Forum posts

Posted 15 years ago2008-11-25 16:18:39 UTC
in Running Hammer with steam Post #259049
I think the only real problem you'll encounter with not having the correct lights.rad file would be your textures not emmiting light.

But on the subject of lights.rad, make sure your pathnames are correct. I found it easiest to go into texture replace mode, and copy + paste the texture into your rad file. After the name of the texture, hit TAB twice, then enter in your light values. R G B then brightness.

Example

LIGHT_5a ---[2 Tabs Here]--- 255 255 255 1000

This will have texture "LIGHT_5a" emit a white light with brightness = 1000
The values follow the same values as a point light, but texture lights will not be as bright, so boost the brightness number a bit.

Try moving the lights.rad file into the same directory as your maps, or the compilator. It saves a lot of time if you have all your mapping resources in one place.

Now to run the game:

In steam, just run the game, open up the console ( ~ ) and type in "map mapname" ..... without the quotes of course.

You might have to activate the developer button first. To do that, go to options, keyboard, advanced, enable developer console.

that should work perfectly considering you have your compiled map directory correct.
(steamapps - your account name - half life - valve - maps)
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-25 15:43:52 UTC
in Controlled car Post #259048
Like i said. I've been looking for hours.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-25 15:28:44 UTC
in Controlled car Post #259046
I don't own it.
I've experimented with the phys_thruster in half life, but i don't know how to make them turn off.
I can turn em on, but not off and i also do not know how to make the W S A and D keys control each specific direction.

So it's not like i havent tried experimenting, i'm just new to source I/O's

I KNOW i saw a remote controlled car example somewhere, but i can't find it.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-24 16:58:31 UTC
in Controlled car Post #259012
I've been searching the forums for a good hour now and i can't seem to find what im looking for. And i forgot who posted it too.
I'm looking for the example of the little remote controlled car in source.
I wanna start experimenting with source entities and i'd like to start with that.

I just can't find the example anywhere.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-24 16:14:33 UTC
in Now Playing: ... Post #259010
Tall tales taste leik sour grapes - Fair to Midland.
(Yes that's the actual spelling)
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-11-24 16:10:54 UTC
in L4D Community Campaign Post #259009
how about you're waiting for an airlift in the middle of a school football field, and the zombies are just coming out from the bleachers, gym, parking lot. just everywhere.
It's a 360 slaughterfest
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-24 02:00:08 UTC
in Competition 26 Post #259002
Np.
I can wait :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-23 01:31:49 UTC
in Running Hammer with steam Post #258935
Precisely.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-23 01:26:39 UTC
in Running Hammer with steam Post #258933
Nope.
It just solves so many compiling problems.
Setting up hammer is just terrible.
It's so much easier to use the compilator.
You don't need to know code to use the expert functions, it highlights errors in red and yellow, wads are easy as hell to wadinclude.
It's just superior to the hammer compile.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-23 00:53:17 UTC
in Running Hammer with steam Post #258926
Compilator is your friend.
General discussion >> Utility - Compilator
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-23 00:47:49 UTC
in Competition 26 Post #258925
woot
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-22 01:00:19 UTC
in We're Not Wasting Time at TWHL Post #258886
I find this site the main reason i continue mapping. I enjoy interacting with everyone here and seeing how their input can make my work better. It has also allowed me to handle criticism on my work. Instead of taking a comment negatively, i'll try to spin it around and heed the advice.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-22 00:57:55 UTC
in Compile problems Post #258885
Have you tried moving all your custom textures to the steam folder set?
Steamapps/halflife/valve

And you usually want to limit hammer to 8 wads.
If you can, try using wally to combine a few of them.

And have you tried wadincluding the wads?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-22 00:48:10 UTC
in Compile problems Post #258883
bad surface extents
Do you have a water brush in your map with one side as another texture? that'll give you mixed surface extents every time.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-21 18:20:33 UTC
in Competition 26 Post #258866
I'll give you 12 rubles for that

And rim, your spider only has 7 legs...
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-21 18:11:33 UTC
in Compile problems Post #258864
Have you triedThe compilator?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-21 17:30:43 UTC
in Modeling Colors: Emmisive, diffuse ... Post #258859
yeah. This isnt a texture based program, it's all color based.
so each of the 3 color controls has it's own palette to adjust
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-21 16:21:41 UTC
in Modeling Colors: Emmisive, diffuse ... Post #258855
Hey guys. I got an application fo my iphone called iTracer.
It's a free 3-D modeling application, and i have a couple questions regarding render properties for an object.

