Forum posts

Posted 16 years ago2008-08-13 11:48:23 UTC
in Ugly Light Post #253703
Yes, but only if you use many of them. But if you're doing a singleplayer map, you can have a couple more. Just don't overdo it. For regular lights, use light entities.
Posted 16 years ago2008-08-13 11:25:59 UTC
in Ugly Light Post #253700
Can somebody provide me with a vmf were a light_dynamic attached to a moving train actualy works ? Thank you.
I can. Give me some time to put it together.

Also note that a light_dynamic is a very expensive entity, so don't use many of them.
Posted 16 years ago2008-08-13 08:53:11 UTC
in Need someone to say a couple of lines Post #253696
Ok fine. I already had something like that in mind, to give people the option of having a different... announcer, voice or sound.

If anyone is interested in making the sound effects, please do so, and ill credit him too.
Posted 16 years ago2008-08-13 08:30:56 UTC
in My little train Post #253695
Actually, i think 413X wants this:
User posted image
Posted 16 years ago2008-08-13 08:11:17 UTC
in Problem with multi_manager and func_wall Post #253694
Its a "bug" in the gamecode of Counterstrike that some entities do not reset at each round.

So there's probably no solution for this.
Posted 16 years ago2008-08-12 18:54:44 UTC
in Need someone to say a couple of lines Post #253666
Rim, thats awesome!
Im using your UT voices. :)

Thanks, you'll be credited in my upcoming utility "ScreenShooter".
Also thanks to Luke for trying out his voice.
Posted 16 years ago2008-08-12 18:24:25 UTC
in Ugly Light Post #253663
Striker, i know exactly how you feel about this Input/Output system. The first time i used it, it just made me go nuts because it didn't made any sense to me at all.

I hated it.

Until, after some more fiddeling with different kinds of Outputs, i finally began to understand how it works.

You'll get to that point too sooner or later, but only if you keep trying.
Posted 16 years ago2008-08-12 16:47:52 UTC
in Lighting Bug - adjacent faces lit differ Post #253649
What happens if you copy the arch in question into a new map and run that ingame? If the dark parts are still there, try a different texture, or upload it to the problems maps vault so we can see if we get the same problem. Im very curious...
Posted 16 years ago2008-08-12 16:45:39 UTC
in Ugly Light Post #253648
Actually, the func_tracktrain in Source is a major pain in the ass to work with.

The func_train is indeed obsolete, but it can still be used. There's simply no FGD code for it, so its not in the list of entities. To get it back, go here: http://developer.valvesoftware.com/wiki/Func_train
Posted 16 years ago2008-08-12 15:19:08 UTC
in Lighting Bug - adjacent faces lit differ Post #253639
Are the dark parts solids or brush entities?
Posted 16 years ago2008-08-12 14:47:56 UTC
in Need someone to say a couple of lines Post #253636
K.

Ill wait for Rimrook then.
Posted 16 years ago2008-08-12 14:41:47 UTC
in Need someone to say a couple of lines Post #253634
Record again then.
Posted 16 years ago2008-08-12 14:07:49 UTC
in Need someone to say a couple of lines Post #253630
Not bad at all, i might include both yours and rimrooks voice and let the user choose either one of them.
Posted 16 years ago2008-08-12 12:59:52 UTC
in Lighting Bug - adjacent faces lit differ Post #253623
Yeah, i don't see it either.
I say mark it with an arrow/ellipse.
Posted 16 years ago2008-08-12 12:56:37 UTC
in Need someone to say a couple of lines Post #253622
Yeah i can wait, no rush. :)
Posted 16 years ago2008-08-12 12:42:08 UTC
in Need someone to say a couple of lines Post #253619
Go right ahead!
Posted 16 years ago2008-08-12 12:02:42 UTC
in Need someone to say a couple of lines Post #253616
I need an English speaking American (no accents) to say a couple of words for me. They are:

Screenshot taken
Automatic upload enabled
Automatic upload disabled
Upload complete
/ [blue]upload completed[/blue] / [blue]upload succeeded[/blue](which one sounds best?)
Upload failed!

Mp3 format prefereable.

He who can deliver these to me will receive full credits in my upcoming utility...
Posted 16 years ago2008-08-11 11:52:37 UTC
in Command & Conquer: Red Alert 3 Beta Post #253594
Cyborgs ( all variations )
Titans
Wolverenes
These return in Kane's Wrath.
Have you seen how dull and boring all the units are in C&C3 :/
ROFL!
  • Unit upgrades (visible!)
  • Bumpmapping
  • Animations
  • Unit details
Didn't see all of that in TibSun.

