Forum posts

Posted 21 years ago2003-07-08 23:00:47 UTC
in Scripted Contest Post #1276
I want to congratulate the winners of the latest competition. Lots of good sequences there! A lot of hard work went into all the entries. I looked at them all and I was really impressed! Good job everyone.
Posted 21 years ago2003-07-08 15:08:35 UTC
in MapVault Post #1285
Cool idea. I can do it with a page for the '10 most popular' or something. Noted. Thanks.
Posted 21 years ago2003-07-08 10:24:42 UTC
in MapVault Post #1284
maby a hall of fame for maps who you think are really good made???
Posted 21 years ago2003-07-08 10:14:50 UTC
in lights Post #643
go to the tutorial the beginnig everything is well explaind in these tutorials
Posted 21 years ago2003-07-07 23:02:00 UTC
in target_cdaudio Post #640
Hmmm, strange problem. You are correct to leave radius blank because the target_cdaudio is triggered by the func_breakable. Track 1 is actually silent, so you must be using 'development 2' when testing in order to know that the target_cdaudio is actually being triggered, right? If not, make sure the target-on-break is targetting the correct name. You could try making a small test map with a target_cdaudio triggered by a trigger_auto just to be sure your CD is working.
Posted 21 years ago2003-07-07 21:14:04 UTC
in target_cdaudio Post #639
I have use the drop-down list to choose tracks 12.
And it the same if I choose a another tracks, it is only playing track 1
I leave out radius: set blank because it is trigged?
One more, I have the SP maps in HalfLife/Fall/maps and with a liblist.gam fil, but it shall not have any sense, or?
Posted 21 years ago2003-07-07 20:36:07 UTC
in target_cdaudio Post #638
I tried to duplicate this problem in a test map and it always seems to work properly. However, I noticed in your post that you say it is set to 'Track12'. When I typed that into my test map exactly as you posted it, I had the same problem you describe. There should be a space between Track and 12. There is a drop-down list available to use for picking tracks. If you are typing the name, try picking the track from the drop-down list instead. Let me know if this fixed it.
Posted 21 years ago2003-07-07 17:32:07 UTC
in search Post #1182
Aha. Nice idea... I'll see what I can do, although I can't guarantee I'll come up with it quickly because the forum code is a bit messed :)
Posted 21 years ago2003-07-07 16:35:04 UTC
in target_cdaudio Post #637
Hej
I have problems with target_cdaudio, it is simple to set up, and it has a Name. Track: set to Track12
Radius: blank, and it trigged from a func_breakable, and it start play when it breaks.
The problem is, it is only playing track 1 from Half-Life cd. No difference if I have set track to any other track number, it plays only track 1?
Posted 21 years ago2003-07-05 13:30:49 UTC
in Leaf Portals saw into leaf??? Post #641
As you have found, this problem doesn't always affect map play and might be alright to ignore. Check out this link, it will explain what is going on.
http://www.slackiller.com/tommy14/errors.htm#leafsaw
Posted 21 years ago2003-07-04 20:37:16 UTC
in lights Post #642
how do you put lights in the map.
Posted 21 years ago2003-07-04 13:43:49 UTC
in Impressive Mapping Stuff Post #644
Check out my cs maps at ftp://81.107.134.57... i wulda just used the submit map feature but theyve gotta be less than 2 megs for some reason :S

De_Greec3 is a bomb defusal map set in a small village. Terrorists start with a vehicle capable of holding the whole team and, waypoints, secret tunnels and low grav mode are all supported. Very fun map to play with a lot of ppl

De_cabbage is another bomb defusal map set in and above a city sewer, it includes res file for hosting, overview spectator map, custom textures, ambient effects and an interactive environment... enjoy =)
Posted 21 years ago2003-07-02 18:53:13 UTC
in decals Post #655
A decal will get it's alignment from the texture of the surface it is placed on. So if the decal is backwards, the texture of the wall surface behind it needs to be adjusted. In my test map, I was able to fix the backward decals by bringing up the texture face properties of the wall they were on and checkmarking the 'face' box in the 'Align:' area.
Also, the disappearing decal problem is caused by using a regular texture on an infodecal. The regular texture shows up in the 3-D window, but does not show up in the compiled map. You must use an actual decal on the infodecal entity. All decal textures begin with the { symbol and do not have a blue background.
Posted 21 years ago2003-07-02 03:48:29 UTC
in Map Change Post #664
Thank You
Posted 21 years ago2003-07-01 22:16:29 UTC
in decals Post #654
Here's what I know, but I must say I have a lot to learn about using decals. First, you choose the decal you want by browsing the textures. Type the { symbol in the texture filter. Any textures that begin with { and don't have a blue background are decals. Double click the decal you want to use. In the 3-D window, use camera mode to view the surface where you want to apply the decal. Then turn on the decal tool (shift-D) AND the pointer tool (shift-S). (The decal tool only works when BOTH of these are toggled on.) In the 3-D window the cursor now looks like a plus sign over a 2-D explosion. Place the cursor where you want the decal to be and left click the mouse. The infodecal should now be showing. For some reason the decal will show up backwards if you put it on a wall that faces north...I haven't figured out how to turn that around. Decals seem to have their own built in color, most are black, but I don't know if it's possible to change the color. I hope that helps, let me know if you have specific questions and I'll give a shot at finding the answer.
Posted 21 years ago2003-07-01 16:13:44 UTC
in search Post #1181
Perhaps a way to search the forums? I dont wanna waste everyones time by repeating an eariler question but i cant really be bothered to look through 500 other posts to check. Also a search all option would be handy to save searching in all of the categorys individually. (ie tutorials, glossary, the other ones)

