Forum posts

Posted 20 years ago2004-06-17 16:18:48 UTC
in hgrunt models Post #34413
^ that's was me... Somehow I don't really like this forum system... obviously... ;)
Posted 20 years ago2004-06-17 15:43:06 UTC
in My new mod Post #34384
The first two get pretty annoying to the eye, especially bleu/red is bad readable. The last one seems best so far but well... I'm not so sure of it.

Try something with not-so-contrasting colors, might be better. Test out some stuff if it's readable and pretty to the eye, that's very important.

As for text, red and other 'flashy' colors aren't my favorites. Rather something black or dirty white, an easy-on-the eye color. Best is, not to overdo it. Subtle tints can be much better.
Posted 20 years ago2004-06-17 13:47:23 UTC
in teleporting func_train Post #34316
No, you can set a flag on the path_corner that the func_train has to teleport to. It's the 'Teleporter' flag. Instead of moving to it it will instantaneously appear at that path_corner.

For more info on path_corners and their abilities:
http://collective.valve-erc.com/index.php?ent=path_corner
Posted 20 years ago2004-06-17 13:39:45 UTC
in scientist Torture Mod Preview Post #34311
The map's performance was just a serious thing. A technical issue rather than a designers issue. I think you should take it as a fact instead of seeing it as a debate that has to be won. It's not a debate, it's help from another mapper that attends you on things that can be done better in your map. In this case, they have to be done in order to make the map playable for the average player.

I don't want to make war about such a thing. I'd say, just accept it as a comment and take it into account. Anyways, it's not worth a fight. If you want to discard such comments, you're free to do so.

Oh, besides, I've commented on your map again, it may contain the solution to your vis-problem. Since I have experienced a sort-alike problem a while ago, I just thought on that yesterday.
Posted 20 years ago2004-06-17 12:17:07 UTC
in Origin in an elevator Post #34296
What do you use as elevator?

When you use a func_train, there's no need for an origin brush as the center of the func_train is taken to determine positions. You might want to know that a func_train uses path_corners as positions to move to. A path_corner must be specified so the game knows where the func_train starts. In a path_corner, you can specify the next path_corner where the func_train will move next to when triggered.

I hope that's helpfull... :)
Posted 20 years ago2004-06-17 12:13:16 UTC
in My new mod Post #34294
I have 2.5 years of mapping experience with some modeling, texturing, sound work and coding done too. I'm just very interested in game-design. Engine-coding is high on my to-do list nowadays so I might well move on even deeper into game-design... :)

Anyways, succes with your project!
Posted 20 years ago2004-06-17 11:16:44 UTC
in My new mod Post #34286
Upload it to your ftp. You'll get the ftp-url e-mailed, plus your username and password, once you've signed up at websamba. After you're in the ftp, you only have to copy your website files onto the ftp-server. That's all.
Posted 20 years ago2004-06-17 11:02:00 UTC
in My new mod Post #34282
Webhosting:
www.websamba.com

For making websites, search Google for 'html', or search for programs like Frontpage. Simple to use, not that powerfull but nice for a first website.
Posted 20 years ago2004-06-17 09:48:10 UTC
in Movie? Post #34256
Err... you already have a story for the movie? Seems a quite important thing to me...
Posted 20 years ago2004-06-17 05:16:15 UTC
in Removing Entity from game Post #34204
Posted 20 years ago2004-06-17 05:02:10 UTC
in Removing Entity from game Post #34198
The chicken model is not killtargeted. Killtargeting totally removes the entity wich means it's unavailable after that.

The chicken model is probably rendered invisible using an env_render.
Mhh, I remember having seen a tutorial on how this was done, but I don't know where it was... I'll do a little search for it.
Posted 20 years ago2004-06-17 03:50:28 UTC
in Just a little teaser... Post #34178
I need to rewrite the tutorial somewhat, that's right. The sides are nullified to prevent unnecessary faces.

As for the compo result... that sneaky Muzzle... saying he just made a lousy map and still winning! :P Heh, luckily he's a good friend of mine... :)
Posted 20 years ago2004-06-17 03:22:55 UTC
in Pointfile doesnt work.... Post #34161
Nope, I've tried it with 80.000 and it loaded about 70.000. If I remember correctly, off-course... :)
Posted 20 years ago2004-06-17 03:21:32 UTC
in scientist Torture Mod Preview Post #34159
So... I'm really bad isn't it? Why don't we stop about it and well, try to learn something instead of fighting?

As for your sci-killing idea, go ahead, we'll see how it turns out.
Posted 20 years ago2004-06-17 03:11:58 UTC
in can i make my own car? Post #34154
At least you hit something... :P
Posted 20 years ago2004-06-17 03:11:27 UTC
in Rain? Post #34153
Too much layers behind each other will affect the fps dearly, so if you avoid that, everything should be right. It has to do with the redrawing of the screen and such.
Posted 20 years ago2004-06-17 02:59:10 UTC
in can i make my own car? Post #34148
I thought CS was not open-source, Anthony?
Posted 20 years ago2004-06-17 02:58:30 UTC
in can i make my own car? Post #34147
hmm, if you would include the counterstrike dll's in your map.zip file and make sure they come in the right folder you should have the cs entinitys in hl.
That would be making a mod, Pepper. Wich is quite useless as you could simply make a CS map too... Besides, the game doesn't use the dlls of two mods together...
You'd need the fgd too.
Not necessary. It's possible to map without anything in your fgd, or a totally wrong/different fgd. It's pretty hard though as you'll have to enter all entity names yourself, and their keys and values, but it's possible.
Posted 20 years ago2004-06-17 02:48:12 UTC
in Rain? Post #34139
That's ok.

