should have been like