Forum posts

Posted 20 years ago2004-06-15 16:37:04 UTC
in Texture disalignment Post #33655
Shft+A brings up the Toggle texture application, there you can select a texture, fill in the scale, offset and angle, and then apply this texture with it's settings to a face by right-clicking on it. You can select faces with the left mouse-button, and perform certain actions on it's texture, like fit to face, or fit to top, or center, and so on.

This application is also accessible trough the left sidebar, it's the button with the colored box.

Oh, and get Hammer 3.4 or 3.5 beta, it's the most recent version of Worldcraft.
Posted 20 years ago2004-06-15 14:46:14 UTC
in Elevator Post #33628
Well, it's a working elevator, that's all...
Posted 20 years ago2004-06-15 12:39:20 UTC
in Bad Surface Extents? Post #33587
1 unit sides shouldn't cause errors. Unless you fit textures to them, causing extreme stretch values...
Posted 20 years ago2004-06-15 12:37:24 UTC
in Models - compiled in map? Post #33586
Models can't be included as far as I know. Include them in the .zip file, and add a mapname.res file that contains the relative pathnames and filenames of the custom content that's necessary to play your map.

Quick search on Google found me a helpfull tutorial:

http://www.telefragged.com/wally/tutorials/res_files.html
Posted 20 years ago2004-06-15 07:46:51 UTC
in Lighting Issues Post #33520
Objects appear and disappear? Sounds like you're using software mode, wich can only draw 800 faces maximum. Switch to OpenGL mode...

Why start now with adding lights? Simply because it's an absolute necessary part of mapping. I don't know what you actually mean with "let the compile do a default on for me." but it sounds like you don't place lights in your map...
Posted 20 years ago2004-06-15 07:35:19 UTC
in Lighting Issues Post #33514
When you don't place lights in your map, it will be made total-bright.

So, you should bother placing lights in your map. It's an essential part of mapping... lighting can make your map really awesome, but then again, bad lighting can break an otherwise good map.
Posted 20 years ago2004-06-15 07:32:35 UTC
in How did you find TWHL? Post #33511
First I've mapped on my own, no internet connection or whatsoever. After a while, I found the Valve ERC, wich is now the VERC Collective. I've been there for over 2 years now and it's still a great resource for me. But since I sought places to show off my maps, I found TWHL trough the VERC forums. I've found this site to be very attractive to beginning mappers and well, my change to help them the same way I've been helped at the VERC... :)
Posted 20 years ago2004-06-15 07:27:08 UTC
in Batch compiler Post #33506
Test-compiling often would be a good idea for your next maps... in that way you'll spot errors much faster and you can fix them on the go. I remember an article that stated you should never leave errors to be fixed later, as you'll forget about them or they become so annyoing/complex that it's nearly impossible to do.

As for your map... this error can also occur with texture axis perpendicular to their faces. Have you checked for problems in Hammer yet?
Posted 20 years ago2004-06-15 07:18:21 UTC
in Bad Surface Extents? Post #33503
Posted 20 years ago2004-06-14 15:53:32 UTC
in Just a little teaser... Post #33387
Yes, the light beams tutorial is finally ready! Thank you for your patience... :)

http://www.websamba.com/captainp-home/portfolio/index.htm

You'll find the way... I hope it's comprehendable, since it's not proofreaded yet. So please give me comments on it so I can tweak the tutorial a bit. Succes with it!
Posted 20 years ago2004-06-14 14:18:51 UTC
in nummarkfaces == MAX_LEAF_FACES Post #33348
Your map is total bright due to a leak, or a lack of light entities. When you have no light entities, the map is always made full-bright. Adding a light would be a good thing to do.

As for the layout of your map, it's way too open. You should start with creating one closed room and connecting it with a hallway to another room, and so on. Then when you want to see the sky behind a window or trough an open ceiling, you should add a skybrush behind this window or over this ceiling. The whole box isn't necessary, very bad in fact due to it's many sideeffects. Just be sure to have sealed your level from the outside, the void.
Posted 20 years ago2004-06-14 13:32:39 UTC
in Definition Post #33343
Posted 20 years ago2004-06-14 13:00:57 UTC
in Colour Scheme Post #33340
Not to me. The sidebars did look very nice but the white text on black background... it makes me wonder how I survived the DOS-time... wait, I used a greenish monitor back then...
Posted 20 years ago2004-06-14 12:58:51 UTC
in nummarkfaces == MAX_LEAF_FACES Post #33337
Just a question... did you get a full-bright map?