Really, their not boring and dull at all.
Posted 16 years ago2008-08-11 08:46:07 UTC
in Command & Conquer: Red Alert 3 Beta Post #253589
They took out all the awesome
Like what?
Posted 16 years ago2008-08-10 18:16:12 UTC
in Starting to MOD Post #253575
My guess is:

Game_Episodic-2005 = Orange Box code.

Game_Hl2-2005 = Episode 1/pre-Orange Box code.
Posted 16 years ago2008-08-10 17:33:48 UTC
in Starting to MOD Post #253573
Im not sure about this, but Everything_SDK-2005 will load both the multiplayer and the singleplayer source code. If you're mod is singleplayer only, then load the singleplayer code.

Someone correct me if im wrong about this.
Posted 16 years ago2008-08-10 17:09:20 UTC
in Starting to MOD Post #253570
You don't want to start a new project. If you want to mod for Half-Life 2/Source, you need to modify the gamecode. So open that. To get the code, you need to use the create new mod wizard in Steam. This'll create the necessary files that you need to mod for Source, including project solution files. Open that one in your Visual C++ editor.
Posted 16 years ago2008-08-10 13:17:42 UTC
in Func_Tank question. Post #253539
Yeah, simply have the func_tank controlled by a human grunt and let it fire at aliens the player cannot see/reach/kill.
Posted 16 years ago2008-08-10 13:15:37 UTC
in This is brilliant Post #253538
Enough of that, Spike.
Posted 16 years ago2008-08-10 12:50:46 UTC
in River Ebro Spain - Fishing Post #253535
Its an Ichthyosaur! :o
Posted 16 years ago2008-08-10 09:08:12 UTC
in Starting to MOD Post #253529
Posted 16 years ago2008-08-07 16:43:02 UTC
in Batch compiler Post #253432
Yousifucv: FYI, ZHLT isn't a batch compiler. ZHLT (Zoners Half-Life Tools) reffers to the actual compile tools that compiles your map into a bsp file. A batch compiler or front end is just GUI (Graphical User Interface) to ease that process. Example are Half-Life Compilation Controller, Nem's Batch Compiler or my Compilator.
Posted 16 years ago2008-08-05 16:39:55 UTC
in Desktop of August Post #253348
User posted image
Just reinstalled Windows XP, so its very clean.

The photo shows a damaged flame trench at launchpad 39A, Kennedy Space Center. The damage to the flame trench was caused by the exhaust flames of Space Shuttle Discovery, when it launched on mission STS-124 (May 31, 2008).
Posted 16 years ago2008-08-04 16:37:08 UTC
in Now Playing: ... Post #253311
Machinae Supremacy - Flight Of The Koala (Jets'n'Guns Soundtrack)
Posted 16 years ago2008-08-03 11:06:13 UTC
in Signs running the wrong way Post #253290
There are two ways:

1. Select the face, and check the Face checkbox. If that doesn't do anything, do this:

2. Select the face, and type in "-1.00" in the X scale textbox.
Posted 16 years ago2008-08-03 09:27:16 UTC
in Mapping Problems Post #253287
You changelevel entity setup is probably set up incorrectly.

The most important part of a changelevel is the info_landmark entity, which is needed in both maps.

Here's an image to help you get it right:
User posted image
Note that the distance between the info_landmark entity and the trigger_changelevel brush entity must be the same in both maps! One unit off the changelevel will fail, resulting in the player ending up in the void, or worse: a game crash.

If you're still having problems getting it to work, upload the map to the problems maps vault so we can have a look. Or, if you don't want anyone to see your map, send it to me via email.
Posted 16 years ago2008-08-03 09:21:50 UTC
in Command & Conquer: Red Alert 3 Beta Post #253286
I registered my beta key when i got Kane's Wrath (at the end of March). EA will activate another 10000 keys later this week/month.

Ant, if you register now, you'll probably be playing the beta on the day the beta period ends. :D
Posted 16 years ago2008-08-02 17:51:32 UTC
in Command & Conquer: Red Alert 3 Beta Post #253274
Who has the beta client and is playing it?

Discuss here.
Posted 16 years ago2008-08-01 14:25:12 UTC
in [UTILITY] Twister 5 Post #253254
Thanks, Caboose (Do you like train cars btw?.

Not that im going to make a heightmap application myself, i was just wondering how Peng did it.
Posted 16 years ago2008-08-01 12:31:50 UTC
in [UTILITY] Twister 5 Post #253250
How do you get Twister to generate a heightmap? There's probably a lot of code involved, right?

