Forum posts

Posted 20 years ago2003-12-07 20:01:11 UTC
in Our web Pages Post #6950
OH CRAP!!! Sorry about the big pic, just make it smaller when u link to it ok!
m0p m0pIllogical.
Posted 20 years ago2003-12-06 18:13:49 UTC
in my unfinished map (test) Post #6850
we dont like spammers much, but we'll let u off this time
m0p m0pIllogical.
Posted 20 years ago2003-12-06 18:09:13 UTC
in i got a proble wiv compiling Post #6849
hlds.exe is for dedicated servers. You should only use hlds.exe if u want to run a server online or on a network. Set the Half-Life executable in Hammer's settings as Hl.exe, not Hlds.exe! That should solve it! ;)
m0p m0pIllogical.
Posted 20 years ago2003-12-05 10:46:20 UTC
in GOOD NEWS!!!!!!!!!!!!!!!!!!!!!!!! Post #6666
it IS DEAD!!!!! it is a graveyard of posts!
m0p m0pIllogical.
Posted 20 years ago2003-12-04 05:57:59 UTC
in Our web Pages Post #6526
Master of Mapping - http://www.freewebs.com/mopmap

That's my site, it has many downloads and links to downloads of useful files! I'm going to put some tutorials on there soon as well. It has an irc channel, a forum and a shoutbox. It also has a projects section were you can hear about my latest mapping projects. A contact page for recruitment on my mod team and there will soon be a screenshots album when I get all of my screenshots together! Put a link to my site on ur site! Make sure you link to it with this image [u]http://www.freewebs.com/mopmap/mopmap.JPG[u] just save the picture to ur drive , upload it to ur page then put in the links section with that picture!
m0p m0pIllogical.
Posted 20 years ago2003-12-02 11:16:15 UTC
in GOOD NEWS!!!!!!!!!!!!!!!!!!!!!!!! Post #6349
this thread is DEAD now! Its been going on for ages!
m0p m0pIllogical.
Posted 20 years ago2003-12-01 14:32:06 UTC
in anyone interested in helping me... Post #6245
the name of the mod is Black-Death! Anyone wants to talk about it, that is it's name! I havent made entire mods before but I hav made many maps (not all of them on Map Vault cos they never upload!)!
This Mod is planned out! I've written a list of what is going to go in each chapter and how many maps there will be, what textures to use, and a whole storyline! I think that is what what you would call well planned! Sorry but there are no more mapping positions in the mod. There might be some custom textures need building though (only simple things like signs and things). If anyone is good at texturing (they have to be very good though!!!) please tell me on this thread and tell me ur email address as well so I can get back to you! Make some test textures and show me them and I might consider you to be the texture artist for the mod.

:badass: :badass: :badass: The Master of Puppets :badass: :badass: :badass:
m0p m0pIllogical.
Posted 20 years ago2003-12-01 10:47:38 UTC
in compiling error, help Post #6216
For a start get Zoner's Compiler Tools 2.5.3 Custom Build 1.7 and don't use Hammer to compile! Get the Zoner GUI Tool! It lets you select loads of little options which change the compile process! You can get it from www.planethalflife.com/eddi .
m0p m0pIllogical.
Posted 20 years ago2003-11-27 20:08:51 UTC
in anyone interested in helping me... Post #5832
Sorry! But ministeve has done the blue texture map! I'll email you if I need you to do anything! Vassy, I've already got your email address, ZL, I've saved your email address to my address book so I can send you an email aswell!

:badass: :badass: :badass: The Master of Puppets :badass: :badass: :badass:
m0p m0pIllogical.
Posted 20 years ago2003-11-27 19:31:01 UTC
in Valve's Maps Post #5829
Once when I was bored, I decompiled a map from Half-Life:Game of The Year just for fun. The map was c1a1e (the one when Gordon pushes the sample into the machine). I loaded it up into Hammer. I was amazed about how many invalid structures, wrong textures, useless structures, useless brushes and errors there were! I wonder if Valve were drunk when they built them! This is no offence to Valve or anything, but GOD! On the other hand, the errors were probably decompiler errors! WinBSPc is the most buggy decmpiler out!

