Forum posts

Posted 17 years ago2007-02-20 20:15:08 UTC
in TWHL Mix 2? Post #213187
Not too bad, but the texturing is a bit off. You used a bunch of different sets, so it looks kind of jumbled together.
Posted 17 years ago2007-02-20 20:08:45 UTC
in TWHL Mix 2? Post #213185
Wow, image not available... Lame. :
Posted 17 years ago2007-02-20 17:55:21 UTC
in Surgery and the benefits of gaming. Post #213176
Ah, the joy of grade 10.
You could substitute modeling in Blender for playing games, if you wanted. Or just drop out and spend all day on WoW! :P
Posted 17 years ago2007-02-20 08:51:38 UTC
in Need help with props Post #213132
Use a monster_generic and check the "not solid" flag, then put clip brushes around it so you can't walk through it. You may have to make sure the clip brushes aren't touching the model at all if you find it's disappearing.
Posted 17 years ago2007-02-20 06:34:11 UTC
in Surgery and the benefits of gaming. Post #213124
I read a very similar article about this same thing a looooooong time ago (2004 or 2005, it seems), but if you haven't read it, it's still really interesting.

It's not just surgeons though. I thought it was a fairly well known fact that playing video games improved your hand-eye coordination greatly, which obviously can be used in many different situations.
Posted 17 years ago2007-02-20 06:31:15 UTC
in Problem with stk Post #213123
I don't exactly think it's necessary to start with HL1, seeing as Source does the same exact things in some way or another. Plus, if you get too addicted to the HL1 entity system (like I have), it can be really hard to move over. Just as long as you limit yourself at first, it doesn't matter which engine you start with. One isn't dramatically harder than the other.
Posted 17 years ago2007-02-20 04:34:38 UTC
in Changing levels while on elevators Post #213113
I'm pretty sure the elevator wouldn't "jump" (it's mostly dependent on what's in the current map, not the previous one), but I admit it might be a little tricky getting everything to line up correctly. Your way is probably more secure.
Posted 17 years ago2007-02-20 03:07:17 UTC
in Cat Macros! =D [56k no] Post #213104
srry wishes he had a 37" widescreen right about now.
Posted 17 years ago2007-02-20 02:58:17 UTC
in Cat Macros! =D [56k no] Post #213102
Post directly, otherwise you won't break the forum dimensions! :aggrieved:
Posted 17 years ago2007-02-20 00:24:04 UTC
in Changing levels while on elevators Post #213097
Kinda late to reply, but I'd actually put the trigger_changelevel somewhere on the way up (for the moving one), so the player actually has to hit it to trigger it. This way, if the elevator goes up without the player in it, the level won't change on its own.
Posted 17 years ago2007-02-19 14:12:30 UTC
in Cat Macros! =D [56k no] Post #213052
Last two no worky. :(
Posted 17 years ago2007-02-18 20:07:46 UTC
in Half Life FX Post #212978
Of course it does. That's what we're talking about, it's a fairly pointless mod.
Posted 17 years ago2007-02-18 19:43:14 UTC
in Cat Macros! =D [56k no] Post #212973
Hey, keep posting more cat macros and we're right back on track. The way I saw it, people had kinda just run out of them. You can only recycle a cat joke so many times.
Posted 17 years ago2007-02-18 18:45:58 UTC
in Cat Macros! =D [56k no] Post #212968
The loss of his pussy. Yeah, sounds like you care a lot.
Posted 17 years ago2007-02-18 18:41:03 UTC
in Cat Macros! =D [56k no] Post #212965
It's not the picture. I'd be fine with it if it was just some random cat picture from the internets, but it's not.
Posted 17 years ago2007-02-18 18:38:41 UTC
in Cat Macros! =D [56k no] Post #212962
Luke, have you read Habboi's latest journal entry?
Posted 17 years ago2007-02-18 18:34:46 UTC
in Cat Macros! =D [56k no] Post #212960
How about cruelly formed (and lame) jokes?
Posted 17 years ago2007-02-18 18:30:00 UTC
in Cat Macros! =D [56k no] Post #212958
Okay, but I'm gonna hate the Zombie now.
Posted 17 years ago2007-02-18 17:50:49 UTC
in Cat Macros! =D [56k no] Post #212950
Caboose, you're a horrible, horrible person. I hope you die a miserable death from food poisoning or something. :
Posted 17 years ago2007-02-18 17:37:54 UTC
in Half-Life: Hostage Situation Post #212945
You have 4 on there. And they look more dated than time itself.
Posted 17 years ago2007-02-18 08:07:47 UTC
in rowleybob Projects! Post #212849
/me wonders how rowley got so good at modeling so quickly.

