Forum posts

Posted 18 years ago2006-06-28 17:53:06 UTC
in Sweet mother of God... Post #187366
It's not a model... Rednik is right, there aren't any models in the zip, so that's not a possibility.
Posted 18 years ago2006-06-28 06:50:42 UTC
in Sweet mother of God... Post #187286
The limits may not be unknown, but that doesn't mean that it's known how good you can make it look with those limits, eh?

You're completely right though, it makes more sense to do stuff like this in Source. I still believe, however, that it's a lot more amazing when I see this kind of stuff done in the the Goldsource engine.
Posted 18 years ago2006-06-28 06:37:15 UTC
in Sweet mother of God... Post #187283
Brushes are becoming obsolete, though =/ - models for the win!
For HL1 though, they won't cast shadows, so that's the biggest drawback for us "old timey" mappers. And part of the fun of working with an old engine, at this point, is seeing how far you can push it.
Posted 18 years ago2006-06-28 05:33:20 UTC
in Sweet mother of God... Post #187275
Ah, I thought it was a simple mistake from you. I still like underestimating people on the internet, even after being here.
Posted 18 years ago2006-06-28 05:22:09 UTC
in Sweet mother of God... Post #187273
0.5? You meant 0.50, right? 0.5 would be absolutely insane.

Anyway, what is this, a Rimrook vs. whatever-the-other-mappers-name-is contest?
Posted 18 years ago2006-06-28 05:02:55 UTC
in Sweet mother of God... Post #187270
Strider: Yeah, but you don't scale every single one down to at least half its size, do you? That kind of thing can have a major hit on performance, and usually isn't even noticed.
Posted 18 years ago2006-06-28 04:49:47 UTC
in Sweet mother of God... Post #187267
Yeah, but did you notice he also scaled down all the textures to at least something like 0.70 or 0.60?

EDIT: Not responding to Mr. Spammer.
Posted 18 years ago2006-06-28 03:59:50 UTC
in Sweet mother of God... Post #187258
Yeah? Well if it's that simple, why don't you make an example map?
Posted 18 years ago2006-06-28 03:25:10 UTC
in compile-error(says theres no .bsp) Post #187256
That's because all your textures are in that WAD, they need those textures to play the map! You should just wadinclude that WAD into your map, then they won't need it.

Even if all the textures in that WAD are included with the mod already, the game doesn't care, it just cares what the WAD name is. So when you compile the map, it makes a list of WADs that were used, and then refers to them when you play it.

On a side note, there's no need to combine halflife.wad, xen.wad, and liquids.wad into that big WAD, everybody has them.

Note: Wadincluding doesn't imbed all the textures in the WAD, only the ones used, so it won't raise the file size by 50-something MB's.
Posted 18 years ago2006-06-28 03:00:28 UTC
in compile-error(says theres no .bsp) Post #187253
I better be getting something for this, I worked my ass off finding all that stuff for you! :P Kidding.

But really, there was no need to combine ALL of them, was there? I mean, at least tell me you didn't combine the halflife.wad too...
Posted 18 years ago2006-06-28 01:28:03 UTC
in compile-error(says theres no .bsp) Post #187249
Maybe you (yoyo13131) could do a recap on what point you're at now, and what kind of problems you're still having? I'm starting to get a little confused about what you're having problems with now. :nuts: :zonked:
Posted 18 years ago2006-06-28 01:21:06 UTC
in .fgd files? Post #187248
Dang, sorry about that. There's so many different CS FGD's out there, it's a little hard to keep track.
Posted 18 years ago2006-06-28 01:18:26 UTC
in compile-error(says theres no .bsp) Post #187246
I'm getting kind of tired of you complaining about how hard you think HL1 is to map for. Most of the stuff you're talking about has to be done in HL2 just as much as HL1. /rant

Anyway, you just have to open Wally up, and you can go to Wizard>WAD Merge and combine WADs using that. Otherwise, you could use the harder method of just copying and pasting, as rowleybob said.
Posted 18 years ago2006-06-28 01:01:51 UTC
in .fgd files? Post #187242
Don't they just come with Hammer, in the same folder as the HL fgd? If not, you can download this:

