Forum posts

Posted 20 years ago2003-05-19 14:34:15 UTC
in .rad Post #739
Why doesn't my lights.rad & valve.rad render texture lightning... The list of the textures that will give light is there...
Posted 20 years ago2003-05-19 08:50:04 UTC
in Bullet-time Post #743
I have seen bullet-time in many Half-life mods and i just need to have it in my own mod! Help please?(I need voice actors! Can somebody tell me a good site with some voices?)
Posted 20 years ago2003-05-19 08:42:13 UTC
in Avatars! Post #1204
Got any ideas about avatars?
Posted 20 years ago2003-05-18 15:01:40 UTC
in IRC Post #1200
Time zone issues are always a problem when using live chat programs. But, IRC is a strong method for recruiting new members and offering users to chat with one another.

IRC requires a IRC client installed. I have been using Mirc (http://www.mirc.com/) for nearly a decade, which has a shareware version available.

Virc (http://www.visualirc.net/beta.php) is a freeware IRC client. Never used it myself, but the price is rightt.

My GMT is -7. http://greenwichmeantime.com/ expains GMT and will help learn your areas GMT zone.

With IRC, users usually just log on and yack to anyone that may be online at the time. I have registered #TWHL at irc.ircbear.com port 6667 and will log on when I am on my computer. http://www.ircbear.com gives information on needed software and what IRC is. http://www.bearkey.com creates and configs registered users.

Just need to know usernames to set as channel Operators.

I rarely turn on IM clients due to the holes they open in my network.
Posted 20 years ago2003-05-18 14:32:58 UTC
in Multisource???? Post #748
Have two lights next to each other, with two different names and different 'style' settings. One must be set to be initially off (flags). Trigger a multisource and set it so that it turns one light off and the other on.
Posted 20 years ago2003-05-18 09:39:52 UTC
in Multisource???? Post #747
I have created this very cool map.. But there's only one little detail missing in it. In one of the elevators there's some normal lights, but when I press the button to make the elevator go up I want to change the lights from normal to pulsating lights... How can I do this?
An example of this is in Unreal Tournament, the map Phobos Moon has this in the huge elevator...
Posted 20 years ago2003-05-18 08:22:30 UTC
in Avatars! Post #1203
Hehe :)
They were just a last minute thing so I didn't plan on having millions... and I want them all the same size. Yep, I'm a 'consistent-style' freak :)

But if you can point me in the direction of some avatars / pics that are or look like they could be made 45 x 45, then you might get Cid.
Posted 20 years ago2003-05-16 10:27:08 UTC
in IRC Post #1199
I'm not familiar with IRC, I have a Bearkey account somewhere? but can't see why we can't get together on-line, maybe MSN Messenger or Yahoo if it is more convienient.
I think it might be a good Idea, I am willing to give it a try, we just need to find a timezone friendly time, if that makes sense.
I am GMT+10
Posted 20 years ago2003-05-16 00:25:18 UTC
in IRC Post #1198
May be tough with the varied time zones this membership has, but how about registering a IRC channel with ircbear, dalnet, or another server? I know that IRC is pretty much dead with all the new technologies, but still the best way I know to chat.

Just a suggestion.
Posted 20 years ago2003-05-15 12:01:17 UTC
in Codes & Scripts Post #755
The most current link I have to a site that details all the available monster scripts (coded animations) is:
http://www.planethalflife.com/workshop/models/ssec_main.htm
The article is by Otis and was written in 1999. So I am not sure if all the sequences are still valid. Probably not. There are sites out there that deal specifically with Coding and that sounds like what you are asking for. I don't touch code, so I can't really point you in the right direction, but Collective.valve-erc.com is probably your best starting point.
Posted 20 years ago2003-05-15 11:43:54 UTC
in Avatars! Post #1202
Have to e-mail Atom on that, I haven't got access yet..
Posted 20 years ago2003-05-15 11:42:09 UTC
in Prefabs Post #1298
Yeah, good point...
However, we are trying to get the tutorial section going so that we can get the best information possible, so when I said Scope, I think I meant that I just haven't got time at the moment :-)

My biggest concern with prefabs is that most of the one's I have looked at are really bad, don't work, or have invalid brushes. Models on the other hand are a different thing and if I ever get time I will play around with the copy of Milkshape3D I have had for about 6 months. I find with prefabs, that it is easier to make a shelf or chair yourself.