I're envious of you.
Posted 17 years ago2007-02-18 08:05:43 UTC
in Modelling / Coding for CS Post #212848
And remember, modeling for CS is really just modeling for Goldsource. All the file types are interchangeable between HL mods. So if you make a prop for CS, it could be used in any mod, although the scale might be a tad off.
Posted 17 years ago2007-02-18 07:45:40 UTC
in Modelling / Coding for CS Post #212841
No, but I could point you away from coding. There simply isn't any to be done for Counter Strike. The source code for it was never released, so there's nothing you can do.

But as far as modeling goes, I could only tell you to use Milkshape 3D.
Posted 17 years ago2007-02-18 05:49:03 UTC
in rowleybob Projects! Post #212825
I especially like the trigger. It's very well detailed.
Posted 17 years ago2007-02-18 05:18:24 UTC
in rowleybob Projects! Post #212823
NICE UZI!
Posted 17 years ago2007-02-18 01:52:40 UTC
in Half Life FX Post #212815
I played it, and it's kinda weird but not too good. It's REALLY laggy for one thing (this is with a 256 MB GeForce 7600, Athlon 64 3700+, and 1.5 GB RAM), and it doesn't seem like you should have to sacrifice so much playability for a couple neat visual effects. With all the lag, I had a really hard time crouch jumping (I always crouch jump), and even aiming at enemies was a pain.

The graphics were fairly good, but they really clashed with the old textures, and that detracted from them a lot. If I'd seen these graphical effects used in Poke646: Vendetta, they would have been out great, but here it just looks cheesy.

The flashlight was probably the worst thing about the graphics. I don't understand they did this, but for some reason they decided the regular flashlight wasn't good enough, and they replaced it with this worse looking 2D effect that just lit up certain areas of the screen, instead of actually lighting the geometry.

So, it might be good if you can make a fun mod based on it, but only if they can reduce the lag a lot. Until then, stick with Source if you want good visuals. It's just not worth it right now.
Posted 17 years ago2007-02-18 00:51:24 UTC
in Half Life FX Post #212811
To tell you the truth, none of that stuff looks that good. It's all kinda cheesy, especially when used in contrast to all the old HL stuff. I can see a lot of people using this as a cheap compensation for good mapping, which is perhaps how it'd look the worst. :

And that picture of the light fixtures is just a bunch of sprites. I can't figure out what they were trying to do there.
Posted 17 years ago2007-02-18 00:39:41 UTC
in Half Life FX Post #212808
Me no read Russianic :(
Posted 17 years ago2007-02-17 19:47:25 UTC
in Half-Life: Hostage Situation Post #212790
Ummm... Yeah, thanks... I guess. :|
Posted 17 years ago2007-02-17 02:01:09 UTC
in Half-Life: Hostage Situation Post #212736
Heh, I forgot the rear view mirrors, but I doubt anyone will notice. Ah, it's just a WIP anyway (although a nearly complete one).
Posted 17 years ago2007-02-16 17:56:34 UTC
in Half-Life: Hostage Situation Post #212709
Yup, func_conveyors, looping portions of rock, and fog is how it's gonna be done. The r_speeds are also unbelievably low, with the w_polys staying around 300. I guess it's all the stretched textures.

