Forum posts

Posted 17 years ago2007-10-28 15:20:30 UTC
in Decompile Problem Post #237188
The point is that I want to modify cs_assault.
Right... And then what? Release it? Thats stealing, you know.
The problem is that I don't know how to handle Textract. When I open the program it just shuts down immediately.I have to do it another way?
Its probably a command line application, check the application readme file for correct usage (which is pretty much common sense).
Posted 17 years ago2007-10-28 10:46:43 UTC
in Decompile Problem Post #237183
Not sure, but this happens when the map has wad's included in the bsp.

Try this:

Extract the textures from the bsp using Textract.
Put all these textures into a new wad and load it into Hammer.
Then decompile the map and load the map in Hammer.

If you still see flat colors all over the place, then BSPTwoMAP can't handle bsp files that have wads included in them.

Whats the point of this anyway?
Posted 17 years ago2007-10-27 16:43:23 UTC
in how can you insert a model? Post #237127
but until then,How can tree models be placed? grin - :D
Do you actually read the replies? Me, F0ld and srry pretty much gave you three possibilities on getting models in a map.
Posted 17 years ago2007-10-27 16:24:05 UTC
in how can you insert a model? Post #237123
Woops, i forgot about the flag. :nuts:
Posted 17 years ago2007-10-27 16:10:50 UTC
in how can you insert a model? Post #237119
The monster_generic, if shot, will bleed, and when hit with the crowbar, it'll explode (gibs). So i would use the cycler entity.

Note: Im talking about the cycler entity, not the cycler_wreckage or the cycler_sprite entity.
Posted 17 years ago2007-10-25 10:38:12 UTC
in errors Post #236992
Posted 17 years ago2007-10-23 17:16:43 UTC
in After an edit... Post #236902
Yes please. Its a pain in the butt.
Posted 17 years ago2007-10-21 07:27:53 UTC
in Now Playing: ... Post #236760
Portal - Subject Name Here
Posted 17 years ago2007-10-20 16:52:44 UTC
in Op4/BS content in mods Post #236729
Op4 and BS is created by Gearbox Software, not Valve, so i think its ok to use their stuff in your maps.
Posted 17 years ago2007-10-20 06:46:23 UTC
in about ambience_generic Post #236719
Blitz, this is HL1, so there's no circle...

Just to cause no confusion. :)
Posted 17 years ago2007-10-19 16:49:06 UTC
in Weird Post #236680
1- You have used too much textures (it can be changed in map options)
Nope, that would give a different error.

The textures mentioned in the log are simply too big (over 256*256) This should'nt be a big problem, if you have enough memory and a good videocard, the game will run fine, but the map may note run on machines with lower specs. Also, its very likely that you'll hit an engine/game limitation very quickly if you keep using those big textures.
Posted 17 years ago2007-10-19 15:47:49 UTC
in Now Playing: ... Post #236672
Ellen McClane - Still alive (Portal end theme)

No really.
Posted 17 years ago2007-10-18 17:05:21 UTC
in Missing Testures. Post #236601
So you want a sky in your map? Then read this tut: http://twhl.co.za/tutorial.php?id=6

Applying skytextures is a bit different then applying world textures. That tutorials explains it all.
Posted 17 years ago2007-10-18 16:45:26 UTC
in HL mod not working Post #236597
You tell Loffe, he designed it. :)

So... does the mod work now?
Posted 17 years ago2007-10-18 07:50:55 UTC
in HL mod not working Post #236576
ROFL!

Yes, thats the problem. You can get the 1.1.1.0 patch from my site. Here's a direct link:

http://www.themightyatom.nl/hldownloads/hl1110.exe (80 mb)
Posted 17 years ago2007-10-17 17:30:14 UTC
in HL mod not working Post #236532
It would help if you could at least name the mod you're talking about, that is pretty much common sense, isn't it? How are we supposed to help anyway?

:/
Posted 17 years ago2007-10-15 17:02:36 UTC
in Who remembers "The Challenger Deep" Post #236428
Before my mapping days, i played every singleplayer mod i could get my hands on, TCD included. I enjoyed it alot.
A couple of years later, i became an experienced mapper and i tried TCD again. This time, i find it horrible. Bland boring leveldesign, the Test Chamber for example was utter crap: it was jus a metal... thing
http://city17.ru/hl/challengerdeep/cdeep3.jpg :sarcastic:

Good thing you're doing a remake, the screenshots look pretty neat, so you better get this finished. :D
Posted 17 years ago2007-10-15 09:57:23 UTC
in Wally good looking.How? Post #236404
Posted 17 years ago2007-10-15 09:44:21 UTC
in The orange box again. Post #236403
And i still have to play all of it!
Posted 17 years ago2007-10-14 16:10:47 UTC
in Wally good looking.How? Post #236362
Do you have any idea what the difference is between saving a jpg and saving a bmp file?

Two words: Quality difference.

So, always use bmp for your textures.
Posted 17 years ago2007-10-14 15:24:54 UTC
in Wally good looking.How? Post #236358
Posted 17 years ago2007-10-13 16:38:05 UTC
in texture light problem Post #236318
Dude, those numbers are waaay to low to cast any light ingame. You need a brightness of at least 1000 to light up decently.
Posted 17 years ago2007-10-13 11:54:04 UTC
in HEALTH Post #236296
Moved.

Try the trigger_hurt entity. Give it a negative value so that, when triggered, will give players inside the trigger_hurt health. Trigger it again to turn it off.