The textures can be easily made yourself, though. Just a black bitmap with some white or grey little lines (about 2-5 pixels long, for longer rain trails longer lines off-course). Then importing that texture into a .wad file using wally, and starting the texture-name with 'scroll'. That's really all there is to do.
Posted 20 years ago2004-06-17 02:44:47 UTC
in Elevator Post #34134
Thanks for changing your avatar, mapper_man! :)

As for doors and elevators... elevators often have doors moving with them. Then it's handy to use func_trains... :)
Posted 20 years ago2004-06-17 02:43:19 UTC
in A little problem with light trigger Post #34133
A trigger_relay might be handy here:
http://collective.valve-erc.com/index.php?ent=trigger_relay

The button triggers the trigger_relay, wich triggers the light. The trigger_relay however is set so that it will only turn the light on. Now you can push the button multiple times without the light going off.
I haven't tried but theoretically it should work... :)
Posted 20 years ago2004-06-17 02:39:36 UTC
in Error: Missing '[' in texturedef Post #34129
There are some other causes described too... already looked at them?
Posted 20 years ago2004-06-17 02:37:42 UTC
in Rain? Post #34127
CS 1.6 had a wheather feature, isn't it?

Otherwise, you might try scrolling textures set to additive, with a black texture (invisible) and some white pixels/short lines (rain drops) on it.
Posted 20 years ago2004-06-16 17:04:29 UTC
in Just a little teaser... Post #33923
I did say something like that but not clear enough. I'll rewrite that part. Thanks!
Posted 20 years ago2004-06-16 16:44:17 UTC
in Just a little teaser... Post #33911
Heh, thanks! :)

So it's comprehendable then, the tutorial? Anything that needs some more attention or so?
Posted 20 years ago2004-06-16 15:48:41 UTC
in My new mod Post #33898
I think you've put your goals a bit too high for now when I see your questions on cameras... but that's up to you off-course.

Anyway, you can use cameras to show the player things while removing control from the player:
http://collective.valve-erc.com/index.php?ent=trigger_camera

As for the G-man in combat, that's gonna take coding... :)
Posted 20 years ago2004-06-16 15:44:37 UTC
in monster_furniture has unused keyvalues Post #33896
It doesn't matter whether your properties match the fgd or not. After all, it's all about whether the game code recognizes the properties. So, just discard these errors.
Posted 20 years ago2004-06-16 15:39:08 UTC
in Light switch Post #33894
http://collective.valve-erc.com/index.php?ent=game_counter
http://collective.valve-erc.com/index.php?ent=game_counter_set
http://collective.valve-erc.com/index.php?ent=multi_manager

The multi_manager triggers the game_counter every second, and also triggers itself so the game_counter gets triggered every second. The multi_manager has to be set to multithreaded so it can be looped, e.g. trigger itself.
The game_counter is initially at 0, with a maximum of 30, at wich it triggers the light. However, when you push the button to reset the 30 seconds counter, the game_counter_set sets the game_counter to 0 again. That should do it, although I haven't tested it out now.
Posted 20 years ago2004-06-16 09:30:03 UTC
in custom sky Post #33837
It's all about the tga's. They exist from 6 tga's, each with a specific code at the end of the name to specify if they're the top, bottom, or one of the other tga's. These codes are: up, dn, lf, rt, bk, ft. Just create bitmaps (256x256) and later convert them to .tga's. Keep in mind that a player only needs the .tga files...
Posted 20 years ago2004-06-16 09:26:29 UTC
in Wanna hear some good old C&C music? Post #33833
I've never specifically been a fan of game-music since I'm much more focussed on the graphics. So that's why... :)

Oh, and SunEdit was fun indeed... my rocketlaunchers that fired clustermissile containing cluster-missiles really caused havoc... continual terrain deforming... :P
Posted 20 years ago2004-06-16 05:47:37 UTC
in Wanna hear some good old C&C music? Post #33788
I'm listening it all day now. Trenches is sooo cool... :D
Posted 20 years ago2004-06-16 05:46:30 UTC
in Short Surfaces??!???? Post #33787
I already made a very basic OpenGL driven application. Not what you would call a real engine but at least it displays some 3-dimensional shapes... with simulated physics... :)
A very amateuric program though, since it's my first program actually...

OpenGL code is easy accessable, there's a load of tutorials on it. I've also heard that DirectX is open-source, so that might also be interesting to you too...
Posted 20 years ago2004-06-16 05:40:59 UTC
in Texture lighting Post #33785
Doesn't work. I tried it out for ensurance but just as I suspected, the light doesn't go off when the button switches.
Posted 20 years ago2004-06-16 04:59:20 UTC
in Movie? Post #33772
If you can find 5 people to do it... why not then.

