Forum posts

Posted 20 years ago2004-11-04 11:25:02 UTC
in Where do I start? Post #71480
You could make better environments, like a whole chruch wedding etc, and it would look damn good, but it depends how soon you want to pop teh question, you'll be waiting a little while after HL2 comes out to get started making maps for it etc.

If you have an idea, msn/email it to me or one of teh other experienced ( :P ) mappers here, and we'll tell you what you would be better off using.

I'll be willing to help, in any way, this sounds too romantic lol, I'm shocked he hasn't asked you to marry him, any girl willing to make a 'will you marry me map' would be ... well, it would only get better if she could drive a motorbike and her father owned a pub.

:D

-:cool: Peace and LOve
Posted 20 years ago2004-11-04 11:19:56 UTC
in help with water Post #71479
Make sure all the brushes have teh same properties, like wave height, transparency etc, and the zhlt.wad will be in the same folder as your hlcsg/hlbsp/hlvis/hlrad compile tools, probably: Valve Hammer Editor/tools

That contains the vital NULL SKIP and HINT textures.
Posted 20 years ago2004-11-04 11:11:12 UTC
in Env_Blood Post #71475
Then download a new fgd from VERC, but that's odd imho, have you not used env_blood's before? What has changed since the last time you used them?
Posted 20 years ago2004-11-04 11:09:29 UTC
in target practice Post #71473
You can use Counterstrike, if you shoot someone, they fall down.
Posted 20 years ago2004-11-04 11:06:50 UTC
in how to make camera in CS Post #71472
Posted 20 years ago2004-11-04 11:00:15 UTC
in Env_Blood Post #71469
There is a line in the env_blood's properties that sets its type! I think 1 is red human blood, and 2 is yellow alien blood.

:D
Posted 20 years ago2004-11-04 10:59:02 UTC
in Effective Helicopters Post #71468
I've thought about this many many times, and your only hope is to make an animated texture for the spinning rotors, and have everything else a func_train, that way it can follow a path in teh sky and land when it needs to, and then take off again.

It is possible though, would be a bit heavy on the r_speeds, think about how high it might have to fly, and how much extra shizzle is gonna be rendered by looking down onto teh map.
Posted 20 years ago2004-11-04 10:46:21 UTC
in FUN & FUNNY Post #71464
Did I?!
When teh Hell did I do that?

Haha, well, that was odd, don't quite remember that, perhaps I was st0ned.

-
:zonked:
Peace and LOve
Posted 20 years ago2004-11-04 10:32:59 UTC
in Forum Rules Post #71463
True, but alot of people sit on teh fence and point out the correct way to behave, but then carry on regardless and completely ignore their own advice.

In the case of Peace and LOve vs Anonymous, we were both guilty as charged of spamming, flaming, and generally disobeying every rule, and every piece of advice given to us.

I'd like to apologise (if I haven't done so already) for my behaviour, and I can honestly say it won't happen again. I guess sometimes you need a kick in the arse to know how you'd react to it, I didn't react in a way fitting of how I would like you to perceive me.

The point of arguing on the internet could be applied to apologies too, why bother? But the fact is that I intend to stay here and try to help and be useful for as long as teh site lasts, and as long as I have nothing better to do (sorry, things change as we all know). So I feel apologising, and perhaps setting out some of the guidelines I intend to follow in future is a good place to start.
Posted 20 years ago2004-11-04 08:59:38 UTC
in target practice Post #71438
func_button is activated on being shot too.
Posted 20 years ago2004-11-04 08:52:54 UTC
in how do i player_equip a ct only? Post #71436
No, I didn't include that part.

What you need to do is have a set of trigger_once entities under the player, and have those target a multi_manager.

But here's where the warning comes in.

Don't try and give each different CT a different weapon using seperate multi_managers and game_playerequpis, you will get some bizzare errors.

I suggest making a small hollow cube and testing the trigger_once/multi_manager entity set up before you put it into your final map and go through a compile.
If the entities work, then go ahead and export the idea to your map.