http://collective.valve-erc.com/data/entity/1046032221-33760200/files/halflife-cs-expert.zip
Posted 18 years ago2006-06-28 00:56:08 UTC
in arrange mode Post #187240
I thought I already knew it wasn't yours... I guess I forgot. Those screens look great, by the way.
Posted 18 years ago2006-06-28 00:52:43 UTC
in compile-error(says theres no .bsp) Post #187238
Why not? Didn't it explain the "bad surface extents" error?
Posted 18 years ago2006-06-28 00:26:55 UTC
in Sweet mother of God... Post #187233
Woops, didn't see the <downloading> part. Makes sense that I wouldn't see it, since it's the first thing in the post :nuts: . I guess I was going a bit fast... And did you just call me Elon?
Posted 18 years ago2006-06-28 00:22:06 UTC
in compile-error(says theres no .bsp) Post #187232
Posted 18 years ago2006-06-27 23:47:18 UTC
in Sweet mother of God... Post #187228
You can already play it, there's a download there.
Posted 18 years ago2006-06-27 23:43:15 UTC
in arrange mode Post #187227
Pretty cool, although I wouldn't use it on anything but the grass, and REALLY far away models. I hope you're going to be putting all this great technology to use, all I've seen so far is a bunch of unremarkable test maps...
Posted 18 years ago2006-06-27 23:36:00 UTC
in compile-error(says theres no .bsp) Post #187224
You must have used it somehow, otherwise it wouldn't be saying that. You map is relying on that wad, so just try to wadinclude it, and see what happens.
Posted 18 years ago2006-06-27 23:27:46 UTC
in compile-error(says theres no .bsp) Post #187218
Oh, you aren't wadincluding your custom WADs. For some good info on this, go here:

http://collective.valve-erc.com/index.php?doc=1015283010-58181000

You don't have to wadinclude your custom wads, but it makes it easier to keep some of the maps files together. If you don't want to wadinclude you should just put the custom wad you used in the mod directory (like for CS, it would be cstrike).
Posted 18 years ago2006-06-27 23:11:25 UTC
in Player Starts Post #187216
Counter-terrorist starts are info_player_starts and terrorist starts are info_player_deathmatch's.
Posted 18 years ago2006-06-27 22:24:09 UTC
in FPS Banana TWHL Studio Post #187212
Thanks. Just trying to keep out those Jimmi clones, you know? :P

P.S.
was he banned again?
Posted 18 years ago2006-06-27 21:51:51 UTC
in FPS Banana TWHL Studio Post #187206
A little suggestion:

Maybe there should be something in the description that would discourage people from signing up at TWHL just so they could get access to the studio. I'm assuming you only want "real" (not 1 or 3 day old) TWHL members to be part of the studio, right?

Of course, you could just not send the person an invitation, but they could get the wrong idea from just reading the description. Or is it me that has the wrong idea about what the studio is intended for?
Posted 18 years ago2006-06-27 21:02:20 UTC
in Sweet mother of God... Post #187204
Holy shit, that's the most amazing thing I've ever seen done in the HL engine. How the hell do you make those awesome twisted pillars like that?????!?
Posted 18 years ago2006-06-27 16:44:57 UTC
in compile-error(says theres no .bsp) Post #187162
(after I compile it, it makes a .map of my map... not a .bsp
It will always make a map file anyway, because that's actually what it uses to compile from, not the rmf.

And to clear things up, HL2 mapping is a hella lot harder than HL1, but for HL1 you have to set up Hammer yourself, which can be very confusing. :)
Posted 18 years ago2006-06-27 05:48:36 UTC
in compile-error(says theres no .bsp) Post #187093
1: You say you're using Worldcraft, which is outdated. You should get Hammer 3.4 or 3.5 beta.

2: Of course it can't save as a BSP, you have to compile to get a BSP, whether it's HL1 or HL2...

3: You have a space in your file path, it says "Map Tools". This can cause problems in older editors (WC 3.3 and below I think).

4: As Rednik said, don't use the old Q-Tools, get ZHLT 3.4.
Posted 18 years ago2006-06-27 03:50:23 UTC
in FPS Banana TWHL Studio Post #187082
Registered.
Posted 18 years ago2006-06-27 03:42:05 UTC
in Exporting to MDL with MilkShape? Post #187077
I really have no idea about modeling, but there's some tutorial here on TWHL, and I think it might have what you're looking for... Maybe. :)
Posted 18 years ago2006-06-27 01:53:44 UTC
in Pirate jokes Post #187070
You're so obviously a nutcase Flying Speghetti Monster follower. :nuts: :P
Posted 18 years ago2006-06-26 23:00:00 UTC
in Pirate jokes Post #187059
Wow those were good... :P
Posted 18 years ago2006-06-26 22:46:04 UTC
in Penumbra Post #187058
From the little I've played it, you just have to run from them, but they move REALLY slow.
Posted 18 years ago2006-06-26 18:42:29 UTC
in Phantom Brush Post #187046
a, thanks so much! You're right, it was just hidden, but there's no way I would have ever looked there before, because I never use Visgroups. I've never had any need for them before, so I just didn't bother to learn how to use them.
Posted 18 years ago2006-06-25 12:55:13 UTC
in Phantom Brush Post #186833
I already tried marking it and replacing it, but it just says "0 textures replaced" or "0 textures marked". It still shows up as a used texture, and it still has the same texture in-game.

