Forum posts

Posted 16 years ago2007-11-30 09:46:50 UTC
in NOD file!!! Post #239478
This thread and your question. That's priceless.

Just google "Kane Tools".

Laughs silently...
Posted 16 years ago2007-11-29 18:03:38 UTC
in Light Switches Post #239424
Please tell me what i the meaning of that multi_source in there , cause I found no target ( ?!).
The multisource acts as somekind of uhm... lock. When its triggered, the small buttons which have the name of the multisource in the master property are enabled, allowing you to usekey them.
And secondly: if you trigger a func_wall with a button texture it'll change the texture ?
You got that right. Only has effect on toggleable textures (+A +0) textures.
Posted 16 years ago2007-11-29 13:21:12 UTC
in Light Switches Post #239402
Working on it.
Edit:

http://www.themightyatom.nl/stuff/buttons.rmf

In this example, all four buttons are disabled. Using them won't do anything. When you use the main power button, the fout buttons are enabled and can be used to turn the lights (in my example small on/off indicators) on and off. When the main power button is used again, the four buttons can only turn the lights off, not on, until the main power button is on again.
Posted 16 years ago2007-11-29 11:58:19 UTC
in Light Switches Post #239400
Now, I want to make 1 main button to switch everything on and off. The button acts as a power supply button.
When on, the individual buttons can have the option to switch on or off.
When off, the individual buttons can't do anything.
You're in luck, because i have an exact same kind of setup in one of my maps. I can put the entire entity setup in an empty room so you can have a look at it.

Should i?
Posted 16 years ago2007-11-28 17:57:17 UTC
in Cool Sounds Post #239343
no one uses WON Half-Life anymore.
I do.
Posted 16 years ago2007-11-28 17:18:42 UTC
in Cool Sounds Post #239340
So you want to make your own vox/fvox sounds?
You can use the individual words in the vox and fvox folders to make your own vox and fvox sentence. For example, if you feel the need, you can create this:

deeoo deeoo, attention all personnel, whisky for gordon freeman immediately

Take a look in the sentences.txt file (located in the sound folder within the pak0.pak) and see how these sentences are put together to create lines.

The same can be done for the human grunts:

shit!, request! grenade! up! my! ass!, sir!

Note that you can change the speed, pitch and duration of each individual word by placing (e#), (s#) (p#) (t#) after each word, where # is a number. Placing a comma represents a short pause.

Experiment.
Posted 16 years ago2007-11-28 11:10:15 UTC
in TV/Movie thread Post #239331
I watch:

Mythbusters (There's a new episode today: Pirates 2)
Dirty Jobs (with Mike Rowe)

Some other random Discovery Channel programs like
Blueprint for Disaster
Seconds from Disaster
Extreme Engineering
How it's Made

Deal or no Deal (Dutch version)
The King of Queens
Some more Dutch stuff.
Posted 16 years ago2007-11-28 10:51:49 UTC
in Smoke??? Post #239329
Using a couple of env_sprites with a smoke sprite gives you the best results. Just make sure that you make each of the smoke sprites bigger when its further away from the source (a hole in a pipe or something).

As for the cycler_wreckage, placing it in your map is enough, it'll automatically spawn black smoke ingame. Not sure if it can be customized though.
Posted 16 years ago2007-11-27 12:49:47 UTC
in HELP! Post #239275
C'mon Unb...
Posted 16 years ago2007-11-27 09:37:40 UTC
in multi machine compiling Post #239272
Netvis has network capabilities though.
Posted 16 years ago2007-11-26 17:52:33 UTC
in HUD Color Generator Post #239215
I want a different nick/username...
Posted 16 years ago2007-11-25 16:20:52 UTC
in batch compiling question Post #239158
it's foolproof
Even though there still are some minor bugs, but they won't affect the functionality of the application, it still compiles maps fine.

Check out the development thread for more info: http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=14161&pg=1
Posted 16 years ago2007-11-25 14:06:47 UTC
in batch compiling question Post #239150
:o

Thank you, Hunter!