Also, if you explain what you're trying to achieve we may be able to find another way around it.
Posted 20 years ago2004-11-04 08:38:13 UTC
in Avatars Post #71433
Yes, it's hard to keep track sometimes, I think we should just link to a pic of our old avatars, so that these threads actually make sense in teh future.
Posted 20 years ago2004-11-04 08:34:34 UTC
in Clever Insults Post #71432
Yo momas so fat that in order to F$ck her, all I had to do was slap her thigh and ride the wave
lol...

That's a good one. ;)
Posted 20 years ago2004-11-04 08:32:15 UTC
in FUN & FUNNY Post #71431
That was me, I was signed out.
Thanks P&L.
Huh?
Did my post get deleted, did I post?

[/confusion]
Posted 20 years ago2004-11-04 08:29:54 UTC
in Sub-Compos Post #71430
I'm down with that, I've had other thigns to take care of, so I haven;t been able to spend enough time on this.

PTS, how are you making all that shit in a 400x320x256 room lol?
Posted 20 years ago2004-11-04 08:26:21 UTC
in I HAVE A FAN! Post #71429
Hey, I've made threads based on even more trivial spam, so cut him some slack.

Besides, that was funny, you admitted to using male enhancement pills, I use somethign similar, male de-enhancement, I need to shrink myself to a reasonable 15 inches.

:|

:P
Posted 20 years ago2004-11-04 08:19:12 UTC
in got my website and bnc Post #71428
What exactly is your project, I can't view your website, so at least fill us in on teh basics, for all the people that missed it :P
Posted 20 years ago2004-11-04 08:10:21 UTC
in 3 New Maps Post #71427
Fun? Just make a hollow cube textured with GENERIC_CRETE and gfill it with 50 monster_hgrunt and monster_aslave's with no info_nodes and let the "fun" begin! :D

But seriously, my advice is look at Half-Life, play some of that game again, and look at why their levels are fun, and the amount of detail they put in.

[edit] I just snezzed and farted at the same time, the fart was more a sort of 'wet wheeze' - I feel sticky =/
Posted 20 years ago2004-11-04 08:05:19 UTC
in Forum Rules Post #71426
I merely posted it as a suggestion of what we as members should try and aim for, we can't go head-on into having the forums ruled by Nazi's, no; but surely we as users (I mean teh non-Mod members) can take some personal responsibility and stop the flaming and elitism which has been present, if one thing is to come from this whole gay little episode, it should be that we learn to bite our tongues, avoid flaming, and respect teh Mod's, and not try to do their jobs.

I have learnt that you can't reason with some people, (like myself, I am unreasonable) and you have to take shit every now and then, but let's just step right over that pile of poo and head towards a betetr future.

Why do we need atom for things to be in order? Can we not just do taht ourselves? A little maturity from all of us would go a long way, and if we get any noobs or newbies, we give them a chance, and if they fail to behave responsibly, we report them to the Mod's and let them do their jobs.

That's all I wanted to say, but instead I copy/pasted the rules from a webcomic forum.

:P
Posted 20 years ago2004-11-03 11:40:14 UTC
in Pepper labs bulletin Post #71299
Posted 20 years ago2004-11-03 09:34:39 UTC
in I want guns Post #71286
Most recent tutorial: Equipping Weapons in CS
Posted 20 years ago2004-11-03 09:19:30 UTC
in Enlightened Multiplayer Post #71281
have i not setup something properly?

That's be my guess, show us a screen shot of your set up screen, and an exampel of teh difference.

Perhaps it's your machine :/
Posted 20 years ago2004-11-03 08:43:57 UTC
in converting music into wav. file for cs Post #71274
Posted 20 years ago2004-11-02 13:25:51 UTC
in Mods an Pods. Post #71153
Now, I'm not 100% on this, but I think there's a tutorial on this.

[u]FUCK[/u]
Posted 20 years ago2004-11-02 12:30:32 UTC
in Clever Insults Post #71142
They both copied someone else probably. A book more than likely.

