Forum posts

Posted 20 years ago2004-08-31 23:40:21 UTC
in Doom 3 SDK? Post #55566
You might be able to hook up Radiant or DoomEdit in an early iteration to make it work..not sure :| .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 23:37:38 UTC
in steam+email+me... Post #55565
The HL cache is 500mb, thats a bit over the 2mb limit :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 23:09:14 UTC
in steam+email+me... Post #55563
You realize, don't you, that Hotmail has a 2mb storage limit? Or do you have Hotmail Plus or whatnot? Even then, it's 2gb of storage, and Steam takes up around 4gb with all of the cache files.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 22:59:12 UTC
in Doom 3 SDK? Post #55561
I don't like the editor....its a pain to launch, and since Doom is set to 640x480 I cant see a thing in the editor : .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 19:57:34 UTC
in VERTEX MANIPULATION PROBLEMS Post #55542
It's best to VM with squares clipped in half to triangles, so you may have to start over.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 19:27:09 UTC
in Replace Gordon? Post #55534
There is a console command, thirdperson 1 or something, but its like sv_cheats, you have to restart/connect to see its effect.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 15:49:37 UTC
in train Post #55491
Er, have you tried just placing a sci on top of the func_train? Make sure he's not stuck into the train.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 02:41:06 UTC
in SG map info Post #55397
How bout an entire new forum section? Oh wait, that's what Maps and Mods is for, is it not? To show off your work?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 01:34:52 UTC
in Replace Gordon? Post #55391
I'm slightly confused by your question - do you want to replace teh gordon player mdl with something else? Just plop a new player.mdl in the models folder and the playergordon folder if so.

The HEV suit model...if you're referring to the "helmet" model, that's in modelsplayerhelmet.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 01:32:13 UTC
in FPS/Wpoly/Epoly LAG! Post #55390
I took a look at it and replied in the map comments.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 01:28:27 UTC
in Changing Levels Post #55389
No problem :) .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-31 00:56:29 UTC
in Changing Levels Post #55386
Trigger_Changetarget changes the target of an er, targetted object :P .

Trigger_Changelevel is actually a brush-based entity. Create a brush where you want the player to walk through to change the level. Then, tie it to an entity (Ctrl-T or the toEntity button by the prefabs) then select trigger_changelevel from the dropdown list.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-30 23:05:54 UTC
in A good place for .wav Post #55378
That won't work...they're coded in different formats :/

Google for a program called Goldwave, it can do most of the sound editing functions for HL.

Look on Snarkpit for a tutorial on how to prepare files for HL usage.

http://www.snarkpit.com
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-30 17:59:59 UTC
in func_wall and carving Post #55346
w_poly of 800-900 is usually acceptable for maps, assuming the player has a half-decent computer.

e_poly definitely depends on computer speed. It's model polygons, though, so it shouldnt be gigantic unless you're putting rooms full of scis or grunts or lots of prop models.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-30 03:22:13 UTC
in ToDo Post #55169
Clicking on the title of the thread last posted upon brings you to the last page, but I see no arrow there...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-30 03:19:08 UTC
in My Hammer, is dieing... Post #55168
Worldcraft crashes just as much as Hammer 3.4.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-30 03:00:16 UTC
in textures Post #55160
How small, exactly? It's usually okay to go below .5, though smaller scales can cause nasty things to happen.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-30 02:14:02 UTC
in Doom 3 SDK? Post #55158
I don't know 'bout a SDK, but if you want Doom3Radiant, open the console and type 'editor'.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-29 23:11:16 UTC
in Favourite THREE bands Post #55153
Linkin Park :/

Trapt and I had a rather long discussion on IRC about whether they have manufactured voices or not...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-29 03:22:39 UTC
in MAX_LEAF_FACES? Post #55009
That would be a problem.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-29 03:06:54 UTC
in MAX_LEAF_FACES? Post #55007
If your map file is not too big (under 500kb zipped), you can E-mail it to me and I can take a look at it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-29 01:49:28 UTC
in More funny pics Post #55006
Pocket Fishing :D

Shrooms is nice as well.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-29 01:45:40 UTC
in MAX_LEAF_FACES? Post #55004
Well if you over-do terrain it might give you this error...or if you have gigantic open terrain areas.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-29 00:59:20 UTC
in Civilian only map Post #54997
Mmm....is there an option on the info_player_start or such to change the type that spawns there?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-29 00:20:46 UTC
in Civilian only map Post #54994
Changing models and such requires an entirely new modification.

What do you mean by civilian? VIP? Hostage?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-28 17:46:30 UTC
in MAX_LEAF_FACES? Post #54907
http://slackiller.com/tommy14/errors.htm#leafface

Func_wall some more things perhaps?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-28 16:05:41 UTC
in Moving Entire Map? Post #54882
You can also move things by dragging selection boxes around the entire area desired and pressing enter, then moving it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-28 15:30:37 UTC
in models location Post #54863
When it stops loading the map and goes back to the menu, does it say anything in the console?

I've had this happen before, but restarting HL seemed to fix it for me...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-28 04:23:04 UTC
in MODs not working !! Post #54714
Ship is also steam-only, afaik, too, so it may not work with WON.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-28 01:34:56 UTC
in Dhost ftp program Post #54709
You can't upload files to Dhost without FTP.