{NOTE:I DID NOT DECOMPILE THE MAP TO STEAL ANYTHING! I JUST DECOMPILED IT TO SEE WHAT IT LOOKS LIKE IN IT'S ORIGINAL STATE WHEN VALVE WERE BUILDING IT!}
m0p m0pIllogical.
Posted 20 years ago2003-11-24 11:26:27 UTC
in Extreme leak problem!!! :( Post #5508
it doesnt mater now! i've solved the problem!
m0p m0pIllogical.
Posted 20 years ago2003-11-23 15:05:01 UTC
in Extreme leak problem!!! :( Post #5468
ive already tried that!
m0p m0pIllogical.
Posted 20 years ago2003-11-23 14:39:17 UTC
in Extreme leak problem!!! :( Post #5460
im just wondering how to prevent the leaks from happening!
m0p m0pIllogical.
Posted 20 years ago2003-11-23 14:09:27 UTC
in Extreme leak problem!!! :( Post #5458
I'm trying to do a level transition through a hole in the floor (which works properly!). So, i copied and pasted the bit which breaks from the first level and use it to carve the hole in the ceiling of the next level! But, I can get that to work but i get loads of node;newPortal error and about three leaks when i carve the hole. As the leaks are so tiny and are at an angle, the only way i can fix them is t cover the outside of the level in block and that only solves 2 leaks! Any way I could avoid this but still keep the same size and shape hole? The leaks happen cos the corners on the hole split the floor up I think but im not sure!
m0p m0pIllogical.
Posted 20 years ago2003-11-18 14:25:34 UTC
in SkyMap Problem Post #5029
ive covered all sky brushes! in the map properties it tells u 2 put cl_ at the front of the sky name!
m0p m0pIllogical.
Posted 20 years ago2003-11-18 11:24:38 UTC
in hud colour Post #5018
One question! How do you change hud colour in a mod?
:badass: :badass: :badass: The Master of Puppets :badass: :badass: :badass:
m0p m0pIllogical.
Posted 20 years ago2003-11-18 11:22:27 UTC
in SkyMap Problem Post #5017
no, didnt work! I might try extracting the cl_desert skymap into a wad file and using that.
:badass: :badass: :badass: The Master of Puppets :badass: :badass: :badass:
m0p m0pIllogical.
Posted 20 years ago2003-11-18 10:18:03 UTC
in SkyMap Problem Post #5012
I can't get sky textures (cl_desert is what i'm trying to use) to work! :x
I've put the correct name in the Map Properties box and covered the walls and ceiling in the 'SKY' texture (the blue one which is used to load up skymaps) but it dont work! I can load up the level sometimes but most of the time, it crashes when it starts up. HalfLife starts up normally and enters the console as usual but when it gets to cl_signonreply2, it freezes and a windows error comes up which says Half-Life Launcher has encountered a problem blahblahblah like windows normally does when a program crashes! I dont have clue what is wrong with it! It is probably a sky problem cos skymaps are cls and it crashes on a cl console line! Any ideas how to fix?

:badass: :badass: :badass: The Master of Puppets :badass: :badass: :badass:
m0p m0pIllogical.
Posted 20 years ago2003-11-11 19:31:46 UTC
in anyone interested in helping me... Post #4459
ok, i'll need ur email address so i can send u some details of the mod! Also, i dont mind that Vassy used ur map instead of mine cos mine turned out rubbish in the end cos the bathroom in it made the map go past the MX_LEAFFACES limit.

:badass: :badass: :badass: The Master of Puppets :badass: :badass: :badass:
m0p m0pIllogical.
Posted 20 years ago2003-11-11 19:12:08 UTC
in anyone interested in helping me... Post #4455
Is anyone interested in helping me build a map for my NEW mod. It is a black mesa mod. The map should contain blue lab textures (the one's from 'Questionable Ethics'). If you are interested please say and I'll send the details by email. The mod is going to be based around a scientist (Slick) who works in the advanced technology research department in Black Mesa when the accident happens! It will replace my old Nuclear Core projects (which will be on hold until I feel like finishing them!).

You must have good experience to do this as it will need some advanced laser and stuff effects!

