Forum posts

Posted 8 years ago2016-03-07 15:04:28 UTC
in TWHL World - Community Project Post #329240
Toss all your files into the google drive.
I have 100gb storage so file sizes shouldn't be any issue.

Again, if you don't have access to it, shoot me a PM and i'll arrange it.
Project update:

If you haven't gotten your first drafts in yet, you have until the end of THIS MONTH! April 1st is the new deadline.

Why?

Well it seems people would like more time, and I would like more people to contribute.

I also have a lot going on in my life and I don't have the time or energy to devote to going through everything right now; so I'm giving myself (and all of you) some more time.

So April 1st is the hard cutoff for first drafts. If you do not submit anything by then, I will unfortunately need to exclude you from the project.

Also, I only have submissions from the following:
:hammer: Loulimi
:hammer: Themaster12234
:hammer: Shepard62700FR

Even if your map isn't complete, if there's a half-way coherent map and some puzzles / combat, submit it and you can clean them up later.

I only need the first drafts to start development on the hub world
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-07 13:24:52 UTC
in TWHL Tower Post #329242
Omg that speedrun made Malle's map look like absolute cake.
Maybe I should go back and re-try it without Noclip
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-07 13:23:53 UTC
in NEED TUTORIAL URGENTLY Post #329241
SDK stands for Software Development Kit. There exists an SDK for many different games.
You want to get the HL1 SDK
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-05 21:48:33 UTC
in Dumb Entity Game Post #329211
Bsp is kinda out there. Clever
Tetsu0 Tetsu0Positive Chaos
This post was made on a thread that has been deleted.
Posted 8 years ago2016-03-04 13:29:59 UTC
in Dumb Entity Game Post #329183
Yes Mr Cheerleader!
@jessie: master?
@archie: was "Zoner's Half Life Tools" correct?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-03 17:04:44 UTC
in TWHL World - Community Project Post #329172
I don't understand how google drive works and how to share it inside google cloud
KB90, send me your email address in a PM, and I'll give you access permissions for the drive. Then you open up your favorite web browser and you can create folders, upload, and download files.
Tetsu0, do you have me on Steam?
I have no idea. Also I'm without my desktop computer for the unforeseeable future, so I'm not worried about that much anymore XD. Though if it helps, Camstudio worked well on windows 7 and poorly on windows 10. I'm not sure if my graphics card has anything to do with that either.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-03 15:28:50 UTC
in Dumb Entity Game Post #329168
env_beam? entity has bad parent? env_light_shadow?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-03 13:32:20 UTC
in Dumb Entity Game Post #329162
Zoners half life tools?
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-03 00:09:09 UTC
in Just a Little Ditty I Wrote Post #329141
Neat! I like it. I also have the righty version of that guitar haha
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-02 01:57:06 UTC
in NEED TUTORIAL URGENTLY Post #329101
Yar! And if you're still having issues, pm me or post on the vids!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-02 01:54:53 UTC
in TWHL World - Community Project Post #329100
Cam studio doesn't like my computer. It records really shitty and when it does record well, i hit the 2gb filesize pretty quick and it crashes on save
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-01 13:45:42 UTC
in TWHL World - Community Project Post #329070
That'd be sweet. Though I'm pretty far along for a "making of". Might do a "finishing of"
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-29 18:48:50 UTC
in TWHL World - Community Project Post #329060
Make a folder in the Gdocs with your name and put it there.
There's existing folder structures, so follow the pattern
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-29 15:23:01 UTC
in Modeler/s, Animators Needed! Post #329054
YES!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-29 15:21:42 UTC
in TWHL World - Community Project Post #329053
Incomplete is fine, the first drafts pretty much lock in the participants so we can focus on tying them all together.
I'll have a look at them when i have some time
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-29 00:06:21 UTC
in Modeler/s, Animators Needed! Post #329046
Hey hey! Sounds fun
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-27 06:03:50 UTC
in zhlt error. Help. Post #329037
Zhlt.wad needs to be in your Valve folder. You used that wad in your map somewhere, or compiled with it loaded in hammer. The engine is looking for it.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-26 16:23:27 UTC
in Lighting prop models? Post #329029
Im here to say that if you transition to source, you're not losing much.
You still build maps with brushes and lights.
Scripted stuff is easier, triggers are easier.
The code is just modified HL1 code.