I personally use CoreFTP, it's free for personal usage.

http://www.coreftp.com
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-28 01:31:54 UTC
in models location Post #54708
I know where they should go, in your CScstrikemodels folder, but if the game crashes when you try to use custom models, something seems wrong...and I have no clue as to why this would cause a crash.

Perhaps...does your steam folder have an @ in the pathname anywhere? (ie most people's username folders are actually email@adress.here.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-28 01:29:42 UTC
in blue line Post #54707
1 unit brush grass is alright, though that texture is a bit b0rked and shows that blu line up-close. Since they don't split faces within the world (ground) it doesn't sound like too much of an issue related to speeds.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-28 00:12:00 UTC
in blue line Post #54697
If it's just a small 1 or 2 pixel line, its the texture's fault and not yours. It happens on all usages of that texture, even in the VALVe maps.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-27 23:55:05 UTC
in models location Post #54695
The models need to go into counter-strikecstrikemodels. I have no clue to as why they are not working, what entity are you using to place the models in your map.

Isn't env_fog only in spirit? Or is that in CS 1.6 now too?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-27 21:18:36 UTC
in models location Post #54679
SteamAppsgamedirmoddirmodels.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-27 21:13:15 UTC
in Gordon goes Labs! Post #54678
Yes, due to the code bug it's just a change of the model's textures (instead of teh gordon head one, it uses that lab pan one.) It's not manually reskinned, nor is it a new model.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-27 20:18:28 UTC
in Gordon goes Labs! Post #54669
Short re-explanation:

Hammer beta has a code bug in loading model textures, so when you have another map open and it has not been closed, Hammer cannot call the function glGenTex and therefore load the textures, so it then calls glBindTex and since no textures are loaded for the model, it loads ones either in the map or texture list and thinks theyre model textures and applies them to the model, giving this effect.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-26 19:07:20 UTC
in More Nightwatch Eye Candy Post #54360
Ooh, sexy new screens.

/me is teh drool
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-26 04:53:40 UTC
in hammer 3.5b + cs 1.6 = GHEY! Post #54156
Models need to go in the game directory models folder, so unless you're HL mapping, they don't need to go there. If everything is setup for CS properly in Hammer, they should only be required in cstrikemodels. You can specify the game dir in your hammer options, check to make sure it's correctly set there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-26 04:42:37 UTC
in NS map screenies! Post #54154
I've also been contemplating changing this to NS _ ethereal, as the layout seems to lend itself well to NS, with some decent points for resources, and multiple areas for each team to defend and assault them.

NS map or no, I'll keep you informed.

-Rabid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-26 03:22:34 UTC
in longshot Post #54131
Afaik this would require new coding, as grunts are programmed to go up-close and not take you out at a distance.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 22:23:34 UTC
in Blood Gulch Remade Post #54116
That terrain took me about half an hour, I only had to do a single wall, then I just cloned the walls and put them in their respective places, some clipping was done on the short end bits behind the base. The ground was rather easy to do, too, just some magic with the VM and clip tools ;) .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 22:12:22 UTC
in My New Mod Post #54112
That gordon model is from HLPS2. I'll gladly send anyone the model if you doubt me.

Err, did anyone ever play Todesangst? The hatchet model is used in it...

And have you asked the permission of the model creators to use their models? Crediting them is all well and good, but it's often much more effective to contact them, show them work, and if they like it they'll often allow you to use the models. I've seen more than a few get very irked at the presence of their models in other situations when the author has not asked permission, even if credit is given. Just a recommendation that will earn you much more respect with modelers and such. This is why HIT requires membership to post and download, in an attempt to stop people from using modelers' work without their permission in their mods and such.

Your screenshots show vast improvement over other maps. However, as many others have said, the texturing is repetitive. Since it looks, at a first glance, like the r_speeds are not too high, maybe a look at this piece of work, similarily themed, can give you some ideas on how to detail those silo textures :) .

Best of luck as well.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 21:52:21 UTC
in twhl surprise anyone?... Post #54106
I cannot participate at the moment anyways, as having Irrational Hostility and co_ethereal and a vareity of other projects on my plate is more than enough.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 21:31:42 UTC
in twhl surprise anyone?... Post #54092
TWHLMix is going around...check that "I have an Idea" thread.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 21:30:48 UTC
in Mapper Wanted Post #54091
Yes, this thread is for ML.

Tycell is currently caught up with Critical Mass, as am I with IH, so it's not going anywhere at the moment.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 19:36:27 UTC
in Mapper Wanted Post #54079
Yes, as BL cannot work on entities and I have higher priorities at the moment as well (Irrational Hostility, co_ethereal...)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 19:29:54 UTC
in NS map screenies! Post #54078
Haha...maybe I'll dirty these up and stick them in a corner of the personnel facilities somewhere.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 04:40:48 UTC
in argh spore in my eyes Post #53813
If you look in HL, notice that the monsters always seem a little misaligned....scis are a few units from the wall, hands are always in mid-air, slightly, and they don't grab onto things very well :P . This is to prevent this yellow stuff, and in some HL maps, if you run -dev, you can notice a few areas where it still shows up.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 04:38:06 UTC
in Another stupid problem. Post #53810
Yes. Quake Constructed Solid Geometry, Quake Binary Space Partition, Quake Radiosity, Quake Visibility, as opposed to Half-Life Constructed Solid Geometry, etc.
RabidMonkey RabidMonkeymapmapmapfapmap