Forum posts

Posted 20 years ago2004-08-22 19:33:21 UTC
in Rotating door grate Post #52972
Um, if you want a door and then a grate window bit, you need 2 func_door_rotating with origins at the same location.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 13:39:19 UTC
in interesting Post #52858
No, it means the sounds are not being precached when the map loads.

Try extracting your sounds to your valvesounds directory.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 13:37:52 UTC
in problem loading map... Post #52857
From Tommy14:
Most probably your .rmf, your .map or .bsp has been corrupted in some way. AAAtrigger textures are treated special, and should have a special lightstyle of 255, which means "no light data" = RAD is supposed to ignore them. If AAAtrigger is going through RAD, something is wrong, most probably corruption. (BTW: a luxel is short for "luminosity pixel" -- it's a fancier name for a light sample.)
Since your map is not corrupted, did AAATrigger accidentaly end up in your lights.rad list?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 13:24:24 UTC
in NS map screenies! Post #52852
They're just temporary! until I get around to mapping more, they're just there to stop leaks and will be removed/changed as time goes on.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 05:12:01 UTC
in NS map screenies! Post #52775
Hmm...it'd be a change from all the dark, grungy space station stuff I suppose....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 04:21:16 UTC
in NS map screenies! Post #52758
That's the point of an NS map, to look natural-selectionish, yes :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 03:49:51 UTC
in New Designs of 2004 Post #52748
8. It's a robotic dog that makes you invisible!
Sweeeeeet.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 02:12:00 UTC
in Natural Selection: Source... Post #52731
From what I hear, NS is over when 3.0 goes final.

I assume someone'll get permission to make a source engine port, or similar mods will spring up.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 01:06:59 UTC
in Favorite part of Half-Life Post #52727
Then something's wrong - you may have pointed at a func_illusionary or the void, which will give you incorrect texture displays. It appears on the console, too, not on the screen.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 00:45:23 UTC
in Steam caused.... Post #52724
Afaik, you can contact VALVe and they can give you a new CDKey with proof of purchase or a CD case/original CDkey.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 00:42:15 UTC
in How do I run mods? Post #52723
Yup, as it holds the mod's name, and specifications to the start and training map, and whether it's multiplay only, which is all the engine needs to know to run the mod when you start it up.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 00:11:02 UTC
in Reversing textures Post #52720
You can set a negative scale value.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-22 00:08:52 UTC
in NS map screenies! Post #52718
It looks like it was ripped straight out of DOOM 3.
Thanks :D .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 23:53:20 UTC
in Mods... Post #52712
Got it and beaten it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 23:51:23 UTC
in WaterWars .fgd... Post #52711
Contact BlueWolf72, show him some examples of your work, and he'll give you more details on how to map for it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 23:13:10 UTC
in favorite HLDM map... Post #52701
Undertow!! :P

Crossfire, duh.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 23:07:22 UTC
in Mods... Post #52694
Though WW isn't Singleplayer.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 23:04:04 UTC
in a question about info_nodes... Post #52691
info_nodes are used for AI navigation.

They set points for the AI system to help the navigation of enemy monsters such as hgrunts and islaves. Proper placement and tweakage can help the AI systems a lot and make enemy monsters seem much smarter.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 23:01:29 UTC
in How do I run mods? Post #52688
More generalized explanation:

Each HL game has a mod directory for the main game files, and additional ones for downloaded mods. These are in half-life, opposing force, counter-strike, etc. valve is Half-Life's mod directory, but other directories such as nsp (Natural Selection), si (Science and Industry) and SvenCoop (Er, SvenCoop) may exist if you've installed other mods via their installer programs.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 22:59:10 UTC
in Mods... Post #52687
Posted 20 years ago2004-08-21 22:15:30 UTC
in Valve models vs everything else Post #52675
And as I stated, the cartoonish look of the HL characters gave it a distingushable personality. The TFC models, on the other hand, had more of a grim look to them and look a lot like many other FPS games.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 22:05:25 UTC
in Pity from the mapping gods Post #52672
Make sure you don't have the .map file open in any program.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 22:02:31 UTC
in Life Gear, previews and news Post #52670
I've got a collarless slave model, in Hi-Definition, though it's missing it's animations. You could probably decompile it and re-compile it with the animations.