:badass: :badass: :badass: The Master of Puppets :badass: :badass: :badass:
m0p m0pIllogical.
Posted 20 years ago2003-11-11 18:09:23 UTC
in Is anyone working on a mod? Post #4447
just make a new weapon yourself! You need to know some C++ though! Step 1: Extract the model of the weapon of your choice from the pak file. Step 2: Learn C++ and create a file for the weapon! Just guess the values! Should be quite easy once u know c++ (which is fedit impossible 2 learn, i know cos i've learnt it ages ago!) :D
m0p m0pIllogical.
Posted 20 years ago2003-11-11 17:48:52 UTC
in GOOD NEWS!!!!!!!!!!!!!!!!!!!!!!!! Post #4446
i havent put a big block aroud it i said! I meant not covering the outside like i did originally!
m0p m0pIllogical.
Posted 20 years ago2003-11-06 14:39:48 UTC
in IMPORTANT! Post #4120
I know more C++ than you would if you studied it in ur lifetime!
m0p m0pIllogical.
Posted 20 years ago2003-11-04 18:59:57 UTC
in GOOD NEWS!!!!!!!!!!!!!!!!!!!!!!!! Post #3964
I've restarted my project and I am now remapping it! I'm now on the control room section! It is going to be better than the last version (total redisign!) It will have no leaks as I've found a way around them (not covering the outside of the level with block!). I will release the 1st map as soon as possible. I will eventually post the whole mod when I get round to it! I will not reveal anymore yet as I want to keep the rest as secret!

:badass: :badass: :badass: The Master Of Puppets :badass: :badass: :badass:
m0p m0pIllogical.
Posted 20 years ago2003-11-04 16:05:46 UTC
in Need programme... HELP! Post #3947
I used WinBSP once when I was in the same situation as Waylander. It is absoloute s**t! Excuse my language. But it is! It creates leaks! And doesn't load textures even if you have the correct wad files in the right directory! Don't use WinBSP! It is utter s**te!
m0p m0pIllogical.
Posted 20 years ago2003-11-04 15:42:29 UTC
in IMPORTANT! Post #3944
I'm wondering if I should leave my Nuclear Core project and start again! The level is a big mess and there is a big box around the level to cover up all of the leaks! The textures are all unmatched and need straigtning! The aliens don't spawn in the right place! etc... I might start the ENTIRE thing again! Any other options? Is there a way to the get original file back to where the problems started?
p.s What tools are contained in the Half-Life SDK 2.3? Cos I've just spent ages trying to download with a 56k connection, so if it's just a load of crap then I've wasted my time downloading the 111.90MB file!

:badass: :badass: :badass: The Master Of Puppets :badass: :badass: :badass:
m0p m0pIllogical.
Posted 20 years ago2003-11-03 10:33:35 UTC
in The Mystery of The Missing Entities... Post #3867
Thanks for the help about level changes! :) The reason I got all of those leaks was I was trying to carve out doors using the carve tool, that made loads of leaks in the floor and ceiling! Is there another way to put doors in? Because that is the only way I know! I am delaying the mod to be posted because of all of the leak problems! I will copy all of the core and verything and start a new map without all the bloody leaks!
Another note, how do you build working door mechanisms that use a button? Cos I've been trying to build some doors to go on my maps!
m0p m0pIllogical.
Posted 20 years ago2003-10-31 22:19:12 UTC
in The Mystery of The Missing Entities... Post #3784
I'm getting on quite far with my Nuclear Core project but when I try to add the entities trigger_changelevel and trigger_transition to link to the next map, the entities are missing from the list! I have the latest patches. Is the newest FGD the update for 1.0.0.9. That is the one I've just downloaded. About the mod, it is coming along quite nicely! I've built the control room (which has a dead Barney with a shotgun, a dead scientist, and a scared scientist), the HEV room (pretty self-explanatory), the core (which has some aliens in it, and an impressive core) and the transition room which leads to the generator! I will release the first map for testing soon. I put it on last night but it didn't upload properly so I'll put it on again tomorrow probably!
It did have some very bad leaks earlier, so I covered all of the outer surface in solid block and that fixed it!
m0p m0pIllogical.
Posted 20 years ago2003-10-31 07:18:41 UTC
in Decal Problem :( Post #3719
I've got a really annoying problem with creating doors! I'm trying to make a door to a new room for my Nuclear map (which I had had to delete from the vault because of a bad upload!). I want to get a door that opens upwards like the door to the test lab (big orange door).
But when I try to put one in, it just swings outwards and the wall to the room is still in the bloody way! How do you make upwards doors, and also, do you have to texture the surface of can you just decal them!
m0p m0pIllogical.