Forum posts

Posted 20 years ago2003-08-07 15:45:24 UTC
in Rain tutorial Post #1163
I've done it, just Andy's sorting out formatting and stuff so it can go on the site. Should be up in the next few days (I hope) - but it's been a bit quiet from Andy for the last week, maybe his PC/net's screwed. I'll e-mail you it if you particularly want, just the base stuff.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-07 14:59:45 UTC
in Rain tutorial Post #1162
When's Seventh-Monkey's rain tutorial going to be posted? I'm currently in France and missed the shoutbox response if there was one (I've had very little access to a computer, I have to rely on internet caf?s. I posted this here so I'm able to read the reply).
Posted 20 years ago2003-08-07 13:26:41 UTC
in error Post #488
Maybe it's just too big? Dunno how that's measured :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-07 07:28:25 UTC
in Fan mail!!!!!!!!!!!! Post #1169
i agree with armadillo, this place is great. hail to the king (baby)
Posted 20 years ago2003-08-07 07:00:42 UTC
in HELP: URGENT: Scripted sequence problem Post #494
HELP! I want to make a NPC walk through a series of scripted sequences (down a hall, round a corner, down another hall) but when he reaches one scripted sequence he stops for a second, then carrys on.
I want it to be fluent, move through one, to another.
I'm using trigger_once to activate the next scripted sequence
I'm trying to use it for a cutscene
Posted 20 years ago2003-08-07 05:03:30 UTC
in Cameras Post #501
hvx2:
You can only really use sounds from the original Half-Life for stuff like this. I made one - I can e-mail you it if you want...?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-06 18:45:09 UTC
in Cameras Post #503
I am wondering if you downloaded the .rmf that I made to answer your security cameras post awhile ago? It would have saved you some time finding the trigger once solution you mentioned here. You can't make the trigger once swivel with the camera. But if you use the func_tank method from the map I provided, the alarm gets triggered when the camera 'sees' the player. It sounds like that is what you are trying to do. Look at camera 2 in the 'security cameras' map in problem maps.
Posted 20 years ago2003-08-06 17:13:37 UTC
in Fan mail!!!!!!!!!!!! Post #1168
Thanks :)

Prefabs would be cool, but there are at least two enormous prefab sites out there already. No chance of catching up :)
Posted 20 years ago2003-08-06 14:31:54 UTC
in Fan mail!!!!!!!!!!!! Post #1167
I just wanted to say what a good site this is. It is tha best hammer site on tha net by far and the only 1 i found which has holds regular competitions. well done- who eva created it.

(Im not just trying to flatter you so i win the competition. although it probly sounds like it. lol)

ps. u could add a prefab library
Posted 20 years ago2003-08-06 11:19:54 UTC
in Cameras Post #499
http://www.planethalflife.com/blueshift/files/

Follow the Mapping and editing links. Appears the .zip contains sdk, fdg, maps, etc... Just strip what you need from the zip.
Posted 20 years ago2003-08-06 10:56:30 UTC
in Cameras Post #498
I've finally figured out how to make cameras trigger alarms (Use an invisible trigger_once). But how do I make the trigger_once swivel with the camera (func_pendulum)? Also, how do I create a fuzzy effect when you use a trigger_camera to view stuff in a different area (I've got a security room like the one in Blue Shift, and the cameras work fine but the view isn't fuzzy). Speaking of Blue Shift, I'm still looking for an FGD file for it. Where can I get one? They don't have any on valve-erc.
Posted 20 years ago2003-08-06 04:53:27 UTC
in random tiling Post #518
Yeah, I did mean actually-tiling textures, just I wasn't sure whether they were working
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-05 20:57:04 UTC
in random tiling Post #517
If you are talking about the textures that begin with the
'-' sign, you need to place only the -0 texture and it will tile the rest of the numbered textures of the same name. If you use anything other than -0, it will just act like a single normal texture and not tile.
Posted 20 years ago2003-08-05 16:00:07 UTC
in compiling guide Post #1170
Well, on RAD, I've been recommended to use (for high quality, slow speed) -bounce 10 -sparse -extra

Bounce: Number of times light 'reflects' onto other surfaces
Sparse and Extra, although seeming contradictory, apparently aren't :)

dances
w00t for t3h Apache :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-05 15:57:54 UTC
in random tiling Post #516
It doesn't show up in my Hammer - just tiles the one texture, not sure if it works in-game...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-05 15:11:21 UTC
in random tiling Post #515
do random tiling texture groups actually randomly tile, if so how do i make them?

Thanks
Posted 20 years ago2003-08-05 04:07:47 UTC
in VIS Blocking Post #520
Hint brushes, maybe? Not sure, sorry.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-04 11:10:39 UTC
in VIS Blocking Post #519
How exactly can you make sure you make a wall that will properly vis block an entity model?

