Forum posts

Posted 17 years ago2007-10-05 15:27:01 UTC
in Help me plz! Post #235757
Its modelsyourmodel.mdl, without the cstrike part.

yourmodel.mdl is probably Mykey.mdl.
Posted 17 years ago2007-10-05 12:39:01 UTC
in Help me plz! Post #235742
Often because the cycler entity, cyler sprite or some other entity used has the wrong path/name. You must use the perfect path/name, with the right capitals - or it will stop the game. The path should start with model/modelname, not the whole path name. Sometimes browsing to the model works best, sometimes typing the path/name in works best.

From http://www.slackiller.com/tommy14/errors.htm#modnum
Posted 17 years ago2007-10-05 12:34:46 UTC
in Perpetual motion machine! Post #235740
Someone watched Mythbusters. :nuts:
Posted 17 years ago2007-10-04 07:08:32 UTC
in Now Playing: ... Post #235634
Aliz?e - Moi... Lolita
Posted 17 years ago2007-10-02 15:13:45 UTC
in Problem with Skybox Post #235480
...

Then hit the edit button. Doh! :nuts:
Posted 17 years ago2007-10-02 12:27:27 UTC
in Minicompo #Ilostcount: Vending Machines! Post #235470
K. Well at least you've made something.

@ Freshed: i don't need comments like that.
Posted 17 years ago2007-10-02 09:42:05 UTC
in Really Stuck / making .bsp Post #235457
Have you actually tried my batch compiler yet (see a few posts up)? I know you're gonna find it usefull.
Posted 17 years ago2007-10-02 08:48:31 UTC
in trigger_changelevel GLITCH Post #235453
Yup, every entity, brush and point, and solid world brushes have X's in them when they're selected. The mark the point of the center of the object.
Posted 17 years ago2007-10-02 07:48:38 UTC
in Minicompo #Ilostcount: Vending Machines! Post #235450
YOU ALL FAIL!

Minicompo's: a no go!
Posted 17 years ago2007-10-01 11:46:40 UTC
in Really Stuck / making .bsp Post #235379
Try a front end compiler. This is just a Windows application that'll ease the process of compiling your maps. Plus, front ends even have more options.

Here are some front end compilers:

Half-Life Compilation Controller Outdated tool. I don't recommend this one.

Nem's Batch Compiler Pretty big tool that supports Half-Life 1 and Source games and mods.