In the Material options, there's different categories such as:
Colors:
-Emissive
-Diffuse
-Specular
-Specular power

Parameters:
-Reflectivity
-Opacity
-refraction index
-Fresnel reflectivity
-Fresnal power.

I was just wondering what those do.
As i've tried to mess around with different options but i can't see any noticeable difference what i render, and i don't know what causes what.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-21 15:20:19 UTC
in Guitar Heroism and Rocking Bands Post #258853
I can second that.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-21 15:16:01 UTC
in Competition 26 Post #258852
Haven't heard of that.
But now i'm tempted to take up landscape art.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-21 10:22:30 UTC
in Competition 26 Post #258845
Key words: may consider
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-20 20:06:04 UTC
in Competition 26 Post #258803
Yay!
So only a month or 2 before a new compo is announced!?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-20 20:05:30 UTC
in Can Source Do it? Post #258802
I was just saying that the old engine had a way do to it.
So the new engine has to have a way as well.
And it'll look better.

You'll be amazed at what you can do to the GLDSRC engine before breaking it, but you're already working with the source engine. :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-20 13:08:09 UTC
in Building a New Rig Post #258786
:gak: :pwned:
Nice.

Wish i can afford that.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-20 11:50:07 UTC
in Hammer Crashes When Compiling Post #258783
Striker, seriously.
Jeffmod has already been told to use the compilator.
I was basically one of the beta testers for it. (Almost but not quite)
And potatis has used it for quite a while.
So you, theoretically, would get one dollar.
But since it's just a wish, you get nothing.

And potatis, i feel the same way. Sometimes it's just a habit to jump into my "THOR" folder and boot the compilator.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-19 21:02:34 UTC
in Hammer Crashes When Compiling Post #258774
Compilator Owns.
I wish i had a dollar for each person i told to use it.
I'd have $9.00
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-19 16:31:32 UTC
in Problems running .bsp files through stea Post #258759
No, the steam version of CS.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-19 16:20:58 UTC
in Problems running .bsp files through stea Post #258757
Well once i compile my map i never have hammer run it automatically.
I usually have the game (in this case CS) minimized and running in the background waiting for the compile to finish. Then i just go back into the game and type "map_mapname" in the console.

It also depends on how old your steam account is. If you have a steam account name with a symbol in it. (for instance if your account name is your email EX: pr0ntype@lmao.com) The engine gets confused with pathnames. Because it'll be
ProgramFiles > Steam > Steamapps > pr0ntype@lmao.com > Counterstrike > maps
and that's quite a mouthful for cs to understand.

Anyway i definitely recommend using the compilator to compile your maps anyhow.
http://twhl.co.za/forums.php?thread=14161

Essentially, it comes down to you just have to take the extra 20 seconds or so to manually run the game :-/ It's not all that bad.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-19 15:36:02 UTC
in Problems running .bsp files through stea Post #258753
Well it could be an engine update as well.
Maybe you were running a really old version of the CD game.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-19 14:49:28 UTC
in Intel's new i7 processor Post #258746
Make sure to unfreeze all your layers to maximize cpu consumption
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-19 00:22:40 UTC
in Intel's new i7 processor Post #258727
It's essentially a re-designed tri-core processor.
what do you guys think;

http://en.wikipedia.org/wiki/Intel_Core_3
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-17 16:32:53 UTC
in The new Star Trek trailer leaked! Post #258658
Well it was the stupid commanders fault for creating them with the Asgard tech the third time around
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-17 16:31:12 UTC
in Entdata optimizer Post #258657
:o
Nevermind :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-17 10:16:19 UTC
in The new Star Trek trailer leaked! Post #258653
This reminds me of what they're doing with stargate. Apparently the new stargate series will be based on a single ship in some other galaxy. Looking for god knows what.

It's a direct star-trek ripoff but since i'm such a gate fan i'll have to watch it.

Trek movie looks decent but i doubt i'll be seeing it in theaters.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-17 10:09:01 UTC
in Entdata optimizer Post #258652
I thought 800 was the maximum allowed entities?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-16 00:54:22 UTC
in Team Deathmatch Post #258579
Are you running the map from console or creating a server?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-15 14:47:19 UTC
in Team Deathmatch Post #258558
What if you like.. Kill the entire other team if you score 10 points through that ring.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-15 14:09:54 UTC
in Half-Life freezes Post #258557
developer 2?
Is that like a "What the hell is going on" console?
I gotta start using that more.