A func_wall will not work right? (for like 1 way glass)

Also, I put a flag behind a solid brush (not a func_wall or tied to any entity) and when i look at wall where flag is, my epoly count goes up. How do i prevent this?
Posted 20 years ago2003-08-03 20:48:59 UTC
in Using .mdl? Post #536
You are Ok on the skeleton because it doesn't have any animations. A cycler will go thru the animation list of whichever model it is showing. For instance, put the scientist.mdl in a cycler and watch what happens each time you shoot him. If you want to prevent your skeleton from bleeding when he gets shot, use the monster_furniture entity instead.
Posted 20 years ago2003-08-03 19:27:06 UTC
in Using .mdl? Post #535
Well, running in dev (after compiling), when I shoot the skeleton, I do see something about animation - doesn't do anything though - except it sprays xen blood (a human skele)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-03 09:00:44 UTC
in hl mhigh definition pack Post #523
I had this problem once with Opposing Force. I unpacked the models from all the paks and still had low-res graphics. After you've found the actions you need for the specific model, delete all of the models with the exception of the player folder. This should bring you back to hi-res graphics. For sound, do the same. For sprites, also do the same.
Posted 20 years ago2003-08-03 08:56:12 UTC
in hl mhigh definition pack Post #522
I AM SURE I HAVE UN PACKED BOTH PAKS BUT STILL EVERY THING IN
HALF LIFE IS IN ITS ORIGINAL CONTENT AND I CAN NOT FIX IT PLEASE HELP.
Posted 20 years ago2003-08-02 19:02:46 UTC
in put a video/demo in a map Post #529
I think you are talking about a cut-scene. You need to use the trigger_camera entity and some scripted sequences for that. A good site for camera techniques is http://www.planethalflife.com/todesangst/tod1_camera.htm
Posted 20 years ago2003-08-02 18:57:43 UTC
in Using .mdl? Post #534
I think you can get undesirable results using the cycler. I could be wrong, but I thought the cycler was only used for development. Shoot the entity created by the cycler to see what I mean; it will cause the model to cycle through its animations. But if it is working fine for what you are trying to achieve, then it's probably OK.
Posted 20 years ago2003-08-02 17:29:27 UTC
in put a video/demo in a map Post #528
Hello

It's my first English post (I'm French), excuse my bad English.

I'd like put a video or a demo in a half-life map, mod or TC. I read lots of tutorials about mapping and how to create *.avi video and demo but they don't explain how to put one in a map, which sprite must we use and so on.

If you want more details, you can send me an email on hxv2@hotmail.com

Think you,

HXV2
Posted 20 years ago2003-08-02 15:07:51 UTC
in Double entries in the Vault? Post #1172
lol - I hope that was atom :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-02 15:00:14 UTC
in Using .mdl? Post #533
I use 'cycler' with Hammer b3.5 - is this wrong? :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-01 19:16:36 UTC
in Using .mdl? Post #532
You are right, use the monster_generic entity and place the model path and name in the 'model' attribute. For instance, the skeleton model name would be written like this:

models/skeleton.mdl
Posted 20 years ago2003-07-31 20:06:42 UTC
in Using .mdl? Post #531
Strangely enough, you can place them in with a cycler_weapon. But I am sure there are better ways. You could try monster_furniture.

[Ummm or monster_generic]
Posted 20 years ago2003-07-31 19:07:34 UTC
in Using .mdl? Post #530
I am wanting to use a .mdl in my map however I cannot find out how to import them into the map. I am assuming it is done via entity? Any help would be appreciated.
Posted 20 years ago2003-07-31 18:14:12 UTC
in Links Post #1176
yes. A good idea, and I've never got round to it myself... check your e-mail :)
Posted 20 years ago2003-07-31 18:11:36 UTC
in Forums... Post #1178
lol. :) I actually started out with phpBB, but felt it was too bulky for the site. But in those days you could count the members on one hand.

I know, this forum system is out of its depth with the increasing rate of posting, so we may well switch over to a proper forum system soon.
Posted 20 years ago2003-07-31 18:08:40 UTC
in Map Vault Post #1180
good point :) yeah, not sure why i haven't done it already... will do.
Posted 20 years ago2003-07-31 11:26:40 UTC
in We have been Linked !!!! Post #540
Congratulations! good work Andy, Atom and the other tutorials writer.
Posted 20 years ago2003-07-31 11:04:11 UTC
in Double entries in the Vault? Post #1171
There seem to be a lot of double entries in the Vault, sticky Keyboard? or itchy fingers... either way, any chance the member can edit/delete a double post?

Oh yeah, I got the e-mail about taking Seventh-Monkey out the back and stringing him up... but don't you think that is a bit excessive? :-)
Posted 20 years ago2003-07-30 21:55:59 UTC
in Links Post #1175
Interesting, no link section to this site as of yet. It may be useful to new mappers if there was a link area, especially to mapping tools and utilities.

