Forum posts

Posted 19 years ago2005-09-04 13:16:48 UTC
in Rebel APC Post #132367
1) tips on building a brush based apc that can have rebels in the back
2)how to make bricks go flying when the apc knocks a brick wall down.
Posted 19 years ago2005-08-19 16:06:36 UTC
in logo_red Post #128508
an existing one or are you makeing a new one
Posted 19 years ago2005-08-19 16:05:13 UTC
in new_menu Post #128507
he "might" mean cs:source compared to just plain cs
Posted 19 years ago2005-08-18 15:44:20 UTC
in combine button prop Post #128335
might work.
the other parts of my arlarm work at leaste (full prison lock down of 5 cm thick steel and a number of ceiling turrets you have no chance of liveing well you set it off (unless you cheat :( )
Posted 19 years ago2005-08-18 03:40:16 UTC
in Something-something vertex size Post #128200
HL 1 had func wall.
Posted 19 years ago2005-08-18 03:34:13 UTC
in combine button prop Post #128198
they all have to be named so when you trip the alarm the whight lights go off or in some cases dim.
and the flashing red ones come on
er...how i make a button play stuff on the prop?
EDIT:some hours later
light problem fixed.
but it seems i can`t have the white lights go off and the red lights come on
Posted 19 years ago2005-08-16 04:45:42 UTC
in Half Life DM Question Post #127876
sounds like a file has gone missing somewhere to me.
Posted 19 years ago2005-08-15 17:48:18 UTC
in combine button prop Post #127821
what type of prop should this be so the player can press it to make something happen?

also is there a way to get around this without not haveing to get rid of some of my ights?

WARNING: Too many light styles on a face (-56,-8,1)

WARNING: Too many light styles on a face (-63,-198,120)

WARNING: Too many light styles on a face (-191,1153,120)

WARNING: Too many light styles on a face (-248,1154,120)

WARNING: Too many light styles on a face (14,1087,120)

WARNING: Too many light styles on a face (14,1090,120)
.
WARNING: Too many light styles on a face (0,1280,120)

WARNING: Too many light styles on a face (-120,1278,120)

WARNING: Too many light styles on a face (9,1278,120)
Posted 19 years ago2005-08-15 17:45:27 UTC
in Player Crush! Post #127819
set your object to func_door.
tell it to move down sounds ect.
set blocking damage to anything higher than 0
Posted 19 years ago2005-08-12 13:35:10 UTC
in HL2 mod Post #127292
something a bit like this?
User posted image

the over hanging one is like that cause the roof hasn`t complety caved in.if you look there is a lot of the metal roof remaining
Posted 19 years ago2005-08-12 10:10:15 UTC
in HL2 mod Post #127272
ok.open for tips on how to make this cave in look better.
User posted image
Posted 19 years ago2005-08-12 10:01:39 UTC
in HL2 mod Post #127269
i have been working on that for 1 day.
it will take 2 weeks to finish it
Posted 19 years ago2005-08-12 09:31:17 UTC
in HL2 mod Post #127264
more screen shots

User posted image

User posted image

User posted image
Posted 19 years ago2005-08-12 09:25:32 UTC
in HL2 mod Post #127261
isn`t that only for HL1?
any way here are some screenshots of the intro level(in hammer as the level isn`t working yet)
User posted image

User posted image

User posted image
Posted 19 years ago2005-08-12 04:04:27 UTC
in HL2 mod Post #127205
how do i put pictures on these fourms?
most i use have an add acthment feature
Posted 19 years ago2005-08-11 17:10:48 UTC
in HL2 mod Post #127171
if i have to do the mapping and texture makeing it will take 20 years to make this mod. it takes like 2 weeks to do one level proply.
and i have got some from the internet.
Posted 19 years ago2005-08-11 13:33:36 UTC
in HL2 mod Post #127125
i would like ALL the half life 1 slideing + airlock doors but at HL2 staderds.
HL2 doors are 256X512 compared to HL1 doors being only 64X96 for doors almost the same size.
also HL1 uses WAD3 textures and HL uses Materials instead which means things like glass are already see thorgh and use diffrent sounds and decals for when they are hit with a bullet by default.
Posted 19 years ago2005-08-11 04:45:52 UTC
in piston Post #127073
how do i stop it turning round so it always points the same way?
Posted 19 years ago2005-08-11 04:41:59 UTC
in HL2 mod Post #127072
i am doing like alll the maps right now
later today i`ll show the part of the intro level i`m makeing.it doesn`t work to well as i can`t replace haszard with a bullet proof vest + helmet
and i need to fix some errors

i also need the "Rebel" to be able to use the pistol for the target range room
Posted 19 years ago2005-08-10 17:08:25 UTC
in HL2 mod Post #127046
i see it now...