However, the terrain, scripts, cameras and details all belong to the realm of mapping so I'd say one mapper for that should be enough, although help from someone with movie experience could be usefull.

Maybe my map 'The Playtest' comes close to what you have in mind. It includes some camera work and scripting, as well as custom voice-acting and custom textures. I't possible to do it all yourself, although I feel my voice-acting wasn't that good so giving specific work to other people isn't a bad idea. You just have to have such people available...
Posted 20 years ago2004-06-16 04:55:04 UTC
in Wanna hear some good old C&C music? Post #33771
Yesterday I came across this interesting website:
http://www.frankklepacki.com/

Frank Klepacki has made music for a whole list of games, including the C&C series. A lot of his work can be heard on his website, so it's definitely a must to check this one out! :)
Posted 20 years ago2004-06-16 04:32:18 UTC
in Breakable Elevator? Post #33770
Mhh... a func_train as elevator, covered with an invisible func_breakable that moves with it and targets a serie of events when enough damage is applied (700). These events would be changing the target of the func_train, e.g. letting it fall down, and disabling the elevators call buttons...
Posted 20 years ago2004-06-16 04:21:05 UTC
in Breakable Elevator? Post #33767
What exactly do you want to achieve? An elevator that's destructable? Then have a func_breakable in the shape of the elevator set to move with a func_train or a func_plat.
Posted 20 years ago2004-06-16 03:26:30 UTC
in hint brush Post #33759
Posted 20 years ago2004-06-16 03:19:08 UTC
in Just a little teaser... Post #33756
Up again. Just a little problem with the server I guess.

Oh, and please give me some feedback about the tutorial as I still have to tweak some things about it.
Posted 20 years ago2004-06-16 03:04:10 UTC
in Pointfile doesnt work.... Post #33749
Did you do vertex manipulation or carving? Sometimes that leads to leaks as vertexes are set to the grid during the compile wich can sometimes lead to very thin leaks.

As for -particles, you'll have to enter a number after that option to define the amount of particles. -particles 10000 or such should be fine.

Or maybe you should post the map in the Problems section of the Vault?
Posted 20 years ago2004-06-16 02:58:29 UTC
in Elevator Post #33748
Err... mapper_man, can you change that avatar? It's not really... in place here...

As for compiling and such, well, yeah, it's nice to find out after a short while of mapping, but to the other mappers that have been going for longer times it isn't really interesting anymore. So, that's why I say Zeg should expand and continue with something larger now.
Posted 20 years ago2004-06-16 02:53:06 UTC
in Texture lighting Post #33747
They used point-based lights in that room. HL doesn't use switchable texture lights, although it's possible nowadays with another version of the compilers. I'm not sure on what version though.

You might try searching the VERC for an article about it:
http://collective.valve-erc.com/
Posted 20 years ago2004-06-16 02:04:09 UTC
in monster_furniture has unused keyvalues Post #33738
The error is solely a Hammer editor. Unused keyvalue's that aren't recognized by the game dll, are just discarded, unused keyvalue's that are recognized will have their effects in the game, like this 'body' key. So, don't really worry about this so-called error, it's nothing serious.
Posted 20 years ago2004-06-16 02:02:11 UTC
in Short Surfaces??!???? Post #33737
Software mode must die, isn't that what Autolycus said a while ago? Anyway, I agree to that statement. To run software mode one only limits himself IMO.

I mean, we have graphics accelerator cards nowadays, and they aren't made to be left unused...
Posted 20 years ago2004-06-16 01:42:23 UTC
in Just a little teaser... Post #33735
It appears my websamba account is down at the moment... I'll try to find out what's going on. I'll keep you informed.
Posted 20 years ago2004-06-16 01:37:31 UTC
in Spirit help! Post #33734
Why don't you visit Spirit's website? It's right over here:

http://spirit.valve-erc.com/
Posted 20 years ago2004-06-16 01:33:20 UTC
in Texture disalignment Post #33733
The method you use now is an option but not a serious one. Learn to use the Toggle texture application, it's a much better way of applying textures right.
Posted 20 years ago2004-06-15 17:50:29 UTC
in Elevator Post #33670
I only posted once... that anonymous person wasn't me...

I'd say, you should make a SP or DM map and incorporate things like this in it, an interactive map is always more fun that a static one.
Posted 20 years ago2004-06-15 17:33:24 UTC
in model questions Post #33668
Models don't have to be in the pak file, Caleb. The models folder in the mod folder will suffice.

As for your problem, I once read a tutorial on how the chickens in CS were made. I don't remember the url, but it was setup with a cycler I believe, and a func_breakable that would killtarget the chicken and also activate a shooter, for the gibs.

As for the animation, I have no idea how to do that in TFC. I believe TFC never seriously aimed for prop models to get implemented in the game. Well, you might try some TFC-specific websites, or search for some tutorials.
Posted 20 years ago2004-06-15 17:03:44 UTC
in Texture disalignment Post #33660
Once you changed the properties, you'll have to apply these to the face with the right mouse-button.