So atom, I would bet that you are finding that building and maintaining an Internet community is a never ending time consumer. I hope you still enjoy the time spent. If you want, I can throw together a link section.
Posted 20 years ago2003-07-30 05:42:41 UTC
in Forums... Post #1177
Please don't hit me for this, atom ;), but I was wondering whether there was any chance of getting phpBB forums... I mean, they've had a team programming forums for years, and you could organise bits better (I've got one myself :) )
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-07-29 20:59:28 UTC
in Map Vault Post #1179
atom, you may want to allow members to delete their map entries in the map vault. Especially problem maps. No since keeping them after the troubles are repaired.
Posted 20 years ago2003-07-29 11:54:36 UTC
in Sitting barney and bombs Post #560
Download my entry for the Scripted Competition... There is a sitting Barney in it. But it wasn't my Idea.. The tutorial on the original sitting Barney from HL was posted years ago on 'the spawning tank' and some of the dimensions are not quite right. It works but needs work.
As for the Bomb, why don't you build a small test map and see if it works... if it does you can let us know.
Posted 20 years ago2003-07-29 11:41:58 UTC
in Sitting barney and bombs Post #559
I think the sitting Barney's probably a model, not a monster (I may be wrong, there might be an 'animation' thing for monster_barneys, I can't remember, and I only map for the Specialists now).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-07-27 09:19:43 UTC
in Competitions Post #593
*me pokes people :P
Posted 20 years ago2003-07-27 08:27:45 UTC
in Sitting barney and bombs Post #558
How do I make barney sit down, like at the beginning of anomalous materials? Also, I have a question about creating defusable bombs in HL single player (I don't map for CS): Would this entity setup work?: You enter a room and walk over a tripwire laser (trigger_once, env_beam to make the laser visible). This triggers a bomb in 2 minutes (env_explosion and a brush which resembles an explosive device). You leave the room and find the bomb in 1 minute. You press the button attached to it and the button activates a trigger_relay which killtargets the env_explosion, and therefore defuses the bomb.
Posted 20 years ago2003-07-27 08:08:26 UTC
in Scripts and Monsters Post #562
Andy, it's easy to make a human walk up stairs, I did it on my first go! I once created a map with a scientist on his way to work, and part of his route was up some stairs. Just place a path_corner at the bottom and top of the stairs. Just don't change the new path_corners' angles, or everything is likely to go horribly wrong...
Posted 20 years ago2003-07-27 04:42:54 UTC
in Scripts and Monsters Post #561
Heaps of stuff in the forum about scripting.
Have a look at the problem map section for: ManfallTlax.
There is a really good series of scripted sequences, some camera work and a moving APC.

Just on the path_corner and monster questions, something I found this morning [that I had forgotten about] was that if you give your Barney, Grunt or Scientist a name, then they wont follow path_corners! Monsters spawned by a monstermaker wont follow path_corners either. And if you want you monster to walk up a flight of stairs... be ready to tear your hair out. It can be done, but some serious patience is required. Better off building a ramp, but make sure it is nice and long.
Posted 20 years ago2003-07-25 10:40:33 UTC
in Problem Map! Post #577
Try renaming the .rmf race_track before you compile it as Anonymous suggested.
Posted 20 years ago2003-07-25 10:38:16 UTC
in Retinal scanners Post #572
Due to the fact that I haven't got around to finding anyone who will do a decent Script tutorial, I believe the next best thing is to tell you where you can find some...
Collective, thanks to Chris 'autolycus' Bokitch:
http://collective.valve-erc.com/index.php?doc=1047433496-46754900
And 69th, by Vlad:
http://www.vlatitude.com/tutorials.php?tutID=10
Both of these tutorials discuss what you want to acheive.
Posted 20 years ago2003-07-25 10:01:18 UTC
in lights Post #584
Good idea... I am working on a tutorial by pepper at the moment, but if I get a chance I will slap together a really basic lighting tutorial... Stay tuned.
Posted 20 years ago2003-07-24 15:19:05 UTC
in Retinal scanners Post #571
Me again...
How do I create retinal scanners which scientists and barneys have clearance for, but I don't. And how do I make them refuse to open it until I do something, EG: locate HEV suit. Also, I created one which a scientist uses when he sees me, but the scanner didn't actually activate until he'd removed his eyes from the scanner. How do I make it activate while his eyes are in it?
Posted 20 years ago2003-07-24 00:20:26 UTC
in Problem Map! Post #575
i made a race track for cs in problem maps section http://cariad.co.za/twhl/mapvault_map.php?id=63 if somone can just go there and fix it so its playable for CS and then send it to Kazper_Nos@hotmail.com it would be great!
Posted 20 years ago2003-07-23 21:03:38 UTC
in alarms Post #582
The problem was I take so long time to write on english for me so your reply get in before my.
I use my lexicon so I can spell, and what takes time.
Whats life.

[It is no problem Tlax... it is always good to have another opinion on things, and another link. I managed to get my latest copy out of telefragged :-)]