Do you have something you can't make, but would like to see how to build it??
Posted 20 years ago2003-05-15 10:16:04 UTC
in Avatars! Post #1201
Could you guys add some more avatars? i would like to have Cid from FF7...ok?
Posted 20 years ago2003-05-15 10:13:38 UTC
in Codes & Scripts Post #754
Im looking for site that has scripts and other stuff. I need to make soldiers to dodge bullets with matrix style! (Animations are ready...almost) And throwing grenades back would be cool. Theres lots of things i need and i'm too unlucky to find anything useful...And making something like bullet-time would be so cool! (Something like in Max Payne y'know?)
Posted 20 years ago2003-05-15 09:50:49 UTC
in Prefabs Post #1297
hmmmmm...It's not so out of scope (or something like that) What if somebody don't know how/manage to make some cool things...
Posted 20 years ago2003-05-13 19:45:26 UTC
in Barney Post #762
I'm glad I could help. I was lucky enough to stumble across this site also, and my mapping has really improved after finding it. I'll have to leave your 'evil barney' question to someone more knowledgable though. I'll be interested to see if someone has the answer.
Posted 20 years ago2003-05-13 16:17:41 UTC
in Barney Post #761
Thanks Slayer. BTW, mods such as Sven Coop have an evil barney, would this be possible on a map without using a SDK? You've been a great help, I can't believe I just stumbled across this website.
Posted 20 years ago2003-05-13 09:32:10 UTC
in Prefabs Post #1296
Well...What if you would make possible to send & Download prefabs and something like that...or do you have limit of size in this page? (Is there any tutos coming?)

[Moved by Andy.... and Yeah, a Prefab section would be a cool idea, but might be a little outside the scope of the site. As Atom said in the last News item, there is another section on it's way (I think it is going to be a Mapping review section) so it might you might be able to post prefabs?]
Posted 20 years ago2003-05-12 19:41:41 UTC
in Barney Post #760
You can do this with the monster_human_grunt entity (the marine). Build an invisible barrier around the grunt which keeps his AI from kicking in until the barrier is gone. Here's how: Place a func_wall_toggle around the grunt. A hollow cube will do nicely....tie it to the func_wall_toggle entity and place the grunt inside. Leave the grunt's properties on their default. Name the func_wall_toggle whatever name you want. Set up the properties for the func_wall_toggle like this:
Render mode = texture
FX amount = 0
Make sure the 'starts invisible' flag is NOT checked. (The player will not see the wall because of the properties you set for it, but the wall is still there blocking the grunt's AI.)
Then place the gun in your map.
Set the guns 'Target' property to the name of the func_wall_toggle. This will cause the wall to go away when the gun is picked up. That should be all you need to do. The grunt will always turn to face the player, but will not attack until the player picks up the gun. BTW I liked goldeneye too.
Posted 20 years ago2003-05-12 15:58:41 UTC
in Barney Post #759
I've tried a trigger in the same place as the gun like Jage said, but it didnt seem to work. I was wondering whether it may be possible with the marine though, make him hold back until the guns picked up. If any of you find a way please tell me.

I'm just trying to make a map similar to the archives level on the N64s Goldeneye, as that was so cool.