And if he does re-join, he either has to behave like a normal human being, or he'll get rumbled. And I'll rape his arse.
Posted 20 years ago2004-11-02 12:28:21 UTC
in Forum Rules Post #71138
They can re-join, but they get three username bans before a full IP ban.
Posted 20 years ago2004-11-02 12:05:46 UTC
in Extreme lag in map. Post #71136
Can you not apply the techniques used by Brad to fix up the other map, and fix the map yourself? It would be much betetr practice tbh m8
Posted 20 years ago2004-11-02 11:57:23 UTC
in Forum Rules Post #71135
I think these style rules should be implemented to prevent further retardedness. Employ more moderators, and use the card system.

FORUM RULES

The following rules are your guide to behavior on these boards. In most cases, these rules address general situations. It is up to the moderators to deal with specific occurances that are perhaps not covered here. When a rule and a moderator appear to be saying different things, the moderator is always right. Do not argue with the moderators - if you feel you've been wronged or misrepresented, you're welcome to contact me by Private Message or by Email. Voicing your grievances on the message board itself is prohibited.

There is a card system implemented on this board that assists moderators in keeping the peace. We operate on a three strikes and you're out policy. If you act against the rules, or against common sense or better judgement in any way, you will receive a yellow card. If you receive three yellow cards, you are banned from the board. SOME offenses WILL lead straight to banishment, so do not think that you have a two-card buffer to act like a retard.

Blue Cards are your tool to help moderators. If you see someone breaking the rules, hit the Blue Card. A moderator will deal with the situation. Do NOT try to take matters into your own hands, or you could end up getting in trouble yourself.

Rules

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Breaking this rule gets you punishment deemed by the moderator to be appropriate to the offense.

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Also, bringing up old "flames" as in old animosities which has since been resolved will result in strict action against the member. Bringing up old flames creates new ones people.

Breaking this rule gets you punishment deemed by the moderator to be appropriate to the offense.

No offensive content. This includes, but is not limited to :

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Breaking this rule gets you an automatic red card.

Exception to the rule: If you have artwork or writing that may be graphic of some nature, and wish to post it in the Artist's forums, you may do so ONLY in those forums. And you MUST provide ample warning prior to display. Racist and hate speech related material is still prohibited.

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Breaking this rule gets you an automatic red card.

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Breaking this rule gets you punishment deemed by the moderator to be appropriate to the offense.

Not all behaviour is so simple, these tips can help you fit in better with the existing community.

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Make your signature a reasonable size. Large, ugly and slow loading signatures visually pollute the board, enlarge threads and slow down modem users. Show respect for your fellow posters by ensuring your signature, if used, is somewhat discreet, space efficient (avoid using vertical content or images that break the layout of the forum) and quick loading. If you use other message boards and don't want to change it for this one, then disable your signature when you post by unchecking the box below your message body. You will be warned if your signature is unacceptable.

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Handy icebreakers include what some of your interests are, how you found this board, if you know anyone who already posts here or even what part of the world you hail from. If you're going to use a new thread to announce yourself, be sure to give us something to go on.
Posted 20 years ago2004-11-02 11:13:28 UTC
in only bsp? Post #71125
When you compile, all you need is the mapname.bsp, not the .pts, .log, .etc

If you put in any models or sounds that aren't in teh original Mod, then you need to include those too.
Posted 20 years ago2004-11-02 11:05:37 UTC
in Clever Insults Post #71123
Pretty funny, where did you get them from?
Posted 20 years ago2004-11-02 10:58:52 UTC
in Mapping with a Notebook?!!?!?? Post #71121
I'm 21.
I was born in 1983, what I meant to say, I haven't seen a movie before 1987 :lol:
Posted 20 years ago2004-11-02 09:20:46 UTC
in The Forum(admins read) Post #71114
Correction: The first change, for the better, in two years.
Posted 20 years ago2004-11-02 09:15:07 UTC
in Compo 12 (Real World) Post #71113
Great little models, where did you get them? Or did you make 'em yourself.

And yeah, it looks alot better now, all you gotta do is get rid of those HL textures!
Posted 20 years ago2004-11-02 09:09:37 UTC
in how to make camera in CS Post #71112
Make:

a trigger_camera (point based entity - the light bulb-lookalike tool)

an info_target (point based entity)

Set teh camera up anywhere you want the shot to be looked at from, up high is usually best.
Move the info_target to a place you want teh trigger_camera to "look" at.