Only possible if CSCZ supports trigger_hurts.
Posted 17 years ago2007-10-13 11:07:05 UTC
in [UTILITY] Compilator 3 Public Beta Post #236291
just my personal opinion, but i think the buttons with the coloured text look really ugly with the new theme.
Consider it changed.
does that "Texture Data" thing actually work? Like, I may actually increase it beyond 4 mb?
Yes, i allready enabled it by default with a texture data of 8192 (8MB) which has always been my default value.
Posted 17 years ago2007-10-13 10:35:40 UTC
in texture light problem Post #236288
Because you're probably using a small light texture (16x16 maybe).
Posted 17 years ago2007-10-13 10:02:50 UTC
in texture light problem Post #236279
This has got nothing to do with size or colors.

Striker, goto your cstrike directory, there should be folder named gfx, and inside that, a folder named env. Delete/move/backup the contents of the env folder (so that its empty), then fire up your map again and see if the sky works now. If it does, you can be sure that the sky texture got damaged. Be deleting/moving it, cstrike is forced to use the sky texture from the GCF files.

Also, be sure you run OpenGL.
Posted 17 years ago2007-10-12 17:53:28 UTC
in Fullbright Post #236234
No. You just have to cut down on faces. First of all, skyboxing your entire map is never a good idea, the r_speeds will skyrocket and the engine renders the entire, if not most of it, at once.

So i'd redo the skybox.

Also, if you have a large brush, like rocks, clifs and the like, increase it texture scale to lower the patches.
Posted 17 years ago2007-10-12 17:33:28 UTC
in Fullbright Post #236227
Sounds like a leak. Post your log.
Posted 17 years ago2007-10-12 17:22:51 UTC
in Game_text complications Post #236225
:/

Post the map in the vault.
Posted 17 years ago2007-10-12 16:55:50 UTC
in Game_text complications Post #236223
Select Channel 2 in the second game_text Text Channel property.
Posted 17 years ago2007-10-12 13:02:17 UTC
in Hello thread! Here?s the hello thread! Post #236202
I just want to say that web is awesome, excellent work
should be:

I just want to say that [b]this website is awesome, excellent work!

Sounds much better eh?
Posted 17 years ago2007-10-12 11:45:19 UTC
in Hello thread! Here?s the hello thread! Post #236198
Yeah, exactly, the "web" is awesome.

:S
Posted 17 years ago2007-10-11 12:58:25 UTC
in Into the 'Jahzellian' Mindset... Post #236145
Sheesh, whats with you and your "conspiracy theories". You're talking about "conspiracy theories" in every single thread you start. For what?

Who the fuck cares, man, make maps, not boring threads.
Posted 17 years ago2007-10-11 08:55:04 UTC
in The all-holy walking animation.. Post #236136
deeoo deeoo, attention doctor rimrook, please report to this thread please, deeoo
Posted 17 years ago2007-10-11 08:53:46 UTC
in Really Stuck / making .bsp Post #236135
.NET Framwork 3.0 eh? Never tested it for that, only for 2.0. Oh well.
So does it work?
Posted 17 years ago2007-10-10 15:36:25 UTC
in [UTILITY] Compilator 3 Public Beta Post #236100
Link not worky?
Wtf.
// checks...
Woops. Uploaded to the wrong folder.
Fixed.
Posted 17 years ago2007-10-10 12:14:42 UTC
in [UTILITY] Compilator 3 Public Beta Post #236087
I get it... Sounds neat.
Something for version 1.0.3. :)
Posted 17 years ago2007-10-09 13:41:11 UTC
in [UTILITY] Compilator 3 Public Beta Post #236048
Prove it! :P
Posted 17 years ago2007-10-09 10:55:57 UTC
in [UTILITY] Compilator 3 Public Beta Post #236035
Version 1.0.1 released!
See the first post for changelog and updated screenshots.
Posted 17 years ago2007-10-07 17:48:47 UTC
in Quiet down and listen to the Aussie Post #235944
Peggle Extreme ftw. Just finished adventure mode and i've already beat 3 challenge lavels. :)
Posted 17 years ago2007-10-06 15:05:04 UTC
in Help me again plz Post #235872
C'mon man. Is it really that hard? Have a look at the menu's and you'll find something to decrease or increase the grid size with, or use the shortcut key (see my previous post). You can't miss it.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-10-06 13:12:21 UTC
in Finding leaks using .LIN Post #235835
Its just one line which gradually fades from blue to red. Follow it until the line stops (red). The leak is probably close to where the line ends.
Posted 17 years ago2007-10-06 12:25:40 UTC
in Game_playerhurt Post #235829
Only Spirit has such a command. Vanilla HL doesn't.
Posted 17 years ago2007-10-06 11:59:28 UTC
in Game_playerhurt Post #235826
is there actually a way to spawn things under the player, in relation to where they are?
I believe the game_player_equip entity does just that. Try it.
Posted 17 years ago2007-10-06 11:55:11 UTC
in Help me again plz Post #235825
Decrease the grid size ( [ ), then adjust the brush with that button texture until the texture fits.
Posted 17 years ago2007-10-06 11:14:40 UTC
in Help me again plz Post #235821
Everyone can upload with Imageshack, so why should'nt you. Try harder!
You're probably uploading the bmp file to Imageshack. Something tells me that Imageshack does not accept bmp files. Use jpg. Its common sense, man.
Posted 17 years ago2007-10-05 18:22:20 UTC
in Game_playerhurt Post #235780
Its the truth. :P
Posted 17 years ago2007-10-05 17:24:18 UTC
in Game_playerhurt Post #235771