can some one make a target texture pls
Posted 19 years ago2005-08-10 16:24:36 UTC
in HL2 mod Post #127040
ok heres a list of what i need right now. If you would like to submit any of these things to my mod pls send them to destroyer@ottersville.co.uk.
if you would like to help long term pls send me an e-mail or private message.

bullet proff vest + seprate helmet
sniper rifle + ammo
remote charge + deonater
rebel tank
rebel aircraft

textures

HL1 slideing doors but at HL2 standerds.

decals

"armory"
"first aid"
"dormetrys"

I also need at least 1 long term coder.
the following decals
Posted 19 years ago2005-08-10 12:29:31 UTC
in HL2 mod Post #127017
story plan.

play as:rebel

level 1:the underground base (intro)
start

you arive by train at the trainstation where a citizen is waiting for you.
the citizen takes you to the underground base and shows you round where you get a pistol + ammo and you armor and you have a chance to get some prctice in the target range.
suddenly cobines start shelling the building while your in the dormetries.
one of the shell lands near you(outside window) and sends a metal self flying into you.
blackness
end

level 2: the underground railway.
you wake up in a bed in the medical room. many dead or dying rebels around and 2 medics.
you are told you must escape the city and reach the other base to get help as many of the rebels are to badly hurt to be moved.
another rebel enters
the medic asks him to take you to the railroad.
the rebel takes you there and gives you an idea of whats ahead.
you get on the train and start to make yur way along the track.
there are many problems along the way like flooding and manhat artacks.

level 3: the stronghold

you get off the train and go up some stairs.
you meet barney and tell him they need help. he tells you that gorden has returned and should be here soon.
hes goes and rounds up 6 rebels and tells them to go and help ther others in thew other base. they leave the way you came
barney takes you to the weapon store where you get the overwacth and a sniper rifle.
he then takes you to the breifing room.
you are being breifed for an upcomeing battle when Gorden gets here with 2 more rebels.
you finish the briefing and head for the walls.
there is a massive battle.
end

more mayby in the future after this is all done
Posted 19 years ago2005-08-10 11:51:20 UTC
in HL2 mod Post #127002
i want to make a HL2 mod and need some help.
mianly new textures , weapons , sound efects.
I can do quite complex maps.
if you want to help please send me a PM and say what you can do.
the main problem i have right now replaceing the suit thing with a bullit proof vest + helmet (a bit like in blue shift) as i do not know where to start with that.
Posted 19 years ago2005-08-10 11:42:28 UTC
in Noobie No Draw Question Post #127001
nodraw does the same as the HL1 "null" right?
Posted 19 years ago2005-08-10 10:37:41 UTC
in piston Post #126984
did you even read my 1st post.
i used func_train to do this in HL1
but HL2 does not seem to have a func_train
Posted 19 years ago2005-08-10 09:45:25 UTC
in piston Post #126970
ok so lets go with it not needing an origen brush.
what do i use instead of func_train?
Posted 19 years ago2005-08-10 09:21:59 UTC
in piston Post #126958
in HL1 i used a func_train for pistons but HL2 doesn`t seem to have a func_train. what do i use instead
and what do i use instead of an origen brush?