//Hugz.
Posted 16 years ago2007-11-25 12:35:36 UTC
in Silent Fear Post #239144
Making the white walls and the floor texture (white with green tiles) complete with shaders, normal maps and what not should'nt be that hard to make though.
Posted 17 years ago2007-11-23 10:14:24 UTC
in pre disaster mods Post #239061
Hahaha! Win, Urb! :lol:
Posted 17 years ago2007-11-22 18:01:59 UTC
in Easy way to find grid numbers? Post #239010
Move your mouse onto the grid and look at the statusbar, you'll a bunch of numbers (the coordinates) that change when you move around on the grid.

To find leaks using the coordinates in the statusbar, you need to have basic knowledge about x y z coordinates.

Also:

DOWN WITH GDI!
I FIGHT FOR KANE!
FOR THE BROTHERHOOD!
PEACE THROUGH POWER!
Posted 17 years ago2007-11-21 13:43:54 UTC
in Map Building for CS:Source Post #238951
Wrong forum. Moved.

Note that you can't use the old VHE (version 3.4/3.5) for Source, everything from version 3.5 and below is for HL1 based games. To map for Source, you need to install the Source SDK which is available from within Steam and thus you must have a Steam account in order to use it. A new version of Hammer is included with the SDK wich allows you to map for Source games.
Posted 17 years ago2007-11-21 13:05:40 UTC
in Silent Fear Post #238944
Update that white screenshot with the new name, and ill edit the thread title.

I will play it soon.
Posted 17 years ago2007-11-21 13:00:56 UTC
in Silent Fear Post #238941
I don't know, its your mod, you decide.
Posted 17 years ago2007-11-21 12:51:03 UTC
in Silent Fear Post #238939
Whats the new name then.
Posted 17 years ago2007-11-21 12:44:42 UTC
in Silent Fear Post #238937
Change the name. The name "The Ship" has already been used for a mod for Source.

Screenshots are a bit small, but it looks nice though.
Posted 17 years ago2007-11-14 20:03:31 UTC
in Some entity reference Post #238492
http://youfail.ytmnd.com/

You fail too for replying in an old thread!
Are you 12 years old or what!!
Fag.
Posted 17 years ago2007-11-13 15:27:41 UTC
in FinnalY! Post #238355
HL1 MAPPING FTW! :D
This post was made on a thread that has been deleted.
Posted 17 years ago2007-11-11 16:21:20 UTC
in The Citizen: HL2 sp Post #238159
Espen:

o O o O o
O o O o O

Thats all im gonna say.
Posted 17 years ago2007-11-11 13:14:26 UTC
in The Citizen: HL2 sp Post #238143
What did you expect? Of course people are gonna press it, with or without a big ass sign. :nuts:
Posted 17 years ago2007-11-11 12:47:43 UTC
in The Citizen: HL2 sp Post #238140
Well, im stuck at the beginning.
Whats the deal with those hacks? You can't even fight them. Lame.
And everything is locked.
Posted 17 years ago2007-11-11 11:25:00 UTC
in The Citizen: HL2 sp Post #238130
Downloading...
Posted 17 years ago2007-11-11 11:23:12 UTC
in Orange Box Mapping has arrived Post #238129
HAX!

Anyway, new Portal example map by me: http://twhl.co.za/mapvault_map.php?id=4866
Posted 17 years ago2007-11-11 09:58:12 UTC
in Yea im a noob damage on beams Post #238125
strike again time=0.000000000000000000000000000000001

There's your problem (I think).
Posted 17 years ago2007-11-10 11:55:08 UTC
in Orange Box Mapping has arrived Post #238066
Ok.

Anyone noticed that the mousecursor disappears when using the magnifier tool on the grid windows? Same goes for the brush handles that allows rotating a brush.

Pain in the butt.
Posted 17 years ago2007-11-10 10:53:14 UTC
in Now Playing: ... Post #238065
Kelly Bailey - Vague Voices (Half-Life 1 Soundtrack, featured in Black Mesa Inbound)

(As if nobody would knew that! :nuts:)
Posted 17 years ago2007-11-10 10:45:35 UTC
in Rain the easier way Post #238064
Posted 17 years ago2007-11-09 10:25:39 UTC
in elevator problem Post #238012
What do you want to glow? A sprite?
Glow works best on sprites, not on brushes...
Posted 17 years ago2007-11-09 09:50:14 UTC
in elevator problem Post #238010
Depends for wich mod your mapping for...

