Forum posts

Posted 21 years ago2003-08-09 09:21:52 UTC
in Monster_generic Post #470
More qs., this time related:

I'm going to try some things with monster_generic, but I need some help.
1: How do I use them (like with barney + scientists)
2: If they have different faces like a grunt, how do I change them (I only mean this for grunts created with monster_generic, I know how to the normal way, this is an EG)
3: How do I make them attack me?
Posted 21 years ago2003-08-09 09:16:08 UTC
in A bunch of random questions Post #472
Hi. I've got a bunch of completely unrelated questions here.

1: I'd like to use textures from, say, blue shift, with a map for op. force. Would copying a blue shift .wad file (barney.wad) into the gearbox folder allow me to use the BS textures with OF?

2: How do I make camera views (trigger_camera) fuzzy like in blue shift?

3: I'm creating retinal scanners, but how do I make them go: ACCESS DENIED instead of just a random access denied sentence, like in anomalous materials. When I make them say ACCESS DENIED, it picks a random A.D. sentence EG: Unauthorized Access.
Posted 21 years ago2003-08-09 00:18:55 UTC
in VIS Blocking Post #521
Any entity will not block VIS as you found out. You need to use a solid brush to block VIS and it must touch the floor, ceiling and walls also.
If you think the engine can see over, around or underneath your wall, then it probably can. Sky textures play havoc with potentially visible brushes. And a solid brush will not always block the engine's idea of what can and can't be seen.
You need to do some experimenting with this. Hint Brushes are a mystery at the best of times, but worth playing with. It all depends what you want to achieve.
Don't worry too much about the epoly reading, the engine just knows there is a model there and is redering it, wether you can see it or not. It is the wpoly count you should be concerned with.
Posted 21 years ago2003-08-09 00:02:27 UTC
in error Post #489
Normally caused by a cylinder or brush with more than 28 sides, although having said that, you say you copied parts into the map from outside? You want to check that during the transfer, you haven't misaligned any of the brushes. By that I mean , have a look at all the non standard brushes, anything that isn't square, and check that they all mate up with the 1 unit grid. Brushes that have been clipped or vertex manipulated do not copy across really well and can cause this error. Transforming clipped or Vertex Manipulated brushes can cause the same thing.
Check the face points of each brush and make sure they are aligned on the 1 unit grid. Also check any cylinders or brushes that have more than 28 faces (Oh and spiral's as well, or anything made with the arch tool)
Posted 21 years ago2003-08-08 23:45:16 UTC
in Rain tutorial Post #1166
I must be a bit slow today... I don't get it :-)

Actually, I think it was the extreme temps I was working in and the fact that I forgot to back stuff up, I am sure that it knew I had heaps of work that wasn't backed up... It's out to get me, I know.. It said something the other night, I wasn't paying attention... I am sure it was alive?

:-)
Posted 21 years ago2003-08-08 11:47:15 UTC
in Rain tutorial Post #1165
Was that ? on the keyboard by any chance? :)
Posted 21 years ago2003-08-08 09:21:38 UTC
in Texture sounds? Post #479
its cool, i found it, the materials.txt file
Posted 21 years ago2003-08-08 08:55:03 UTC
in Texture sounds? Post #478
Yeah i just cant rememeber the name of the file which tells you what each sound the texture can make, whats the name of it and what folder is it in? I want to give my textures certain sounds for what they are, metal vent gives metal sound when walking on it etc.

I had a file like this before but i cant remember anything about it apart from that, its been a while since i mapped.
Posted 21 years ago2003-08-08 07:14:11 UTC
in Rain tutorial Post #1164
Yeah, you guessed right. I fried my Hard Drive and two weeks of combined mapping work... Arghhhh.
I will post the rain tutorial tonight, but it isn't the one I had finished, I will just have to make the changes if and when I get a new drive installed.
So yeah, I am off the air for a while.
Back soon,
Hopefully.
Posted 21 years ago2003-08-07 20:43:18 UTC
in HELP: URGENT: Scripted sequence problem Post #497
i have exactly the same prob but my barney wont patrol stupid barney he doesnt seem to have a AI
Posted 21 years ago2003-08-07 19:54:20 UTC
in Cameras Post #505
You're welcome. It's always nice to hear when our solutions or advice helps you guys!
Posted 21 years ago2003-08-07 15:49:09 UTC
in HELP: URGENT: Scripted sequence problem Post #496
I'll have a stab at recreating it - we've moved on now, to scripted_sequences, but path_corners would be better - the gman pauses for 3/4 sec before he turns and moves to the next one, which looks a bit odd...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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.