Not trying to moan, great site.
Posted 21 years ago2003-07-01 01:48:07 UTC
in decals Post #653
Let you guy's in on a secret...
I could never get them to work either... But I think SlayerA knows the tricks.
The only Decal I ever got to work was the Bomb Target in CS.

So... If someone does manage to get decals to work, and can put it down in a .txt file, then send it too me and I will post it as a tutorial.. Fame and fortune are yours... Well fame maybe.

(And yeah I think for them to work they must be from the spraypaint.wad or the decals.wad? )
Posted 21 years ago2003-06-29 19:06:18 UTC
in decals Post #652
so i can only use textures from decals.wad? i thought you could just use anything because it looks like it works in hammer. Thanks
Posted 21 years ago2003-06-29 17:31:11 UTC
in decals Post #651
I've got a prob with decals, too: the decal application mode doesn't work :(

I add a decal with it, and the decal shows up. I compile the map... and it doesn't. I then re-open the map in Hammer and it's disappeared again.

Help,
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-06-29 15:45:02 UTC
in decals Post #650
Do you have decals.wad in your texture list in the Config options?
Posted 21 years ago2003-06-28 14:46:42 UTC
in func_vehicle Post #661
Hmm, well I'd say you stop trying to make a func_vehicle in HL[DM] cause it won't work since HL doesn't support a func_vehicle. For a func_vehicle you have to stick to CS or wait for HL2 :).
Posted 21 years ago2003-06-28 13:41:19 UTC
in func_vehicle Post #660
Have you tried doing the same for HL as for CS (and it hasn't worked), or haven't you tried?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-06-28 13:21:32 UTC
in func_vehicle Post #659
I've have been struggling to create a func_vehicle like the one in Counter-strike on normal Half-life. How should I go about doing this? ( I am familiar with the proceedings in Counter-Strike, but not in Half-Life. ) Is it even possible?
Posted 21 years ago2003-06-28 07:40:30 UTC
in Map Change Post #663
Posted 21 years ago2003-06-27 20:50:03 UTC
in Map Change Post #662
I'm not sure if this topic has been posted before, or if its simple, but I just can't link maps together using the levelchange trigger, is thier a toutorial or soemthing that address it, oh and Hi everyone.
Posted 21 years ago2003-06-27 10:33:27 UTC
in leaks Post #667
Cylinders are always tricky. You can fix your cylinders with Vertex Manipulation, I suggest you read both of Atoms tutorials on the subject.
Enclosing the map in a box, is a quick fix method. It can affect the performance of your map, But it will fix the leaks. I do NOT recommend this method, especially using Sky Boxes, but sometimes it let's you see if fixing the brush work is worth it. The reason I dont think it is a good idea is that sometimes it creates errors of it's own, that are not associated with the map.
If you get really stuck, upload it to the Problem map section of the Vault and I will have a look at it.
Posted 21 years ago2003-06-27 08:03:33 UTC
in JEEP Post #673
in forum dont apear the spygame but dowloads apear.
Posted 21 years ago2003-06-27 08:01:12 UTC
in leaks Post #666
dont a box is dow but a sky box is good answer for this, i remeber my mine with alot leaks. choice night in the sky box for good apear on the leaks.
Posted 21 years ago2003-06-26 15:22:17 UTC
in JEEP Post #672
What?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-06-26 13:56:32 UTC
in leaks Post #665
Im having trouble plugging leaks in a room iv made out of cylinders. Is it even possible to plug it up, and is it acceptable just to be cheap and put a box round the room? If I do that is it gonna mess up my R speeds or something?

Thanks
Posted 21 years ago2003-06-26 08:54:50 UTC
in JEEP Post #671
i dont want the game spy to flood my computer with pop up s!
Posted 21 years ago2003-06-26 04:24:04 UTC
in JEEP Post #670
It's quite easy to make movable vehicles. Have a look at Countermap (http://countermap.counter-strike.net) on the tutorials.