As for the sounds:

http://collective.valve-erc.com/index.php?ent=ambient_generic

Setting the flag 'Start Silent' will do the job.
Posted 20 years ago2004-06-14 12:54:21 UTC
in Colour Scheme Post #33334
The blue might be good, the black on white color scheme... no please.
Posted 20 years ago2004-06-14 11:01:36 UTC
in Cannot still find the map! Post #33312
Posted 20 years ago2004-06-14 10:45:25 UTC
in NEED A IDEA! Post #33306
Go read some books, take a stroll outside, watch a movie, whatever. Being able to get idea's yourself is an essential part of mapping.
Posted 20 years ago2004-06-14 09:58:47 UTC
in Cannot still find the map! Post #33297
Err... how's your compiled map called then?

Try starting up CS normally, with console, and then go to your map from the console. Maybe that works?
Posted 20 years ago2004-06-14 08:59:50 UTC
in My new mod Post #33269
Also to prove my mapping ability i may release a demo of the modon.
Now that's a clever thing to do. Generally helps to attract good people (if your work is good, off course).
Posted 20 years ago2004-06-14 06:36:07 UTC
in Cannot still find the map! Post #33250
de_distance.bsp is not in the right directory.

Oh, and you used a changelevel in a CS map? Err... seems not a good idea to me...
Posted 20 years ago2004-06-14 04:47:32 UTC
in User names Post #33241
Let's mob up mop...

Err, what do you mean, wrong word association? :P
Posted 20 years ago2004-06-13 17:22:46 UTC
in Ghosts Of Half-Life Post #33095
The assassins became party invisible sometimes when you played HL on hard... very irritating indeed...
Posted 20 years ago2004-06-13 17:21:42 UTC
in Forum Pics Post #33094
I'd call that the topic title, but ok...
Posted 20 years ago2004-06-13 15:49:34 UTC
in Zombie's problem Post #33073
Ah, yes, it was mentioned above. Anyone remembers the holographic guide in the Hazard Course? Just the same... :)
Posted 20 years ago2004-06-13 15:47:15 UTC
in Ghosts Of Half-Life Post #33072
No need to make war about such a thing. Changing render modes isn't spectacular to us anymore but it's nice to find out new things, didn't we all had that (and still have... :))?
Posted 20 years ago2004-06-13 15:42:13 UTC
in HELP Post #33071
Keep us informed on when you've uploaded it. Good luck!
Posted 20 years ago2004-06-13 15:12:52 UTC
in Forum Pics Post #33056
http://cariad.co.za/twhl/forumhelp.php

Finally I link to a 'tutorial' on this site... :)
Posted 20 years ago2004-06-13 15:11:50 UTC
in Zombie's problem Post #33055
Someone ever mentioned Render Mode for models? As for holographic effects? By this I mention them... :)

Not a mapping technique, just an entitie setting... :P
Posted 20 years ago2004-06-13 14:15:04 UTC
in Train Post #33043
Das war mich...
Posted 20 years ago2004-06-13 14:12:14 UTC
in What am i doing wrong ? Post #33041
My translation of the error: "The instruction on 0x0ad25969 refers to memory on 0x0afcc6d0. The read- or writeoperation on the memory failed."

Indeed very strange... Can you post the map in the Problem maps section of the Vault so we can take a look? Maybe we can find what's wrong...
Posted 20 years ago2004-06-13 14:05:52 UTC
in Carving problem Post #33040
It helps to tell them not to use carve, since it sucks.
Personally, I don't use it. As with hollowing, it gives me too less control over the process and the final result. Individual brushes aren't so much slower to create, and finally they grant me much more control over my map.
Not since it sucks but since above stated reasons. Plus that when it's wrongly used it can create leaks or other problems/flaws. :)
Posted 20 years ago2004-06-13 13:56:56 UTC
in User names Post #33036
My nickname first has been Pierre Trai, wich is still my e-mail adress. A long while ago, me and a few schoolfriends used to have our own fantasy lands, where my land was Tai Allon and Pierre Trai was some sort of important name there. Since I liked to draw and think out the army of my land, I later called myself Captain Pierre, wich I later shorted to Captain P.

We stopped having such fantasy lands long ago. Now, the P in Captain P is just the first character of my name, Pieter.
Posted 20 years ago2004-06-13 11:09:11 UTC
in What am i doing wrong ? Post #32985
Go into Steam, go to the console and try to start your map straight from that. You've already compiled the map, the map is in the right place (a thing you may want to check first), so it should run from the console. If Steam just closes, I think something in your map is causing it instead of a wrong compile.
Posted 20 years ago2004-06-13 09:22:09 UTC
in What am i doing wrong ? Post #32970
It seems something in the map causes an error so Steam closes. Maybe if you post your map in the Problem maps section of the Vault we can figure it out...
Posted 20 years ago2004-06-13 08:28:09 UTC
in Func_illusionary Post #32947
(is it posible to make it fucn_illsionary then group it with the door so it moves with it)
With Spirit of Half-Life, yes. With Half-Life, no. Although a lot can be faked with a little creativity... :)
Posted 20 years ago2004-06-13 08:26:07 UTC
in 2 problems Post #32945
Did you run VIS with -full already? Or, did you read the whole part of Tommy14's explanation and tried out what you could try out?
Posted 20 years ago2004-06-13 08:18:13 UTC
in What am i doing wrong ? Post #32944
Nothing wrong with the picture for me... maybe because Dutch people can see Dutch people's pictures? :P