Spirit is only usefull for singleplayer maps. If you're mapping for HLDM, CS, DOD, TFC, whatever, then Spirit will be useless in this case. Spirit is actually a mod by itself. Spirit maps with Spirit technology (ie: Spirit entities) require a fully fully functional installation of Spirit in order to run those maps, just like dod maps require dod installed to play and cs maps require cs installed to play. You cant use Spirit for other maps other than the Spirit mod itself.
Posted 17 years ago2007-11-09 09:10:40 UTC
in elevator problem Post #238007
1. You can't have entities move other entities unless you use Spirit of Half-Life.

2. The solution to your button problem is in the Flags tabpage of the button properties.
Posted 17 years ago2007-11-09 08:53:53 UTC
in HL2 SDK not loading Post #238004
Not spam, you can't even spell the most common and most used word on this site correctly, which is mapping.

Anyway, CSS mapping still required the old version of the SDK, i believe you have to use the -engine ep1 parameter to force the SDK to load the old previous version of Hammer.

Info here: http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
Posted 17 years ago2007-11-08 12:25:08 UTC
in Orange Box Mapping has arrived Post #237965
Yes same here, moo.
Where are those particle files then?
Posted 17 years ago2007-11-08 12:10:34 UTC
in Orange Box Mapping has arrived Post #237962
Posted 17 years ago2007-11-08 10:03:15 UTC
in Orange Box Mapping has arrived Post #237955
Anyone tried the info_particle_system entity yet? It says you can make your own particles using the particle editor. Now where the hell is the particle editor?
Posted 17 years ago2007-11-08 09:06:05 UTC
in [UTILITY] Compilator 3 Public Beta Post #237950
Just found another bug, this one won't affect the functionality of the application, so you keep using it. Here's the problem and a temporary fix:

Problem: When specfying a new .map to compile, the batch code doesn't get updated.

Fix: Goto one of the compile stages tabs, check and then uncheck a random checkbox. Now the batchcode will be updated with the new .map file and you're ready to compile.

This wil be fixed in 1.0.3.
Posted 17 years ago2007-11-08 08:56:35 UTC
in Now Playing: ... Post #237948
Myl?ne Farmer - C'est une belle journ
Posted 17 years ago2007-11-07 09:43:01 UTC
in WTF Crazy Errors Thread Post #237852
Whats the point of this thread? Are we supposed to post funny error messages or are we supoosed to answer (c)Striker's question about that lightmap error?

Looks like its the first case, and therefor moved to General Discussion.
Posted 17 years ago2007-11-05 15:13:10 UTC
in [UTILITY] Compilator 3 Public Beta Post #237742
Yes.

It'll be in version 1.0.3.

The reason why im not doing this for Source is due to my limited knowledge about the Source compile tools and its huge amount of options.
Posted 17 years ago2007-11-05 12:57:12 UTC
in The Free Texture Thread! Post #237729
Why are you asking?
Posted 17 years ago2007-11-04 19:59:53 UTC
in [UTILITY] Compilator 3 Public Beta Post #237668
Sorry, no Source.

And i've already planned an option to compile multiple maps in a row. Its in development.
Posted 17 years ago2007-11-04 17:43:15 UTC
in [UTILITY] Compilator 3 Public Beta Post #237637
Thanks! Im glad you like it. :) Makes me wanne continue its development, adding new features and stuff. :)

Just noticed that some (or all) options on the RAd tab don't work.
Fixing it now!

Edit: Version 1.0.2 is out.
Tetu0, you may want to download this version, since it fixes some issues with some of the options (options on the second RAD page don't work. They do in this release.
Posted 17 years ago2007-11-04 17:30:05 UTC
in Fixing Textures in the corners Post #237629
they are strange. is there a way to fix them ?
Sure. Just shift the texture on the right or left to the right or left until they match (and thus removing the seam).

Use the Texture Application Tool to do it.
Posted 17 years ago2007-11-02 17:01:57 UTC
in CS_ASSAULT modification Post #237527
I already locked it...
Oh well, whatever.

Removed crap.
Posted 17 years ago2007-11-02 16:52:09 UTC
in CS_ASSAULT modification Post #237525
This is great, really.

A couple of tips for you, Striker:
  • Stop making "modification" maps.
  • Stop copying other peoples work. Its considered stealing in the mapping world, which is a crime, basically.
  • Come up with your own idea's. You'll get much more respect if you make things yourself.