also but not as important.
is "no draw" the same as the "null" in HL1
Posted 19 years ago2005-08-06 17:21:49 UTC
in stuff on halflife 2 Post #126382
can someone make a new train engin and send it to destroyer@ottersville.co.uk as i have tried to make one but it looks crap compared to eveything else
Posted 19 years ago2005-08-06 15:33:01 UTC
in stuff on halflife 2 Post #126365
thats why i am makeing a mod. but i need help to do it.i done part of the start map and thats it
Posted 19 years ago2005-08-06 14:55:43 UTC
in stuff on halflife 2 Post #126358
mOp. if you want a harder HL2 then you could help me make a mod ive been planning as i can only map.
I need someone to make new props (cars that are not smashed up and a new train engin mostly)
, i need someone who can put new background on main meue
and i need new speach for the rebels and some for combine.
when you have done all thoses i will finish my mod which will be mush harder.
Posted 19 years ago2005-08-06 10:36:36 UTC
in stuff on halflife 2 Post #126293
that was what that big thing that took me 2 weeks to kill before it killed me was called.
Posted 19 years ago2005-08-06 10:34:15 UTC
in stuff on halflife 2 Post #126291
ok now i finished that new qustion.
what is the G-man trying to do? create a world of which he controlls or clearing up the alien race on earth and makeing sure that the combines or anything from zen ever return?
How could the combines invade zen any way when striders and apc`s can not jump between the floating ilands of zen and much of the bigger ilands consists of small tunnels.
also about zen. what makes those ilands float and why don`t they al get pulled into and pussed togeter by the small gravety zen has.
Posted 19 years ago2005-08-06 10:23:20 UTC
in stuff on halflife 2 Post #126287
Spag.i did that and nothing happend.i only had time to fire one however.mayby i need to climb faster or leave the gunships to keep shooting.

If the combines are aliens how come Gordens old adminestrater commands them?

how come some of the aliens that used to try to kill you in HL1 now are helping you?
Posted 19 years ago2005-08-06 10:04:40 UTC
in stuff on halflife 2 Post #126280
1)what are those big metal moveing things surrposed to be?(like the one "dog" lifts up to let you past)
2)what is a combine? An alien, just a person in a suit?
3)near or at the end when you are in the citadel and you are in that reactor thing tring to stop the portal. i climbed to the top killed the gunships. now what?
Posted 19 years ago2005-07-17 16:35:36 UTC
in memory leak Post #121654
npc_clip seems to stop user controlled buggys(the one u drive).
so how i have someting that stops combines + citersens but not the buggy?
Posted 19 years ago2005-07-17 14:32:08 UTC
in memory leak Post #121624
there r no ramdom parts
Posted 19 years ago2005-07-13 03:00:40 UTC
in memory leak Post #120508
check for problems--->no problems found
it`s an very simple map right now.there is just a few combines fighting rebels and a helicopter that will hopefuly chace u when u escape with the buggy.i can see nothing wrong with it
Posted 19 years ago2005-07-11 13:13:29 UTC
in memory leak Post #120306
so...what i do about it?
*does it mean something is wrong with one of my 2 256K memory chips?
*is it somehing invalid in my map(i think it might be as i only get that error with that map)
*is it something wrong with windows

i would like to know where to look (if u can`t ansew i will reininstall every thing to do with HL2.if that don`t work a new comp mayby)
Posted 19 years ago2005-07-10 14:24:59 UTC
in memory leak Post #120159
I now get error

HALF-LIFE 2: hl2.exe - Application Error

the instructrion at"0x241f94f7"refernced memery at "0x00fd0cc0". The memory could not be "read".

click on ok to terninate the program
Posted 19 years ago2005-07-10 13:55:35 UTC
in memory leak Post #120152
what is this and how do i fix it?

Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
Posted 19 years ago2005-07-07 14:06:34 UTC
in trains Post #119452
....i only thought props where dustbins and bits like that. Never new they made so much of the original maps(HL2)
is it possible to edit posts so not to have to double post?
Posted 19 years ago2005-07-07 13:59:43 UTC
in trains Post #119451
prop trains can move right?
Posted 19 years ago2005-07-07 13:34:04 UTC
in trains Post #119442
the realy fast thing that almost runs u over once or twice.
the train stuff thats fallen into the canal near game start.
and before i waste tons of time can i make trains driveble the same way as in HL1?
Posted 19 years ago2005-07-07 10:57:03 UTC
in trains Post #119412
can some one help me with makeing some of the origenal trians as i don`t know the sizes and the whole thing is one texture!(be nice if there was a side,top,front ect seprate from each other)
Posted 19 years ago2005-07-06 14:28:50 UTC
in hammer 4 is sluggish for me Post #119159
will just over 500mb ram surfice then?