The Compilator My own front end compiler. Made for beginning mappers. Supports only Half-Life 1 games and mods, so if you're gonna stick to Half-Life 1, pick this one.
Posted 17 years ago2007-10-01 11:36:33 UTC
in trigger_changelevel GLITCH Post #235378
Let me add that the distance between the center of the Landmark and the center of the trigger (yellow line) must be the same in both maps!
User posted image
Posted 17 years ago2007-09-30 09:19:42 UTC
in Your Gaming History? (Long Post) Post #235305
http://www.trustedreviews.com/images/article/inline/3413-keen1.jpg
http://xo.typepad.com/blog/simcity-thumb.jpg
http://www.pspsource.de/hdp_images/newspost_images/1176134230/bild31.jpg
http://it.travisbsd.org/lemmings/img/screenshots/lemmings.png
http://www.exotica.org.uk/gallery/games/images/d/DesertStrike.jpg
http://www.vgmuseum.com/scans/scans3/Jungle_strike.jpg
http://content.answers.com/main/content/wp/en/0/0a/Kirby_adventure_box.jpg
http://dorando.emuverse.com/images/super-mario-bros.e_00.png
http://www.videogamesblogger.com/wp-content/uploads/2006/10/super-mario-bros-2-nes-title-screen.jpg
http://vincentarsenault.files.wordpress.com/2006/10/super-mario-3.jpg
http://videospellen.files.wordpress.com/2007/06/nes-megaman2.jpg 3, 4, 5, and 6.
http://www.consoleclassix.com/info_img/Godzilla_NES_ScreenShot3.jpg
http://www.consoleclassix.com/info_img/Faxanadu_NES_ScreenShot1.jpg
http://img1.nnm.ru/imagez/gallery/6/b/6/d/2/6b6d2b6552d1c4fd642302def7cdffa8_full.jpg
http://www.exotica.org.uk/gallery/games/images/d/Dune2.jpg
http://www.cdaccess.com/jpg/shared/front/large/halflopp.jpg
http://www.explodedgoat.com/images/covers/half_life_blue_shift.jpg
http://www.cncu.de/data/Image/content/tk/tk.jpg
http://www.conquerfans.com/wp-content/uploads/2006/11/tiberian-sun.jpg
http://ec1.images-amazon.com/images/I/511T1J5YCML. class="underline">AA280.jpg
http://pds4.egloos.com/pds/200701/25/02/c0011402_04014897.jpg + add-ons Counterstrike and Aftermath
http://www.criticalmassinteractive.com/images/Covers%20and%20Small%20Covers/Red%20Alert%202.jpg
http://www.freewisdom.org/etc/yuris_revenge.jpg
http://www.arrakis.co.uk/jpg/emporer.jpg
http://www.dpluss.nl/great-disasters.jpg
http://www.dpluss.nl/simcity.jpg
http://www.dpluss.nl/serious.jpg
http://abyss.hubbe.net/gfx/covers/gms/lg/nolf-mac-lg.jpg
http://www.mobygames.com/images/covers/large/1033942575-00.jpg
http://www.conquerfans.com/wp-content/uploads/2006/11/candc-renegade.jpg
http://jaquetteworld.chez-alice.fr/images/cd_jeux/Soldier_of_Fortune-Front.jpg
http://www.dutchgame.nl/modules/informatie/images/games/sof2.jpg
http://www.vpd.fi/kuvat/pc_serious_sam_2.jpg
http://images.ciao.com/inl/images/products/normal/951/Command_Conquer_Generals_PC__636951.jpg
http://www.itidaho.com/shop/images/uploads/command_and_conquer_generals_zero_hour.jpg
http://www.ownage.nl/thumb.php?width=150&pic=/images/objectimages/logo/game_93.jpg
http://www.dpluss.nl/half-life-episode-one.jpg
http://images.pcclub.nl/catalog/images/Command%20&%20Conquer%203%20Tiberium%20Wars.jpg Kane Edition
Posted 17 years ago2007-09-28 16:46:13 UTC
in AllocBlock Full error-I'm crazy now! Post #235179
Is your spacebar broken or what?
Posted 17 years ago2007-09-27 14:16:21 UTC
in AllocBlock Full error-I'm crazy now! Post #235120
You're map is probably badly optimised.

Big open area's with lots of stuff inside is one of the causes.
If you have windows, doors and stuff like that, the engine renders all those area's at once, causing high r_speeds and long compile times.

Is your map like that?
Posted 17 years ago2007-09-27 05:53:08 UTC
in uploading a map Post #235100
Correct, Killer-Duck, the lights.rad/valve.rad doesn't need to be included.
Posted 17 years ago2007-09-26 09:16:53 UTC
in AllocBlock Full error-I'm crazy now! Post #235049
Tommy14 says this:

For some reason a texture has been rotated on the face of a brush until it is "stick out of" the brush face. Causes are usually, but not always: vertex manipulation, clipping the brush, carving the brush, importing a prefab, and sometimes rotating/skewing a brush with more than 6 sides - like a cylinder - without texture lock(tl) on. You could try map problems to see if it finds the error - sometime it does, but more usually you have to hunt.

To fix, select the face and hit the world checkbox.
Posted 17 years ago2007-09-25 16:00:48 UTC
in AllocBlock Full error-I'm crazy now! Post #235008
Post the contents of your log file. Its in the same directory as your .rmf file. Open it up in Wordpad or anything then paste its contents here.
Be sure to compile first to get an up-to-date logfile.