Cheers anyway.
Posted 20 years ago2003-05-12 08:15:30 UTC
in Barney Post #758
What if you put somekind of trigger to same place with gun and that trigger would make barney to attack you?
Posted 20 years ago2003-05-11 20:23:02 UTC
in Barney Post #757
monster_barney is coded to be friendly until you shoot him. I tried a trigger_hurt set to bullets and triggered by you picking up the gun, but it just kills Barney. I couldn't get him to shoot at the player when triggered. There are a few other options but I think it all comes down to the need for the player to inflict damage before Barneys AI kicks in and treats you as hostile. Doesn't help much, but that is the way the game was coded.
Posted 20 years ago2003-05-11 13:08:53 UTC
in Barney Post #756
I want to make a Barney shoot me when i pick up a gun. I don't know whether this is possible so please help.
Posted 21 years ago2003-05-04 19:05:42 UTC
in Losing Sight Post #787
Thank you for your input and the link to the Test Chamber. The test chamber is a big help concerning optimizing maps. Since this is my first map, its development is entirely educational. Although; my children seem to like the map.

With compiling, I was using Hammer's run command (F9) to compile and run the map. Today, I did my first attempt at a batch compile and found it much faster. More information is also given when compiling through a batch file (leak info and such).

Thanks again, with the help of this group I have been able ti fix 90% of the maps problems.
Posted 21 years ago2003-05-02 10:07:12 UTC
in Losing Sight Post #786
13 hours is a long compile.... I normally give up after 6.
If you want, I am happy to have a look at it. I had some success with VooDooPig's recently. Just zip the .rmf and .bsp and e-mail it to me.
On the func_wall debate, Yeah, there are two theories. SlayerA is right in that by making some of your brushes into func-walls, you will reduce the render split caused by that brush when it touches another brush. An entity brush placed on a normal brush tricks the engine into rendering the original (normal) brush as one rather than spliting it into two where a normal brush would join. However.... an entity brush that has a texture applied still has to be rendered, and unfortunatley does not block VIS. So the savings are minimal.
Compile times are not a huge worry (normally:-), wpoly count produced by the amount of textured brushes the engine is trying to render are, and these can only be truely shown after a full compile.
The long compiling times are normally caused by a large lightmap or complex brushes. A single log wall can take over an hour to compile by itself.
I am not sure that the engine renders entities as the player approaches or in the players view, I have never encounted any difference in Normal brushes vs entity brushes and the engine sees a lot more than the player does and compensates by trying to render things it thinks the player will see. In my experience the engine treats them the same. As for entity brush effect on compiling times, I doubt that they would speed it up, unless used to build the map in a better way, nor would they slow game play down.
If you want a better understanding of all this check out FireBinders Test Chamber at:
http://home.att.net/~firebinder/halflife/TestC_01.htm
It is a working example of true results on r_speeds.
Posted 21 years ago2003-05-01 20:00:42 UTC
in Losing Sight Post #785
Thanks,

Was using a custom sky, which once I removed there is a lot less problems up top. Now just need to make a cargo bay area smaller and fix a few leaks. Map is wa too large for anything other than LAN play. A little over 13 hours for a full compile.

Thought about scrapping the map alltogether, but my son and nephew threw a fit when I mentioned that. Map is ugly, but there is definately room to battle.

I will definately keep these things in mind for my second map.

As far as using func_wall, I thought that was not a good idea. I read an article saying that using that method will speed up compile times, but slow down the gaming engine. If I remember correctly, the article said this is because entities are only rendered when the entity is in a players veiw.

Is this accurate, or not?