Catch me on MSN, AIM or by E-mail if you're interested.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 22:00:05 UTC
in Valve models vs everything else Post #52669
The cartoony-ness of the models gives Half-Life it's own quirky personality that I haven't seen in any other game.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 20:21:12 UTC
in Pity from the mapping gods Post #52623
You may be at a position in the 3d view to make your room invisible, or may be in the middle of a solid brush....use WSAD and arrow keys or the space bar and mouse to fly around in the 3d view and see if you can find your room.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 20:19:18 UTC
in Help out Post #52622
What are your system specs? On a low end system with 900-1k wpoly it may cause severe lag.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 20:17:46 UTC
in creating hl2 models... Post #52621
It takes all the creativity out of modeling, then...now we'll see loads of prefab characters in the editing scene.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 20:03:26 UTC
in creating hl2 models... Post #52617
Got it.

Takes all the fun out of modeling....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 20:02:02 UTC
in blood gulch? Post #52616
Er, take a better screenshot?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 18:32:38 UTC
in blood gulch? Post #52601
Er, no, maps convert over to HL2 as long as you re-compile them with the HL2 toolset.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 18:18:57 UTC
in Hey everyone! Post #52595
Things look blurry at a distance in GL, yes. But up-close in SW things turn pixely and it can't run certain special FX.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 18:14:42 UTC
in HL2 and CS:S!! Post #52594
They come out in September, afaik.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 18:01:10 UTC
in scientist just f****ng scream Post #52592
The way I got my sounds to work in that sort of situation was with ambient_generic...if the sci/barney is falling, noone's going to notice his mouth.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 18:00:01 UTC
in interesting Post #52591
But 'tis not. That's the forklift.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 17:43:03 UTC
in interesting Post #52583
monster_generic and scripted_sequences.

They are in the pak, but not used in-game, along with things like construction.mdl and doctor.mdl.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 17:40:22 UTC
in Bright Rain? Post #52580
Posted 20 years ago2004-08-21 17:28:36 UTC
in Bright Rain? Post #52573
If you're using CS 1.6 and have the proper fgd, I'm pretty sure it's env_weather, though I don't map for CS so I can't say for sure.

In spirit it's a brush based entity called func_rain.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 17:27:15 UTC
in crushers that are moved with levers Post #52572
It's a func_mortar_field and an env_sprite and env_explosion, afaik.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 17:24:20 UTC
in putting models into maps? Post #52571
You cannot make things do that in counter-strike maps, it'd require a scripted_sequence.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 17:22:24 UTC
in Gravitation.... no not the yaoi comic Post #52569
Gravity 0 is the default, afaik.

Try setting it to 200 or something to test it, then you can play around with values later on.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 17:19:00 UTC
in My new mod Post #52565
You could use some of my textures....

http://dhost.info/RabidMonkey777
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 17:17:32 UTC
in scientist just f****ng scream Post #52564
Trigger an ambient_generic with the sound at the same time as the script?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 04:34:40 UTC
in doomv half-life Post #52448
Exactly...or if I could play around with the body physics model or see it in action instead of having things gib after one thwack of the flashlight.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 04:05:52 UTC
in time limit Post #52446
That's a server setting.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 04:04:40 UTC
in Mod help wanted..... Post #52445
Hmm, true.

The only problem I see is when testing maps. I like to test compile often and since the Half-Life engine lags when you hit r_speed limits even on fast computers, testing maps might be a little hard.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 03:49:59 UTC
in Help out Post #52441
Did you check your r_speeds as I instructed?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 03:48:24 UTC
in textures Post #52440
In order to make them transparent in game, tie the brushes with your transparent color to an entity and set the rendermode to Solid and the FX amount to 255.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 01:29:41 UTC
in Life Gear, previews and news Post #52429
Patience is a virtue...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 01:18:21 UTC
in breakable vehicles Post #52424
What does 'Fin' and 'Let's not get into a HL2 discussion' say to you?

LAST POST!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-21 00:47:07 UTC
in HL2 and CS:S!! Post #52417
HL2 will probably cost 40-50$. CS Source will probably be a free D/L to HL2 owners (hopefully) or sold as retail, much like the original CS.

I can't play CSS beta multiplayer, but the new dust is incredible!
RabidMonkey RabidMonkeymapmapmapfapmap