Forum posts

Posted 16 years ago2008-04-29 13:19:59 UTC
in Geometry Challenges Post #249385
Nice one.
Im in.
Posted 16 years ago2008-04-28 16:30:28 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249347
Keep working and improving on it. :)
Posted 16 years ago2008-04-28 16:21:44 UTC
in Sprite Problem Post #249345
You do know that an fx amount of 0 means totally invisible and 255 is fully visible.
Posted 16 years ago2008-04-28 08:02:00 UTC
in 4 different skys in one map Post #249306
And you think that'll look good in any way?
Posted 16 years ago2008-04-25 16:19:27 UTC
in Rimrooks Modelling Tutorials Post #249164
Question for ya: are your tuts compatible with GMax?
Posted 16 years ago2008-04-20 14:38:23 UTC
in Half-Life maps as online VRML, 3D chat w Post #249004
Cool.

One other thing, can you do Source maps as well?
Posted 16 years ago2008-04-20 13:46:06 UTC
in Half-Life maps as online VRML, 3D chat w Post #248999
Woops, missed that part.

How do you convert HL maps to VRML anyway?
Posted 16 years ago2008-04-20 11:07:17 UTC
in game_texts Post #248988
Set the Channel of one of your game_text entities to Channel 2.
Posted 16 years ago2008-04-20 10:34:03 UTC
in HELP with hammer Post #248985
I don't really know then.
You can upload you're map to the Problem Maps Vault so i can have a look at it. If you don't want anyone to download you're unfinished map, upload the map somewhere and PM me the link.
You can also email me the map.
Just be sure to tell me the wads you've used.
Posted 16 years ago2008-04-20 08:54:03 UTC
in HELP with hammer Post #248983
Maybe one of the temporary files created by ZHLT got corrupted. Goto the directory where you keep your .rmf file and delete the following files:

mapname.map
mapname.max
mapname.wic
mapname.p0
mapname.p1
mapname.p2
mapname.p3
mapname.prt
mapname.pts
mapname.lin
mapname.bsp

Make sure you don't delete mapname.rmf!

Now, simply Export to .MAP again, and recompile. All those temporary file will be recreated and hopefully fix the file read failure error.
Posted 16 years ago2008-04-20 08:09:45 UTC
in HELP with hammer Post #248981
Thats a weird log. All it says is:

Error: File read failure
Maybe your .rmf/.map file got corrupted or something.

I suggest you download ZHLT 3.4
You're using an older version (2.5.3).

See what happens when recompile your map with ZHLT 3.4 and post the log.
Posted 16 years ago2008-04-20 08:03:24 UTC
in Half-Life maps as online VRML, 3D chat w Post #248979
just added a new HL map called "Sunden", origionaly made by Rimrood.
Lol fail.
Anyway, it doesn't seem to work for me. I click the ENTER THE 3D CHAT WORLD! button but nothing happens.
Posted 16 years ago2008-04-20 07:58:52 UTC
in HELP with hammer Post #248978
No need to make a new thread though, just continue here.
Do you actually read? I told you you don't have to make a new thread! You even copy/pasted your original thread without even reading any replies?

Plus, i also told you to post what game/mod you're mapping for in your other thread, which you didn't, so here it is again:

What game/mod are you mapping for?
Posted 16 years ago2008-04-19 15:29:40 UTC
in Velocity Post #248941
Tommy14 says:

This World Craft/Hammer editor error means you are mix matching prefabs and maps made in different versions of WC/Hammer. Sometimes this is bogus, and then it means the level has been corrupted, or WC/Hammer has been corrupted

I'd suspect Terrain Generator for causing that error. I could be wrong though.
Posted 16 years ago2008-04-19 14:22:58 UTC
in Error: Exceeded MAX_MAP_MIPTEX Post #248937
Maybe this'll help you: The Compilator

Its a front end compiler written by me, in wich i've set the texdata amount to 8192 by default.

I'd say try it out and hopefully you'll find The Compilator usefull. :)
Posted 16 years ago2008-04-19 11:09:52 UTC
in HELP with hammer Post #248932
Wrong forum. Post in either the HL1 or Source Engine Discussion Forum. Nobody knows what game and/or mod you're mapping for.
No need to make a new thread though, just continue here.