It's a shame more people don't jump to source.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-25 15:11:07 UTC
in TWHL World - Community Project Post #329016
Don't change the code.
Work within the limits of Spirit - It's already pretty powerful
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-25 15:07:46 UTC
in Light Shadow and models Post #329015
That's a pretty epic reference
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-21 21:35:11 UTC
in Light Shadow and models Post #328971
I'd put the brush inside.
Take the texture scaling down on the floor to increase the shadow resolution
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-21 19:45:04 UTC
in Blender plugins Post #328965
Not sure if there's a gridlock, but if you hold CTRL while manipulating anything it'll snap to grid.
And you can always manually type in coordinates of objects and vertices
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-20 19:40:00 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328954
I've never checked "steam install" maybe that's the cause.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-20 00:52:01 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328952
got your game setup locations set properly?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-19 14:00:37 UTC
in looking for half-life 1 SDK... (2016) Post #328946
Fancy that
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-19 13:41:01 UTC
in TWHL4 Suggestions Post #328944
I have an idea! I know some forums have more descriptive icons near the thread title. Like a question mark or an exclamation mark, maybe an emoticon... I realize TWHL has the different colors and then the Circle vs Triangle. But what if we had marks for posts that asked questions in a red question mark and if the question was marked as 'answered' the thread owner can mark it as 'answered' and the icon will change to a green checkmark or something.

To make that function even more useful, perhaps highlight the post that contains the proper answer?

Example of answered post: Texas Instruments Microprocessor forum

I think this will help a lot of people out if they actually use the search bar and can see that their has an answer or not before posting a new thread or bumping an older one.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-19 12:35:39 UTC
in looking for half-life 1 SDK... (2016) Post #328941
quake doesn't use bools either - i was shocked to find that out given the lack of memory compared to today
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-17 21:06:05 UTC
in Playing music in Half-Life Post #328927
put 4 of the same ambient generics outside the fighting arena. tick the 'play everywhere' flag and it'll minimize the stereo effect.

maybe turn them on with a trigger_auto? Just force a map load before the fight? This will also turn on the music if the player were to save and then reload during the fight.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-14 14:39:10 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328875
Huh ok. Im having trouble pushing monsters around
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-13 15:03:17 UTC
in Model Animation Problem "help requi Post #328856
Haha yeah the vertices are fine. The model is sound.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-13 14:54:30 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328855
Also, PB, I'm not sure if this is a FGD issue or sledge issue, but if you tick the "monsters" flag on a trigger_push, the "once only" flag gets ticked after you open the properties again.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-13 04:29:38 UTC
in TWHL World - Community Project Post #328844
User posted image
One puzzle / effect setup I can't wait for you guys to try out.
Environment details to come after I get the storyline triggers straightened out
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-13 00:58:08 UTC
in The Official HRP "Halp!" Threa Post #328841
if you trigger the first camera a second time, it will shut it off.
So trigger the first camera 0.1s before you trigger the second camera
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-12 23:43:19 UTC
in General MOD MISUNDERSTANDING Post #328837
poor guy's afraid to get VAC banned if he installs a HL mod :D
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-12 23:41:54 UTC
in The Official HRP "Halp!" Threa Post #328836
What's your issues with cameras?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-12 18:44:01 UTC
in Model Animation Problem "help requi Post #328829
abbadon, i appreciate that but it's a texture issue as well.
Hard to explain without images, i'm afraid.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-12 15:39:04 UTC
in TWHL4 Suggestions Post #328825
yeah if we create a separate forum section for it, and we get some nice source 2 tutorials when the SDK launches, we'll probably see a traffic increase
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-11 23:53:50 UTC
in TWHL4 Suggestions Post #328822
Well that's what subtitles are for?
Goldsource
Half-Life 1, Opposing Force, Blue Shift, Counter-Strike 1.6 etc...

Although, it seems people don't read them anyway haha
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-11 19:25:01 UTC
in TWHL4 Suggestions Post #328818
Perhaps rename the forum sections to better guide forum posts?