Ydeeps, shouldn't the game executable be in the half-life folder instead of the counter-strike folder? I don't use Steam but this looks suspicious to me, as without Steam the executable is in the half-life folder...
Posted 20 years ago2004-06-12 18:04:53 UTC
in Carving problem Post #32812
Whether someone carves or not, that's his decision.

Personally, I don't use it. As with hollowing, it gives me too less control over the process and the final result. Individual brushes aren't so much slower to create, and finally they grant me much more control over my map. But that's just me, you can discard it if you wish.
Posted 20 years ago2004-06-12 17:59:28 UTC
in nummarkfaces == MAX_LEAF_FACES Post #32808
If it still doesn't work, you can post the map in the Problems section of the Vault. As for ministeves box solution, that's a very bad fix that causes longer compile times and worse performance. There would be other ways to fix your problem.

Oh, and I'm Dutch too... and we're with more... just check out the forum of my site and you'll see... :)
Posted 20 years ago2004-06-12 17:55:11 UTC
in HELP Post #32806
Seen from the complexity, I'd say face splitting causes this.

Or do you run in software mode maybe? Since that only draws 800 polygons maximum on screen...
Posted 20 years ago2004-06-12 06:22:21 UTC
in Train Post #32632
There are loads of english tutorials on trains. I would suggest a visit to the VERC:

http://collective.valve-erc.com/index.php?ent=func_train

http://collective.valve-erc.com/index.php?ent=func_tracktrain
Posted 20 years ago2004-06-12 05:30:55 UTC
in Func_illusionary Post #32621
Probably. Maybe an even more advanced setup. That's up to you to find out... always fun, mapping, isn't it? :)
Posted 20 years ago2004-06-12 05:00:43 UTC
in Func_illusionary Post #32617
In the intro-ride, the door slides open and another door, the lightbeam, slides forwards, so, that it exactly fits each other. Effectively simulating the light...

It's not so easy in every situation though. With rotating doors and doors that open on two sides the light is a lot harder to get right...
Posted 20 years ago2004-06-12 03:37:26 UTC
in Func_illusionary Post #32608
I get what you mean. It's quite simple actually. That light-beam is just a moving entitie with it's render FX set to additive. It moves so that it fits the amount of door opened. It would take a bit of tweaking to get it right but it's fairly simple to achieve.
Posted 20 years ago2004-06-12 03:35:19 UTC
in Just a little teaser... Post #32607
Heh, but that doesn't give 'my' lightbeam effect... :)

The tutorial should be on-line about monday... I'll keep you informed.
Posted 20 years ago2004-06-12 03:32:01 UTC
in Could not open valve/count.wad Post #32604
Err... why would you ever need 12-16 .wads at once? Unload the unused ones, you don't need so many wads. It'll probably be the cause of your problem too, so why don't give it a try?

Heh, I only use 3 or 4 wads at a time, including the zhlt.wad... Oh, and -wadinclude will only include the used textures from that .wad file, so it shouldn't be a real big boost to the file-size.
Posted 20 years ago2004-06-12 03:29:00 UTC
in Sound problem Post #32603
Forget about the pak files as you use custom sounds. They have nothing to do with your problem.

How you change the format? Well, some audio-programs would be good... personally I use CoolEditPro 2, I believe there's a demo of it downloadable on the internet. Well, just search for some programs that can do it.

Oh, and in the ambient_generic, you've filled in "ambience/fire.wav" now? That should be correct.
Posted 20 years ago2004-06-12 03:17:39 UTC
in HELP Post #32600
Not only the leaf count, it'll also reduce VIS and RAD compile times greatly, plus that it would improve performance as you get less faces.

Just try them out as entities and see what happens.
Posted 20 years ago2004-06-12 03:15:11 UTC
in mall door thingy (sensors) Post #32598
Personally, I think your way is one of the easiest ways to do it. The way I did it was a bit more complex. Finally, I aimed for a door that would open as soon as the player was in the scanner area, no matter if the door was closed or closing. The last part seems to be impossible in HL though... Func_doors can't be worked with as long as they're moving, and also func_trains provide some problems as changing their target when they're on the go doesn't always seem to work.
Posted 20 years ago2004-06-11 16:54:27 UTC
in A Horror Idea, Some Screens Post #32467
I must admit some area's still look pretty empty and flat. It'll still need some work but it looks promising to me.