Thanks a million potatis.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-14 19:15:34 UTC
in Half-Life freezes Post #258540
So The same thing happened to my game_texts.
They weren't going to every player, just the entity that targeted it. So i couldn't see the messages. So basically the counters were working, its just that the texts and player_equips were not set-up properly?

Thanks potatis :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-14 17:58:45 UTC
in Half-Life freezes Post #258538
Well i really wanted to get everything working before i made the crate wood. Even though i do have it wooden in my current versions...

What;s the game_zone_player for though...
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-14 15:46:04 UTC
in Half-Life freezes Post #258534
So i made a seperate test map with 3 headcrabs targeting a game_counter which targeted a button which targeted a multimanager targetting a door.
That worked, but i copied the exact same entity setup to this map, make 10 headcrabs instead of 3 and now it doesnt work at all.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-14 10:14:30 UTC
in Modeller needed Post #258514
scrn plz? 0.o
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-13 23:16:58 UTC
in Half-Life freezes Post #258503
Oh god i'm so stupid.
I had this exact same problem when i was doing my Ocarina of time remake.
Thanks muzzleflash for the effort :)
Thanks potatis.
And yes, i will continue to eat potatoes.

EDIT-------

Unfortunately, i still can't get it to work. I have the headcrabs targeting the game_counter, but the game counter doesn't seem to activate anything.

Yet if i hit the button the counter is supossed to target it all works perfectly.

I'm calling it a night. i'll check back in the morning.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-13 21:37:47 UTC
in Half-Life freezes Post #258498
It's still not working muzz. I'm going to delete all the entities and start the whole setup from scratch. I'll let you know in a few minutes or so.

Yeah.... I dont understand this at all...

So i deleted every entity in the map (Except for the player start and light environment) And started over.

I placed 2 headcrabs in the map. One targeting a relay named "hc1" the other targeting a relay named "hc2" Both the headcrabs have the target condition set to death, and both headcrabs use the trigger target field, not the Target field.
Both the relays have a trigger state of "on" and target a multisource called "multisource"

The multisource targets a func_button called "button" which in-turn targets a multimanager called "multimanager." The only thing the multimanager targets is a game_text that says "It works"

Ironically, it does not work and i'm extremely pissed >.<

If you don't mind muzz, can i take a look at that example map?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-13 10:08:39 UTC
in Need help with creating a .gcf file Post #258476
How well does your texture compare to the model's original?
You might have to move some things around to get them to fit just right.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-13 00:43:34 UTC
in Half-Life freezes Post #258460
that's because the last headcrab you kill has it's target set to 11head. And 1head - 11 head ( not 10head) targets 10head

Could it be that i have the relay states to on?
I still don't quite understand the relay state
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-12 17:41:00 UTC
in Half-Life freezes Post #258450
I checked the multimanagers and relays, and they seem ok. the game_texts are short, and i put separate channels in each. It's still crashing on me.

http://twhl.co.za/vault.php?map=5193

I uploaded it to the problems vault.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-12 14:25:04 UTC
in Half-Life freezes Post #258444
Basically i'm making an objective based map, and upon each completed objective, a new weapon and new area is unlocked.

So after you kill 10 headcrabs in the first section, it triggers a multimanager that displays 2 different game_texts (objective one complete, yadda yadda), a player_equip for the gun, and then it targets a func_wall_toggle which grants the user the new area.

So after you kill the tenth headcrab, the game just freezes, and the sound loops (usually a footstep or an alien cry of agony) and i tried letting the game sit for 10 minutes thinking it'll unfreeze but it doesnt, so i have to hit alt-tab, then my start menu appears, but the game it still up. And my mouse only appears on the start menu itself.
So then i have to right click half life, close it, error repord bs and yeah..
it's really annoying, and it's kinda killing my motivation for finishing this map.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-12 14:16:58 UTC
in Half-Life freezes Post #258440
Ahh. Thanks Muzz. So i'm gonna need a separate relay for each crab?
EDIT--
I just tried having each headcrab target a trigger relay, and each of those relays targeted the same multisource, and the game is still crashing on me.
:/ i don't get it.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-12 13:58:41 UTC
in Half-Life freezes Post #258437
Hey guys I was working on a stupid little map today, and while play-testing it, half life crashed on me.
I have 10 headcrabs all triggering a multisource when dead.
So basically, a string of events happen when all 10 headcrabs are killed.
And once the 10 headcrabs are killed, the game just freezes on me. This has happened every time i run the map no matter what. I'm gonna keep working on solutions, but i'ts getting really aggravating.
Tetsu0 Tetsu0Positive Chaos