Glad you guys like it.
Posted 17 years ago2007-02-16 07:38:58 UTC
in Apply texture to just one face of a bloc Post #212648
Yes, click the icon for the block clipping tool multiple times to change modes, until you get to the one that lets you split brushes instead of just clipping a portion of it away. As long as you don't overdo it, this is the most efficient (and really only) way of placing multiple texture along one straight surface.

You can't actually place multiple textures on one face, but you can get the same thing by just placing them side-by-side.
Posted 17 years ago2007-02-16 05:25:13 UTC
in Cliffs...? Post #212639
Yup, that method that Killer-Duck recommended is great. Still, it's not impossible to have low-poly triangle terrain, just as long as you don't overdo it with the detail.
Posted 17 years ago2007-02-16 03:20:47 UTC
in Half-Life: Hostage Situation Post #212636
Tada!

User posted image


Yes, that's the tractor trailer you're riding in. And yes, you're shooting out the back of it at the grunts in the pursuing trucks, while going about 80 MPH.

Expect some major explosions in this portion of the mod. :D
Posted 17 years ago2007-02-15 23:33:16 UTC
in Half-Life: Hostage Situation Post #212621
Fixed. Now onto the other problems that were already there...
Posted 17 years ago2007-02-15 23:15:01 UTC
in Half-Life: Hostage Situation Post #212615
No. I know what you're trying to do, rowley... :P

But yeah, I do back my stuff up. Just not every hour, or every week.
Posted 17 years ago2007-02-15 23:02:10 UTC
in Half-Life: Hostage Situation Post #212607
Backup? What backup? :)

It was working last night, and after I changed a few things it's now crashing HL and b0rking up Steam at the same time, which has NEVER happened to me before.

Errr... By the way, is it possible to trigger too many entities at once?
Posted 17 years ago2007-02-15 23:00:20 UTC
in HL1: Fornost Post #212604
The title is kinda a dead giveaway, don't you think? ;)
Posted 17 years ago2007-02-15 22:56:34 UTC
in Half-Life: Hostage Situation Post #212601
Actually, I've just run into some major problems. Game crashing, won't-even-show-me-a-freakin'-error-message type problems. D:
Posted 17 years ago2007-02-15 22:11:03 UTC
in Half-Life: Hostage Situation Post #212598
It'll be here today, if you're lucky. I'm working on it right now.
Posted 17 years ago2007-02-15 21:59:49 UTC
in Apply texture to just one face of a bloc Post #212594
Yes, just open the texture application tool and click on whatever face you want to select it. Then, click the little browse button in the window, select the desired texture, and click apply.
Posted 17 years ago2007-02-15 04:22:37 UTC
in Breakable Blocks Post #212534
Never mind. Wrong about what I was going to say.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-14 20:04:18 UTC
in Breakable Blocks Post #212499
Or you could create one block with all the right properties, hit the copy button, and paste it into all the other blocks. Or just copy that brush a bunch.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-13 23:40:30 UTC
in Breakable Blocks Post #212417
Select the brush and press Ctrl+T, or right click the brush and click "Tie to Entity".
Posted 17 years ago2007-02-13 23:23:45 UTC
in Performance bad with vista Post #212416
anyone know anything about vista that i dont?
Yeah, I do. It sucks.
Posted 17 years ago2007-02-13 18:38:41 UTC
in Compiling Post #212394
If that compile log you posted is what you got when you hit f9, then it did compile. Maybe you have your game configurations set up wrong or something, and it isn't launching the game automatically like it should. Have you tried running the map from the console?

Also, when you say you removed the texture in zhlt.wad, what did you replace it with?
Posted 17 years ago2007-02-13 06:35:16 UTC
in Bulls hit game_text crash Post #212354
Yeah, but I don't think "World Crafter proudly presents" is long enough to need two lines.
Posted 17 years ago2007-02-13 04:53:27 UTC
in Bulls hit game_text crash Post #212349
None of you guys knew that? Gosh... :

Still, I've never had Half-Life crash just because I didn't check that flag.

And rowley, I thought they were individualized in multiplayer, but they just didn't show up in single player without that flag checked. I could be wrong though.