'luck
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-06-25 15:56:20 UTC
in JEEP Post #669
I want to maid a jeep and run away on the map.
If so complex what u think about make a boat or ship.
how me can do this some tutorial?
Posted 21 years ago2003-06-25 12:16:24 UTC
in ZHLT Post #681
Anywhere I can get the ref? Is it just an HTML doc like the error table?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-06-25 08:55:35 UTC
in ZHLT Post #680
These extra command lines come with the Zoners reference, but you have to go backwards and get a copy of 253 before the custom builds to get the extra refrence information.

-sparse
Enable low memory vismatrix algorithm
The original vismatrix algorithm was limited to 65535 patches due to its design. Its memory usage also grew exponentially with the number of patches (patches * patches / 16 bytes). This option enables a compressed vismatrix, which at the cost of extra CPU time, breaks the 65535 limit, and also uses about 10% of the memory the vismatrix would.

-extra
Turns on 9 point oversampling for lighting, making it look much better.
Posted 21 years ago2003-06-22 12:22:40 UTC
in ZHLT Post #679
What're sparse and extra?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-06-22 03:00:20 UTC
in ZHLT Post #678
Yeah, Sorry... the light.exe part of Hammer Expert. I was thinking batch compile where you need to add it to hlrad.exe. Actually light.exe is just a way of calling hlrad.exe if that makes sense. I am not really sure if -bounce 10 is really worth while. It used to be a common tweak ages back, but I wonder if it has been made redundant with the advances in ZHLT?
This is the batch compile I use:

hlcsg.exe -high C:MAPLF
hlbsp.exe -high C:MAPLF
hlvis.exe -full -high C:MAPLF
hlrad.exe -bounce 6 -high -sparse -extra C:MAPLF

I have some really good information on how compiling actually works and I will send Atom a tutorial soon.
Posted 21 years ago2003-06-21 14:11:22 UTC
in ZHLT Post #677
I'm sure LightForce meant to have you put the -bounce 10 in your light.exe parameters in the expert compile window. The rad file he mentions is used by light.exe automatically.
Posted 21 years ago2003-06-21 12:08:13 UTC
in ZHLT Post #676
I have Hammer compile on 'expert'. Why isn't RAD seperate on the commands list, but is a seperate prog? Is it part of LIGHT or part of VIS?

I'm trying to do the -bounce 10 tweak, whatever that does (I can't actually remember)

Thanks,
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-06-16 08:06:48 UTC
in lighting problem Post #688
u need cut some lights or dow the brightness of them.
the enviroment light is or positive for night or negative for midday light.
Posted 21 years ago2003-06-15 19:03:31 UTC
in tutorials Post #693
Almost, CS is dependent on it's .fgd file. And that hasn't been officially updated for ages. CS has some specific stuff, Bombzones, Hostages and that sort of thing that only relate to CS maps. And the entities are similar, The CS .fgd incorperates many of the HL entities, but adds CS specific stuff. So Yeah, basically CS tutorials are the same. CS Sites normally post CS specific stuff, that deal with their unique entities, and let sites like this deal with the basics of Mapping.
Posted 21 years ago2003-06-15 18:59:14 UTC
in PREFAB AND MODEL Post #697
Be careful with the prefabs from this site, it looks like it hasn't been updated in a while, although it is a good place for Ideas...
Posted 21 years ago2003-06-15 15:17:49 UTC
in tutorials Post #692
Mostly, yes. All but the entities are the same (correct me if I'm wrong).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-06-15 15:17:05 UTC
in clan Post #690
Well, try www.clanbase.com for a start, or join a clanserver and ask one of their members to join. Good luck.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-06-15 13:27:05 UTC
in clan Post #689
how do i join a clan
Posted 21 years ago2003-06-15 13:26:17 UTC
in tutorials Post #691
are the hail-life tutorials the same as the cs tutorials
Posted 21 years ago2003-06-15 07:15:40 UTC
in PREFAB AND MODEL Post #696
EXCELENT PREFABS ALOT OF THEM THOUSEND FOR ANY TIME AND MOD ANY GAME.
http://prefabs.gamedesign.net/prefab.php3?prefab_id=2258
Posted 21 years ago2003-06-15 06:05:45 UTC
in PREFAB AND MODEL Post #695
Best thing I have seen for modeling is MilkShape3D. But I haven't actually used it.
There are a lot of Prefab sites out there, but I haven't come across one that is current. By that I mean that the prefabs are old (pre 2000) and sometimes do not work well with Hammer and HL.
If you find a site that has NEW prefabs, or just really good old ones, please let us know.
Posted 21 years ago2003-06-15 05:36:35 UTC
in PREFAB AND MODEL Post #694
HOW MAKE A PREFAB OR/AND PREFABS?
ANY PROGRAM TO BUILD AN PREFAB OR/AND MODEL,IF HAS HOW USE?
GOOD PREFABS AND/OR MODELS SITES?
Posted 21 years ago2003-06-14 12:56:20 UTC
in MapVault Post #1283
Good ideas. Yeah, definately worth implementing. Totals and little NEW icons...