I'm about to leave on a trip, so I'll try copying it all into a new RMF when I get back.

And sorry about the PNG, I had no idea it was one. It was really late at night when I was converting the pictures, so I guess I just confused it with JPG (it won't be the first time).
Posted 18 years ago2006-06-25 06:39:15 UTC
in Phantom Brush Post #186797
I'm having some rather strange problems that I've never encountered before or even heard of happening to anybody. To put it simply, there's this big unwanted block sticking out the side of an unfinished building in my map.

In Hammer:
User posted image
In-game:
User posted image
The funny thing is, the texture that's on that big ugly block wasn't even used in my map (although it shows up in my used textures for some reason).

Keep in mind there's quite a bit more to the map than you can see in the pictures, including some quite complex vertex-manipulated terrain, and the map is all skyboxed in at the moment. Would these have anything to do with it?

Help me out, I'm quite stumped here.

EDIT: Err, by the way, I might not be able to respond to this for a while, I'm going to be gone a day or two.
Posted 18 years ago2006-06-25 05:18:45 UTC
in Finding Textures Post #186788
The old, or "normal", version of Half-Life, before Steam. I'm not exactly sure why it's called the WON version, because WON was only for the multiplayer side of it.
Posted 18 years ago2006-06-25 03:07:23 UTC
in Finding Textures Post #186782
In Steam? There's only 'settings', which I checked before, but that doesn't have anything...
Posted 18 years ago2006-06-24 23:38:45 UTC
in Finding Textures Post #186770
Yeah, WON Half-Life is so much better, but you can't really buy it at stores anymore, so you're kind of stuck with steam unless you want to buy it on eBay or something.

RabidMonkey: Where's that menu, I can't locate it anywhere?
Posted 18 years ago2006-06-24 17:40:21 UTC
in Yet more problems Post #186749
Reinstall Windows and get a new hard drive. :P Kidding.

Maybe you should try using a different version or something? What are you using now?
Posted 18 years ago2006-06-23 22:46:35 UTC
in Great mod needs YOU Post #186641
Yeah, the mapping is kinda shite. They really need to start using triangle based cliffs an stuff. And the textures are pretty crap too, in my opinion.

Besides, how do we even know that the gameplay is good?
Posted 18 years ago2006-06-22 07:13:33 UTC
in arrange mode Post #186330
Methinks that bloom would have looked good in DoD.
Posted 18 years ago2006-06-22 04:13:53 UTC
in TWHL Corp. Post #186317
I see a definite military/government trend going on here.
Posted 18 years ago2006-06-22 04:09:47 UTC
in TWHL Corp. Post #186315
Thanks for the respek. :)
Posted 18 years ago2006-06-22 00:55:02 UTC
in Furniture? Post #186299
Edit: Deleted, because of repeated info. TheGrimReafer wins this time...
Posted 18 years ago2006-06-22 00:42:50 UTC
in TWHL Corp. Post #186295
User posted image
Yay for crappy flags #2.
Posted 18 years ago2006-06-20 06:40:23 UTC
in Hammer 4 goes crazy! :o Post #186005
Hehe, I think he thinks that you're trying to map for HL1 or something. Seeing as that's all he maps for, I can't see how he could have any tips on fixing this... Much like me. :)
Posted 18 years ago2006-06-20 05:02:16 UTC
in Penumbra Post #185994
Yeah, well, I played it a bit, and I can confirm most of the comments here.

It sort of feels like they made this really advanced HL2-ish engine with lots of neat effects and then handed the mapping over to some uninspired n00b.
Posted 18 years ago2006-06-20 02:49:12 UTC
in Penumbra Post #185985
Fun fact: I was looking through the game files, and I noticed it used the same buzzing flies sound as Half-Life! I can only assume that it's not the only one.
Posted 18 years ago2006-06-19 02:39:23 UTC
in mods dont work any more Post #185773
How do they not work? Some of mine started crashing a while ago when I tried to start a new game (mostly the ones that used Spirit).

Just try reinstalling it, and make sure you have the latest version (1.1.1.0).