Thanks again for the suggestions, I am very happy that I happend upon this group.
Posted 21 years ago2003-05-01 18:43:47 UTC
in Brush Outside World Post #777
Tlax is right, Thanks for another great Error Link. The best one I know of is http://www.slackiller.com/tommy14/errors.htm
Another place to look for errors of this kind is the help file contained in ZHLT original file, that came with ZHLT 253 before the custom builds.
Here is what ZHLT say's:

brush 'outside world'
Example:
Entity 10, Brush 0: outside world(+/-4096): (9000, -64, 216)(9000,23,283)

There are a few cases that create the 'outside world' error. The first is an damaged brush, almost always created by a vertex manipulation gone wrong. The coordinates listed in the error are very important in diagnosing the error. If any of the coordinates are -9000 or 9000, then the brush is damaged, and most likely needs replacing completely. The second most common case is actually having a brush near or outside the edge of the allowable region for the world. The brushes are expanded slightly for some of the calculations during a compile, so brushes near the edge within 64 units will cause the error too. The cordon tool creates brushes automatically to box in the cordon region, and their brushes can sometimes be quite large, and also extend outside the world. This can be verified by opening up the .map created by an export with cordon enabled, and looking to see what brushes it made.
Posted 21 years ago2003-04-30 19:32:52 UTC
in Losing Sight Post #784
If you have a large amount of brushes in your map it can cause the problem you are seeing. The HL engine starts to drop brush faces when there are too many to draw. As an experiment, make a copy of your map and take out your battleship. Then compile it. If the black patches don't appear in the test map, then your ship has too many faces. You can try making your ship (or parts of it)into a func_wall which should cut down on the number of faces. Also, when you compile are you doing a full vis? If nothing gets rid of the patches, it's possible the map is just too big. The HLrad section of the compile log displays the number of faces and the number of patches. Let me know what your counts are for those.
Posted 21 years ago2003-04-30 10:49:06 UTC
in How? Post #781
Some attributes can be added by turning the Smart Edit feature off and adding the Key and value you want, however that normally applies to triggers and functional entities like multimanagers, relays and multisources. The attributes that are diplayed with an entity, are there because they are part of the .fgd file and the .fgd file is linked to the hl.dll. So unless you want to do some heavy coding, you have to stick with what you have.
Posted 21 years ago2003-04-30 10:43:44 UTC
in Losing Sight Post #783
Max viewable distance is defaulted to 4096 units. I read a tutorial recently that explained all this, but hey, I wasn't really paying attentionI think it might have been through the Collective forums, so what I am about to say might be wrong......
There is a Maximum, you can tweak the distance but I think 64000 is above the true max. I have read that 7094.48 is the absolute figure.
So what to do about it?
I think that your best solution is to search for a tweak, or reduce the size of the map.
Posted 21 years ago2003-04-30 10:18:38 UTC
in i need help Post #779
Compile the map again and post the Compile log here so I can have a look at it. That is the window that comes up as Hammer compiles, it has a button at the bottom that say's Copy to clipboard. Click that, open notepad and paste. If you don't want to paste it here, then e-mail it too me. Don't worry too much, it might not be such a big problem :-)
Posted 21 years ago2003-04-30 07:22:06 UTC
in How? Post #780
How do you change an Attribute to an entitty?
Posted 21 years ago2003-04-30 03:33:19 UTC
in Losing Sight Post #782
Have a slight problem with the map I have created. Things in the distance go black in several places, including the sky.

There are a couple of places in the map that there is no obstruction of sight from one end of the world to another. Map is a battleship, so hard to just throw up a wall : )

sky distances
4997 x 1919 x 1204

Have tried playing with Max Viewable Distance in the worldspawn, but does not have any affect. Have taken it up to 64000.

Any suggestions?
Posted 21 years ago2003-04-29 05:50:36 UTC
in HELP Post #790
how do you put a background like desert or somthing?
Posted 21 years ago2003-04-26 10:52:00 UTC
in A NEW LEVEL IS COMING Post #1305
Best way to release a New level, is to release it to your friends... They will be quick to let you know if it is worth playing. Several sites used to review maps, but I don't know of any that still do, especially anything for HL Single Player. You can send it to me if you want, but be prepared for some constructive critisim :-)
Posted 21 years ago2003-04-24 18:42:39 UTC
in rocks and caves Post #799
Yeah, trying to make natural-looking scenery and stuff is about as hard as it gets. There are a few popular methods but they're all usually the same thing in essence: make a grid of blocks, then manipulate them as simply as possible. The thing is, VM only works to a certain point with ONE solid. But you can do anything if you create lots of little solids that you VM separately.