For example:
Instead of "Maps and Mods" how about "New maps and mods" or "Works in progress"

HL engine discussion can be "GoldSource help" or similar
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-11 19:23:20 UTC
in Problem with skybox Post #328817
yeah that's a better idea. make a nice outdoor area and enclose that in the skybox.

also the forum section you're looking for is "HL Engine Discussion"
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-11 18:18:55 UTC
in Problem with skybox Post #328815
You're essentially 'looking through' sky brushes.
Try combining them or putting a few layers of sky brushes, or black brush on the outside of it.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-11 18:06:39 UTC
in Model Animation Problem "help requi Post #328813
It's not even the compiler. I can see the seam in blender once i load the texture. I think it's because the UV coordinates are exactly on the edge of the texture - that's causing the overlap.

The bigger problem in my opinion is that the front of her face is asymmetrical, but the sides are symmetrical and blend only with the right part of the texture (the left side of her face). So if I try any texture blending, i can fix the seam but then i ruin the other side.

I might take another crack at this tonight.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-10 18:48:58 UTC
in How to make this following things in VHE Post #328807
unfortunately i have little to no experience with spirit :(
i dont know the capabilities of it either so i can't recommend a work around.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-10 16:02:36 UTC
in Model Animation Problem "help requi Post #328800
Hmm.. yeah i gave this another attempt and it's not as cut and dry as i thought..
I was running into problems with blending the seam out because her face isn't totally symmetrical, but the sides of her head share the same UV map.
I also noticed some UV offsets and the bitmap isn't a power of 2 (not sure if that matters though)

So I think this needs to be fixed on the texture and not so much on the UV map
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-10 14:06:55 UTC
in Black and Fade In Post #328805
Check out the entity guide here: http://twhl.info/wiki.php?id=15

Check the 'fade from' box to make it START full black, and then fade to normal.
Set your 'hold fade' to however long you want the screen to be fully black for.
Active the fade with a trigger_auto set to 0 second delay.

If you want to have text scroll on the screen, that trigger_auto will fire a multi_manager. The multi_manager will fire the fade at 0 seconds, and then trigger the text after that.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-09 16:29:21 UTC
in TWHL World - Community Project Post #328790
How's everyone coming along?
First drafts are due in 3 weeks!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-08 21:05:22 UTC
in Best/Most-Used "Game" for Maps Post #328778
I'd stick with the game binary folder.
If you want to map for HL2, install it, run it, and then go to the common/bin folder. There will be a batch file that launches hammer - it should be setup already and ready to make maps / compile
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-08 02:03:43 UTC
in Particle editor questions Post #328761
If you're not dynamically changing the particle size, the size is specified in the general settings.

A work around could be setting the particle system to emit within the 3D skybox.
Set the particles 16 times smaller and then duplicate the system in place 2 or 3 times. Since each particle is rendered and calculated separately, it should work well.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-07 17:22:21 UTC
in Particle editor questions Post #328753
Oooh this seems like a fun one to tackle!
To answer your question about control points: yes and no.
You can give a system a "rotate around axis" operator. But if you want them to move inward towards a centralized point, then you need a control point and you need to give a "pull to control point" force.

I've outlined the basics below, and from here you just tweak the values to get things looking right.
User posted image
Renderer
Render Animated Sprites (leave at default)

Operator
Movement Basic (allows the particles to actually move)
Movement Rotate Particle Around Axis (self explanatory)
  • rotation axis: 0 0 1
  • rotation rate: 180
Alpha Fade and Decay (fades the particles out based on % of lifetime)
  • start alpha: 1
  • end alpha: 0
  • Start fade in time: 0
  • End fade in time: 0 (this means they instantly start at full opaque)
  • start fade out time: 0.75 (given a lifetime of 1, so 75%)
  • end fade out time: 1
Initializer
Position within a sphere random
  • distance max: 90
  • distance min: 0
  • Distance bias : 1 1 0 (sets so there's no deviation on Z axis, AKA, spawns within a circle)
Lifetime Random
  • Lifetime max : 3
  • lifetime min: 1
Emitter
emit_continuously
  • Emission rate: 100 (particles per second)
Force Generator
Pull towards control point (you'll have access to control point location now)
  • amount of force: 10000
  • control point number: 1
Also don't forget you need to make a particles manifest for you map before you can use them!
Tetsu0 Tetsu0Positive Chaos