As for the NULL texture, download the latest ZHLT (3.4). You'll find a wad file named zhlt.wad, the NULL texture, plus some others like ORIGIN, CLIP, SKIP, AAATRIGGER are om that wad. Simply load this wad in Hammer and always wadinclude this wad with each map.
Posted 17 years ago2007-09-25 13:57:32 UTC
in Now Playing: ... Post #234994
Aliz?e - A Quoi R?ve une Jeune Fille
Posted 17 years ago2007-09-25 13:13:41 UTC
in [UTILITY] Compilator 3 Public Beta Post #234989
so why should there be any nice graphics?
Its a front end compiler, not some fancy media player. IT DOESN'T NEED NICE GRAPHICS!

At first i made this for my own personal use, since i've been using HLCC since i compiled my first map way back in 2000. You all know that HLCC is horribly outdated. Its alternative is Nem's Batch Compiler. I might just as well use that as the HLCC alternative, but i don't like the way how you use it. So i made my own, for HL1 only, straight to the point.

What if i mix TWHL colors into my compiler, hiding the default grey Windows XP colors?

Also:
Hm. The interface isn't terribly pretty yet...
You still have'nt told me whats wrong with it. What can i do to make you like it?
Posted 17 years ago2007-09-25 12:30:55 UTC
in How to reduce R_speeds in large map Post #234982
When you apply the NULL texture to a face, the engine will not render that face, and it'll save wpolies. Best applied to faces the player never get to see. To get the NULL texture, download the latest ZHLT (3.4). You'll find a wad file named zhlt.wad, the NULL texture, plus some others like ORIGIN, CLIP, SKIP, AAATRIGGER. Simply load this wad in Hammer and always wadinclude this wad with each map.
Posted 17 years ago2007-09-25 10:26:47 UTC
in Finding leaks using .LIN Post #234979
Thats right.
Posted 17 years ago2007-09-25 07:53:43 UTC
in AllocBlock Full error-I'm crazy now! Post #234963
Look closer...

Here's your problem:
http://www.themightyatom.nl/screenshots/problem.jpg

You've put an entity, a light entity in this case, outside your map, in the void (void = buildable space in hammer). Delete it or move this entity inside your map. This may not fix the AllocBlock Full error, cuz there might be more leaks in your map.
Posted 17 years ago2007-09-25 07:37:58 UTC
in AllocBlock Full error-I'm crazy now! Post #234961
If you've opened the .lin file (not the .pts file) folow the line from blue to red, your leak or hole should be close to the end of the line.
Posted 17 years ago2007-09-24 14:35:53 UTC
in [UTILITY] Compilator 3 Public Beta Post #234899
Soo...

Guess i made this for NOTHING!
Posted 17 years ago2007-09-23 09:28:46 UTC
in Rar file sugestion Post #234826
I agree.
Posted 17 years ago2007-09-23 08:21:00 UTC
in trouble with game_text Post #234820
The maximum is 255.

Also don't make your lines too long, it can crash HL as well. Create new lines by adding n. Like this: Line onenLine two.
Posted 17 years ago2007-09-20 16:53:56 UTC
in Diff sounds in textures, how? Post #234641
Its the materials.txt file you want. Its in de pak0.pak file, under the sounds folder. You need a utility to open pak file first.
Posted 17 years ago2007-09-20 13:45:53 UTC
in Source how am I supposed .. Post #234621
Posted 17 years ago2007-09-18 14:15:06 UTC
in Decal help Post #234475
Noobish UMP45, read before you post, this thread is 2 years old. Kinda silly to reply in a thread that old eh?

God...
Posted 17 years ago2007-09-16 12:01:02 UTC
in Roating images Post #234339
I need individual frames from one base image, by rotating it, and taking screenshots as it rotates.