Post the contents of your compile log to determine the cause.
Posted 16 years ago2008-04-18 12:40:30 UTC
in Barney doesn't want to move Post #248909
Check the gag flag on the scientist.
Posted 16 years ago2008-04-17 11:13:45 UTC
in Showing different areas in CS 1.6 .... Post #248867
As Daubster pointed out, you need to name each individual camera. Then you setup a trigger system so that each camera is triggered after a certain amount of time. I'd use a multimanager for that.
Posted 16 years ago2008-04-15 16:41:43 UTC
in Open for TWHL3 Suggestions Post #248826
Why didn't you say so in the first place? At least i now know you're not disagree with me. Could'nt tell that from your previous post...
Posted 16 years ago2008-04-15 16:21:24 UTC
in Open for TWHL3 Suggestions Post #248824
What do you mean no? Wtf man.
Care to explain?

:/
Posted 16 years ago2008-04-15 16:11:51 UTC
in Open for TWHL3 Suggestions Post #248821
Deleting old PM's is still a pain in the butt. Have checkboxes so we can delete multiple PM's in just one click.
Posted 16 years ago2008-04-12 16:09:47 UTC
in missing enteties Post #248723
Ok, first of all, what game and/or mod are you mapping for?
Note that func_ entities are only used for brushes.
Posted 16 years ago2008-04-11 20:08:24 UTC
in Music in Deathmatch Post #248701
No, one cue point at the start of the wav will do the job just fine. There's no need to add one at the end of the wav.
Posted 16 years ago2008-04-09 13:12:44 UTC
in Portal compo Post #248620
How about lighting a map? I find Source's lighting system rather complex...
Posted 16 years ago2008-04-09 08:53:32 UTC
in clip sizes? Post #248609
Then you're out of luck, ice_trey. Without the mod's gamecode, you can't change anything.
Posted 16 years ago2008-04-08 17:30:38 UTC
in clip sizes? Post #248593
I've also seen 18 rounds for the Glock.
Posted 16 years ago2008-04-07 15:12:47 UTC
in 3_effects in one map Post #248557
If it's an example map, it should usually be in half-life, and if it's a half-life map, it should RUN IN Half-life. If you can't be bothered to include the wads, or WHATEVER the map needs to run, then you that's your business, but it's a fail.
Exactly. I said that as well (with less words).
Posted 16 years ago2008-04-07 13:51:52 UTC
in Now Playing: ... Post #248554
Barry Gray - Sun Probe (Thunderbirds Soundtrack)
Posted 16 years ago2008-04-03 16:39:15 UTC
in roomtype Post #248416
Oh well.
Posted 16 years ago2008-04-03 11:35:39 UTC
in roomtype Post #248406
Spam.

//Locks

Wait. I can't.
PENGUINBOY/ANT: finish the freakin admin stuff!
Posted 16 years ago2008-04-02 16:48:55 UTC
in roomtype Post #248384
Posted 16 years ago2008-04-02 15:18:27 UTC
in roomtype Post #248377
Use env_sound for that.
Use the radius property to tell the range of the sound.
Posted 16 years ago2008-04-01 14:34:47 UTC
in Autospawning sprites on a material Post #248335
Yeah, i want to know how this is done as well.
I do know that the detail.vbsp file has something to do with it...
Posted 16 years ago2008-04-01 12:05:27 UTC
in Face Selection/Texturing issue Post #248324
The link in that other thread no longer works due to a major site update (TWHL 3).
Here's the correct link: http://twhl.co.za/forums.php?thread=15083

Find the solution there.
Posted 16 years ago2008-04-01 11:15:23 UTC
in 2 Little Problems Post #248321
Did you fix your first problem though?
Posted 16 years ago2008-03-31 14:22:00 UTC
in 2 Little Problems Post #248290
Nevermind it, i found the wads, except one: czcs_italy.wad.

Im unable to send you the fixed version without that wad. I can still experiment though.

As for your map, there's plenty of room for improving performance:
Func_wall complex shapes of brushes, or func_wall a complex set of brushes, like the pc.

Im also getting a lot of
Warning: Too many direct light styles on a face(-368.000000,128.000000,-55.500000)
warnings. I guess its fine to ignore those.

Edit: well, there's nothing wrong with the sounds or with your triggers. I tried different settings, like different delay before trigger times, but the problems is still there. I guess its something in the CS game code, which i cannot fix.

So... i don't know. Guess you have to live with it or completely remove the bushes, trigger and sounds.

Sorry man.
Posted 16 years ago2008-03-31 13:46:02 UTC
in 2 Little Problems Post #248288
What wads did you used?
Posted 16 years ago2008-03-31 13:32:16 UTC
in 2 Little Problems Post #248286
Ok, im installing CS atm so ill be back soon.
Posted 16 years ago2008-03-31 11:53:58 UTC
in 2 Little Problems Post #248277
No, its just confusion.