I suggest you simply break up the place you want to put the cave into several cubes (use carve to slice a big block up into a grid - make your carve selection, then click the button again and again until its all white - that way you cut the thing up but don't lose any bits).

Then delete the cube that you want to be the actual hole, and manipulate the blocks around the gap. Here's a drawing:

----------------------------------
|            --------            |
|            |_|__|_|            |
|            | |**| |            |
|            |?|??|?|            |
|            --------            |
----------------------------------
Delete the cube with the asterisks in it, and then grab the corners of the cubes around that one, and pull them around to round off the hole. It'll look more natural if you use different sizes of cube.

Rocks... again, use more than one block, and manipulate them as simply as possible.

A tut... yeah, it would make a good one :) Sometime...
Posted 21 years ago2003-04-24 18:24:56 UTC
in rocks and caves Post #798
Two really easy ways of manipulating areas are Nemisis and Gensurf19. Both programs allow you to do cliff faces and irregular surfaces.
As for the cave idea, There is a rock model in HL, called rockgibs.mdl. If that isn't what your looking for then you will have to keep going with VM. Try using several blocks on top of each other to get the shape you want, either way, HL was made for flat surfaces, and in short, there is no easy way...
Anyone else know different?
Posted 21 years ago2003-04-24 17:01:03 UTC
in rocks and caves Post #797
Does anyone know how you can make caves and rocks easily? Is there some trick for it? I tried to make a cave from starting with a simple block and using vertex manipulation, but that doesn't work well, because I don't know how to put in an extra vertex.
I mean, when I try to manipulate a block into a cave im still stuck with 8 vertices (because a block only has 8 vertices) but a cave requires a lot more of them.
(this might be a good idea for a tutorial, too)
Posted 21 years ago2003-04-22 23:59:24 UTC
in Hammer 3.5 Public Beta Post #1314
TWHL Entity Guide has been updated to bring it into line with the Hammer 3.5 .fgd.
The only real difference is the addition of an Animation Sequence(editor)line that belongs to nearly all the monster categories. Having now started using 3.5, I think most people will find the Animation Sequence addition a great feature. However, this is still a Beta version, and little bug's need to be sorted out. One of concern was that I would be able to see a monster_sitting_scientist so that I could finally get him on the chair correctly, Not so... or at least not yet.
Behind the sceens are additions to the .fgd that correctly identify the model to be viewed when placing things. So now you can see them in the 3D view. It really does make things simple. It also shows you how big the model is. No more guessing.
As for dead things, Grapez will be sad to learn that placing dead monsters is still a bit tricky, the model view seems to stick on the first available pose, but if you save and run Hammer again, the new pose is viewable.
As for LEAK detection.....
I really wish I had this 4 weeks ago!!!!! It is brilliant, but you still need a basic knowledge of how the view works. Tracing a leak in the 3D view combined with the pointfile loaded in the 2D views makes things a lot easier.
Happy mapping.
Posted 21 years ago2003-04-20 22:11:45 UTC
in blood Post #817
Errr, me too.
Grapez, is there something we should know... I mean, hanging scientists, slaughterhouse decals? Is an Evil Dead theme going on here.
Having said that I know a person that has a fascination with cooking monsters in Microwaves!!! but it still is the funniest sequence I have seen in ages, and well executed (pardon the pun:-)
Posted 21 years ago2003-04-20 17:10:37 UTC
in blood Post #816
err, the second screenshot worries me a bit :)
Posted 21 years ago2003-04-20 17:08:21 UTC
in blood Post #815
Try applying those white textures as decals. Select one of them, then press Shift+D and click in the 3D view. That should work for simple (but dried-up) blood spatters.
Posted 21 years ago2003-04-20 00:13:28 UTC
in Hammer 3.5 Public Beta Post #1313
I have had a look through the new halflife.fgd apr 15 2003 - 3.1.0.0 - updated with studio() references to enable model display in 3D view.
You can use this .fgd with Hammer 3.4 if you don't want to try out the new Beta. Things that might be of interest are the addition of .mdl choice to most of the monster and weapon entities, as well as a few new entities commonly found other Mod .fgd's. It makes placing models easier, but you won't be able to see them in the 3D view unless you use the Hammer 3.5.
All news so far is that the New 3.5 is excellent and should make mapping easier. I will update the TWHL HL entity guide soon (read after next uni assignment :-)
Posted 21 years ago2003-04-19 19:51:41 UTC
in blood Post #814
Try putting the env_blood entity in your map again. Give it a name and target it with something like 'trigger once'. Set the angle as 'down'. Choose red for 'color of blood'. On the flags choose 'spray decals.' For 'amount of blood' choose what you want. I usually set it at 25 and use several env_bloods with the same name to control where the splatter is. But you have to find what works best for your map. Try it in a small test map so you can tweak the look of it without waiting for a big map to compile, then move it into your real map when you have it looking right.
Posted 21 years ago2003-04-19 11:29:53 UTC
in blood Post #813
I want some blood on the floor under my dead scientist but I can't really get it done.
I tried the blood texture, but they look funny because the blood is black and the background is white. Check out this screenshot:
http://home.iae.nl/users/magician/blood.jpg
that's what my blood texture looks like.
I also tried the env_blood entity, but that does not work good.
The gibshooter does, but it's not really easy to put that in.(check out the screenshot, you might start thinking what a blood & dead scientist loving freak I am, but I'm not of course, well, just a bit ;) )
http://home.iae.nl/users/magician/bloed.jpg
but does anyone know if there is an easier way to get this done?
Posted 21 years ago2003-04-19 02:17:10 UTC
in Texture Problem Post #820
Thanks, helped a bunch :)
Posted 21 years ago2003-04-18 03:53:41 UTC
in Texture Problem Post #819
Once you have SlayerA's suggestion working you might also want to consider using the texture lock tool. That way if you move your ladder, the texture will remain aligned after the move.
Posted 21 years ago2003-04-17 22:16:37 UTC
in Texture Problem Post #818
When making ladders, I have noticed that there are times that the texture does not align as it should. Rail will be in center, with rungs on either side of the rail.