As a programmer like yourself, I'd love to see your code...
Posted 16 years ago2008-07-30 16:26:11 UTC
in Rimrooks Modelling Tutorials Post #253197
Flatten Mapping
Is that a modifier? Where can i find this generator?
Posted 16 years ago2008-07-30 15:15:12 UTC
in Rimrooks Modelling Tutorials Post #253191
CTRL+B breaks apart your selection in the unwrap. It won't effect the model in any way.
I know, but when i hit Ctrl+B, half of the selection dissapears.
Unless you meant Flatten Mapping
Well, unwrapping IS flattening, right?
Perhaps a video tutorial is in need
YES PLEASE!
Posted 16 years ago2008-07-30 14:39:58 UTC
in Rimrooks Modelling Tutorials Post #253187
Right.

So... what am i supposed to do then?
Im also having trouble getting those pipe caps unwrapped. You're talking about detaching it from the model by selecting only 3 faces, then hitting Ctrl+B or something. Why is all that needed? Why not simply unwrap (flatten?) all the faces of the entire model? Confuses the feck out of me. :/
Posted 16 years ago2008-07-30 09:01:06 UTC
in Rimrooks Modelling Tutorials Post #253175
Why does my unwrap looks like this:
User posted image
and not like this:
User posted image
?

This is Max 8, not 7.
Posted 16 years ago2008-07-30 08:05:14 UTC
in [UTILITY] Twister 5 Post #253171
Very nice. Beter get that Projects feature for TWHL finished. :D

How about some more grafix? :P
The about window still has "(C) Penguinboy - July 5th, 2007". Should'nt it be 2008?
Posted 16 years ago2008-07-29 15:49:03 UTC
in Geometry Challenges Post #253142
what i really want to know is how you "hide" the rendering from one door to another; i can always see the change in the angle of the texture when the rendering off/on happens.
I don't really know, the transition was perfect on the first try. Guess i got lucky. :)
Posted 16 years ago2008-07-29 15:46:10 UTC
in TWHL, skype & you Post #253141
Bah.

My spoken English sucks.
Posted 16 years ago2008-07-29 10:38:10 UTC
in Geometry Challenges Post #253133
Captain: Its very simple:

There are two doors, both func_trains. Door1 is the sliding door, door2 is the rolling door. Door1 is in its closed position, door2 is inside an unreachable room somewhere in the map.
Door1 starts to slide. When it reaches the position where it should stop sliding and start to roll to the right, its teleported to the unreachable room. Door2 is then teleported from that same room into the main room at the same location where door1 teleported out.
Then door2 starts to slide to right, but to make it rotate while sliding, i used an angular velocity value: 0 0 -32. This will make the door rotate on the Z-axis with a speed of 32 while sliding, creating the illusion that it is rolling!
Thats pretty much it.

Here's the RMF for you people to have a look at:
http://www.themightyatom.nl/stuff/muzz_rolling_door.rmf

Using SoHL is fail, because it makes this compo too easy. I know this is about geometry, but in this case, geometry alone will not get you a winning position. This particular minicompo also requires you to use entities, and using SoHL would be way too easy. But whatever. I think mine really shows the power of angular velocity on func_trains.
Posted 16 years ago2008-07-28 17:23:06 UTC
in Geometry Challenges Post #253092
Their too high, i think.
Get it textured quickly. :)
Posted 16 years ago2008-07-28 07:54:20 UTC
in Geometry Challenges Post #253063
Captain, you can see the transition from where it changes from the rolling door to the sliding door.

Mine doesn't do that. :D So i win! :D:D
Posted 16 years ago2008-07-27 17:30:25 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #253039
Dude, this thread is 3 months old...
Posted 16 years ago2008-07-26 13:40:28 UTC
in Geometry Challenges Post #252994
It took me 2-3 hours to make the entire thing.

You can make it close, but you'll have to use a little "magic".

Did you get yours to roll open?
Posted 16 years ago2008-07-26 13:08:40 UTC
in Geometry Challenges Post #252990
Lol, yours looks much better than mine. Mine is more messy.
Posted 16 years ago2008-07-26 08:58:17 UTC
in TWHL3: The Buglist Post #252978
How did you get a custom title?
Posted 16 years ago2008-07-26 08:54:49 UTC
in Cogs? Post #252977
Func_train.

Add the fgd code on this page to your halflife2.fgd file:
http://developer.valvesoftware.com/wiki/Func_train
Save it, and make a backup.
Start Source SDK.
Now delete halflife2.fgd (which is 203 kb in size).
Rename your backup (which is 204 kb) to halflife2.fgd and make a new backup of it.

Then start Hammer.
Replace all path_tracks with path_corners and replace any func_track_trains to func_trains.

Now you'll be able to trigger the train.

I told you all about this yesterday... :D