As for a solution to this problem, im out. I don't know what is causing it. I'd say upload an example map to the problem maps vault (don't forget the sound in question!) so i/we can have a look at it and see if i/we get the same.
Posted 16 years ago2008-03-31 08:26:16 UTC
in Flat-Life : Full Version Release! Post #248268
Posted 16 years ago2008-03-30 16:02:10 UTC
in 2 Little Problems Post #248230
I already have a custom sound , looped with cue points in Goldwavr and in-game it works perfectly
You're really starting to confuse us here, my friend.
Posted 16 years ago2008-03-30 16:00:26 UTC
in 2 Little Problems Post #248228
NOOOOOOOOOOOOO. :D :D :D :D :D :D YOU don't seem the understand what im talking about.

Lets say you have a sound that goes woesh. You don't want it to loop, so it doesn't need a cue point. If you want it loop, and add the cue point, and when you trigger the sound ingame, the sound will woesh not just once, but repeatedly, like woeshwoeshwoeshwoeshwoeshwoeshwoeshwoeshwoeshwoeshwoesh etc.

In you're case, this is not what you want. You don't want the sound to play repeatedly (that is what i call a loop).

So im saying again: if your fshhhhhh sound has cue point, remove it, because you don't want to repeatedly play the sound as soon as you trigger it. You only want to play it once, each time it is triggered.
Posted 16 years ago2008-03-30 14:57:11 UTC
in 2 Little Problems Post #248223
Ok.

So it is not supposed to loop and so the sound does not need a cue point. If it has cue point, this could be the problem. Im not sure, but it could be. So remove the cue point and see what happens.
Posted 16 years ago2008-03-30 11:06:48 UTC
in 2 Little Problems Post #248206
Is it a custom sound?
Is it a sound that needs to loop? If so, make sure you have a cue point at the start of the sound, or remove the cue point if the sound is not supposed to loop.
Posted 16 years ago2008-03-30 08:57:30 UTC
in 2 Little Problems Post #248194
You got it.
Posted 16 years ago2008-03-29 16:35:16 UTC
in 2 Little Problems Post #248143
Here's how you can make your texturelight switchable (Requires ZHLT 3.4):

Turn your light fixture into a func_wall, which i believe is already done.

Open its properties and name the brush. Now select Grouped in the Texture Light Style property. If this property does not exist, you can add it manually by turning off SmartEdit, and adding these keyvalues:

Key: style
Value: -3

Now create a light entity with the same name as the brush entity. Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity. In other words, turning the light on and off will now turn the texlights on and off, too.

You'll probably want to set the brightness of the light entity to 1 1 1 0.1, so that it emits no light of its own (this trick is unnecessary if you're using Spirit of Half-Life, which supports switchable texlights directly).

If you hit Alt+P to check for problems, you'll notice one or more invalid keyvalues errors. Just ignore it, this happening because the Texture Light Style property is missing from the FGD that you're using. If want to fix this, find the func_wall FGD code and replace it with this code:

@SolidClass base(Targetname, Appearflags, RenderFields, Global, ZHLT) = func_wall : "Wall"
[
	_minlight(string) : "Minimum light level"

	style(choices) : "Texture Light Style" : 0 =
	[
		 0 : "Normal"
		-3 : "Grouped"
		10 : "Fluorescent flicker"
		2 : "Slow, strong pulse"
		11 : "Slow pulse, noblack"
		5 : "Gentle pulse"
		1 : "Flicker A"
		6 : "Flicker B"
		3 : "Candle A"
		7 : "Candle B"
		8 : "Candle C"
		4 : "Fast strobe"
		9 : "Slow strobe"
		12 : "Underwater"
	]
]
If you're confused about this, ill do it for you, just send the FGD to me and ill send it back to you.
Posted 16 years ago2008-03-28 17:23:40 UTC
in WEOTM Post #248103
There's nothing weird about that error. You simply placed an invalid char in an entity string.

Entity strings are basically just the key values of your entities. Check them for invalid chars, like: @ # $ % & * ' " < > and whatnot.
Posted 16 years ago2008-03-27 17:13:22 UTC
in Help with mathzorz... Post #248081
If you can draw out exactly what you want, ill give it a try. Its good practise though.

Basically you just want a screen/monitor on each floor that displays the number of players on that floor?

I have a neat idea myself as well, so ill think ill try both ways, so you can choose wich one you like the most.
Posted 16 years ago2008-03-27 12:23:02 UTC
in Help with mathzorz... Post #248076
If one or more entities i used are not available in CSS, then you're out of luck im afraid...
Posted 16 years ago2008-03-26 14:19:18 UTC
in Help with mathzorz... Post #248061
You can't just display the value of a math_counter. You need logic_case and game_text entities for that.