Kinda impossible indeed... I definitely need a 3D pro to do it with.
Posted 17 years ago2007-09-16 09:47:07 UTC
in Roating images Post #234327
Hmmm no, thats not really what i need...
Nevermind.
Posted 17 years ago2007-09-16 08:50:09 UTC
in Roating images Post #234322
Ya, i need a similar animation for my custom picture.
Posted 17 years ago2007-09-16 06:58:30 UTC
in INSERT IMAGE in posts Post #234314
Posted 17 years ago2007-09-15 17:35:08 UTC
in HOW TAKE SCREENSHOTS ? Post #234243
Fraps is useless for screenshots. F5 is faster.
Posted 17 years ago2007-09-15 14:40:01 UTC
in Roating images Post #234194
K. Ill have to figure something out then.
Posted 17 years ago2007-09-15 13:11:26 UTC
in Roating images Post #234181
Is there an image editting program out there that allows you to rotate images like this:
http://www.themightyatom.nl/screenshots/sm_gem3.gif ?
Posted 17 years ago2007-09-15 10:06:02 UTC
in Minicompo #Ilostcount: Vending Machines! Post #234163
Hunter said he's in.
Posted 17 years ago2007-09-14 14:48:35 UTC
in Post your Videos Post #234102
Posted 17 years ago2007-09-12 13:24:41 UTC
in Leave britney alone! Post #233951
Film your movie, you.

%)

Edit: Dude, what the hell. OLOL!
Posted 17 years ago2007-09-11 09:19:21 UTC
in Minicompo #Ilostcount: Vending Machines! Post #233887
Well i was talking about those vending machines from Black Mesa, the red and the... green/yellow one.

But i guess, size limit is indeed kinda resticting, so you may use any size as long as you don't make a vending machine that is 4 units high and 1536 units width, or anything like that.

Custom vending machine textures are allowed.
Posted 17 years ago2007-09-11 08:02:17 UTC
in Minicompo #Ilostcount: Vending Machines! Post #233884
Use the same size as the original vending machines you'll find everywhere in Black Mesa.
Posted 17 years ago2007-09-11 06:42:31 UTC
in how to compile to fast with ZHLT Post #233883
Use the -fast vis flag and turn off the -extra flag on rad.

Are you using the built in Compiler in Hammer? Or a front end?

Also, wrong forum.
Moved.
Posted 17 years ago2007-09-10 09:36:56 UTC
in Looking for help to start a mod Post #233810
You won't get a team if you don't show us your mapping/modding capabilities.
Posted 17 years ago2007-09-09 13:33:57 UTC
in Now Playing: ... Post #233744
Aliz?e - Mille/Mademoiselle Juliette

OMFG! :heart:
Posted 17 years ago2007-09-09 13:04:43 UTC
in TF2 or FF? Post #233741
Im not interested in TFC so thats a no. Sorry.
Posted 17 years ago2007-09-09 10:13:24 UTC
in Minicompo #Ilostcount: Vending Machines! Post #233730
Ok, 3 weeks it is.
Posted 17 years ago2007-09-08 12:41:59 UTC
in Minicompo #Ilostcount: Vending Machines! Post #233686
@ WCer how about 3 weeks? Actually, there's no deadline, maybe we'll pick a deadline when at least 2/3 entries are in.

@ Playbus: This is for GoldSource.
Posted 17 years ago2007-09-08 11:53:48 UTC
in Minicompo #Ilostcount: Vending Machines! Post #233683
Whatever. Just join. ;D
Posted 17 years ago2007-09-08 08:50:58 UTC
in Minicompo #Ilostcount: Vending Machines! Post #233673
Its boring because you've utterly failed as a mapper.
Posted 17 years ago2007-09-08 08:37:19 UTC
in Minicompo #Ilostcount: Vending Machines! Post #233670
Ok, how about another minicompo?
I was thinking about those iconic vending machines that you'll find everywhere in Black Mesa. Create a map where vending machines play the key role.

Extra chance of winning when your map has:
  • funnyness potential.
  • originality.
  • interaction with other characters, events etc.
Deadline: september 29th.
Custom vending machine textures are allowed.

Whaddayathink?