Currently, I am fixing the problem by moving the group over some, compiling, and running the game to see if the group needs to be moved more to get the texture to appear correctly. This could cause problems if I want a texture in a certain spot.

I have noticed this with lights and other texture objects. Any suggestions on aligning textures would be appreciated.

Valve Hammer 3.4 SDK with current ZHTL compiling tools.

Thanks.
Posted 21 years ago2003-04-13 01:49:01 UTC
in textured lighting Post #834
I am wondering if that might be the first piece of advice to anyone having trouble with Hammer or ZHLT. Reinstall, somene else had problems that were solved with a reinstall of Hammer.
Also, make sure you have the latest .fgd file, the latest ones come with all the good stuff for ZHLT light effects. I think the most recent HL one is half-life_3x.fgd. DoD has just released a new .fgd, cool stuff in that one, like snow.
Anyway glad you fixed it, sorry about the register thing, It's just that your name didn't highlight, and I was too lazy to check the user list. :-)
Posted 21 years ago2003-04-11 22:24:14 UTC
in textured lighting Post #833
Grapez, The only thing I can suggest is that you send me a copy of your .rmf (the simple box one) and a copy of your lights.rad file. I set up a test map like you said, and it worked. I know how frustrating this must be....
Do you get any other errors when you compile? Are you using ZHLT 253 1.7? You might as well send the compile log as well.
It might be an idea to register on this site as well....