In the trigger_camera's Target field, type: cam1

In the info_tagret's name field, type: cam1

Very simple stuff.
Posted 20 years ago2004-11-02 06:57:17 UTC
in fog? Post #71102
Search your steam files, or look through the CS 1.5 pak files.
Or make your own smoke sprites.

Your call
Posted 20 years ago2004-11-02 06:56:02 UTC
in Warehouse Firefight HL Map Post #71101
That screen is very small. I'd say keep going, learn as much HL mapping to be kinda prepared for HL2 :o
Posted 20 years ago2004-11-02 06:43:15 UTC
in fog? Post #71096
the smoke nade is just multiple layers of sprites all rotating on the z axis of the grenade.

Try lookign through teh cs GCF.
Posted 20 years ago2004-11-02 06:41:35 UTC
in Where do I start? Post #71095
How romantic, reminds me of Ctrl-Alt-Del ;)
Posted 20 years ago2004-11-01 14:24:30 UTC
in Corners for trains. Post #70970
Posted 20 years ago2004-11-01 14:22:16 UTC
in Sub-Compos Post #70967
How do you mean?

I made my last entry, well finished it, 5 minutes before 9pm, IIRC, it was close anyway.. lol

I had my folks shouting at me for sitting on teh pc while my mate was waiting at the door, and fucking music was blaring, food was gettign cooked, it was like a warzone!

I'm surprised I even made it in at all :P
Posted 20 years ago2004-11-01 14:02:13 UTC
in Corners for trains. Post #70962
As in, make a note of how long and wide it is (ooo-errr missus) and then from the path corners line it up on each one and check if it goes through walls.

Failing that, make the tunnel really wide.
Posted 20 years ago2004-11-01 14:01:08 UTC
in Corners for trains. Post #70961
omg.

read what I wrote please.
Posted 20 years ago2004-11-01 13:46:19 UTC
in Corners for trains. Post #70955
measure the units of the func_train, then apply it to the corner.
Are there any other ways?
Posted 20 years ago2004-11-01 13:21:32 UTC
in Compo 12 (Real World) Post #70950
Oh I see it now, it looks great!

You deserve to win just for that imho

)

Posted 20 years ago2004-11-01 12:45:42 UTC
in Inspiration Post #70949
Haha, just churn out another fy_sux0r and you'll have it done in no time =)
Posted 20 years ago2004-11-01 12:34:17 UTC
in Inspiration Post #70947
Taking breaks from a large project is the best thing to regain interest.

I have maps that I've gone weeks without even touching, sometimes I open them up and just "walk around" to try and get back in the mood, sometimes it works, sometimes it doesn't.

I think the best thing to do is find a project that really excites you, something that you want to be able to play sooner or later.

And take your time, a friend of mine has been working on a map for over a year now, he has had it in a releasable state for at least half that time, but he insists on adding, changing, tweaking and just generally making it a better map.

I suggest you spend no less than 1 hour on each corridor, room, small section of your map, make it so damn good that you can't give up.
Posted 20 years ago2004-11-01 12:11:22 UTC
in Sub-Compos Post #70945
Luck and my rugged good looks.
Posted 20 years ago2004-11-01 11:36:03 UTC
in Sub-Compos Post #70941
Luck and my rugged good looks.
Posted 20 years ago2004-11-01 11:02:14 UTC
in Mapping with a Notebook?!!?!?? Post #70939
I haven't seen a movie since 1987
Posted 20 years ago2004-11-01 10:52:31 UTC
in Compo 12 (Real World) Post #70937
I like yours muzzle, you really need to dirty up thsoe texes though, and get some graffiti on the wall, if you could get that actual graffiti I'd have your babies.
Well... I'd be impressed, to say teh least.

But so far, it's the best I've seen pimped in this thread.
Great detail all round.

Ant's is cool too, but the actual picture shows the support towers are actually alot smaller than shown in your pic, it could be the angle though, and either way, the actual curve on that bridge is great, looks smooth as Unreal! =)

Nice entries, I guess I should start mine, don't know if I'm going to have time now argghh!