Forum posts

Posted 17 years ago2007-01-22 16:51:29 UTC
in Half-Life: Hostage Situation Post #210250
Pfff, you are such a "look-at-me, im-so-good". :P
Posted 17 years ago2007-01-22 15:49:16 UTC
in Half-Life: Hostage Situation Post #210243
Lol, whats wrong with that support collumn? The one where that pipe goes through? I think it adds a little more depth!
Posted 17 years ago2007-01-22 15:46:57 UTC
in adding water Post #210242
Posted 17 years ago2007-01-22 06:56:56 UTC
in Advanced Brushwork Mini-Compos Post #210194
Yeah, thats HL1. ^^
God... finished the FSS and RSS yesterday, but it isn't very acurate. Because the real towers have pipes, floors, steel bars and what not all over the place. Its really hard to map all that... so, the towers may look a little boring. The Shuttle itself is pretty detailed and acurate.

Whats left to do:
  • Use Spirit to make an as-close-as-the-real-thing launch sequence. Its gonna be tough...
Ingame screenshot: http://www.themightyatom.nl/screenshots/STS-121.jpg
Posted 17 years ago2007-01-22 06:43:47 UTC
in Teleporter Sprite Post #210193
Why don't you just download and install Sprite Explorer and find out yourself? Sprite Explorer allows you to create, open and view sprites from pakfiles. The perfect Sprite Exploring utility.

The sprite you're looking for is enter1.spr. The exit version of this teleporter sprite is called exit1.spr.
Posted 17 years ago2007-01-21 16:15:29 UTC
in adding water Post #210132
Allow me to the explain what Habboi said in Dutch:

Om te beginnen is dit niet het juiste forum. Gebruik het HL Engine Discussion forum voor mapping problemen. Dit forum wordt vooral gebruikt om maps te showen en om commentaar te vragen.

Om water te creeren, maak je een brush. Ik neem aan dat je al weet hoe je een brush maakt. Deze brush beplak je met een water texture. Water textures hebben altijd een ! voor hun naam staan, zoals !water01, !waterdirty of zoiets. Dan selecteer je de brush met de water texture en druk je op CTRL+T of klik op de "Tie to entity" knop rechts van het scherm. Er verschijnt nu en venster. Via het drop-down menu kies je func_water. Je kunt nog wat eigenschappen invullen zoals wat voor soort water (slijm, lava, water) en golf hoogte. Je kunt er ook instellen hoe doorschijnend het water is. Dat doe je door bij de eigenschap render mode te kiezen voor texture. Dan bij fx amount vul je een getal in tussen de 0 en 255. Vul je 0 in, dan zal je water onzichtbaar zijn. Vul je 255 in, zal het water totaal niet doorschijnend zijn. Het ligt er een beetje aan wat voor soort water je hebt, dus deze keuze is helemaal aan jouw.

Ik hoop dat het zo lukt. :)
Posted 17 years ago2007-01-21 14:02:21 UTC
in Half-Life: Hostage Situation Post #210119
Pwnd i geuss. ^^
Posted 17 years ago2007-01-20 20:45:21 UTC
in Advanced Brushwork Mini-Compos Post #210074
Watch? You live next to the launch complex or what? :o
Posted 17 years ago2007-01-20 20:39:46 UTC
in Advanced Brushwork Mini-Compos Post #210072
Im currently pretty NASA fanatic! :D
Posted 17 years ago2007-01-20 17:53:57 UTC
in Advanced Brushwork Mini-Compos Post #210062
Here's some advanced bushwork...
User posted image
User posted image
Wireframe shots to keep you excited. Ingame shots soon...
I don't have to tell you what it is, you can pretty much geuss what it is by the shape...
Posted 17 years ago2007-01-20 11:55:57 UTC
in Half-Life: Hostage Situation Post #210032
All custom wads will be wad-included to save up on filesize.
Posted 17 years ago2007-01-19 19:30:49 UTC
in Half-Life: Hostage Situation Post #209998
Hunter's improving! I see some serious detailed brushwork there! :D

Keep in mind: when your part is done, send it to me so i can put everything together.

Send everything you used, wads, sprites, models and what not. If you're email application can't handle all that, send it in parts.

Keep it up!
Posted 17 years ago2007-01-17 13:20:16 UTC
in Half-Life: Hostage Situation Post #209816
Yes, unlimited lasers, cuz i just bought VisionLab! :D
Posted 17 years ago2007-01-17 10:49:22 UTC
in triger_push how to determine direction? Post #209798
Ok, open the properties, and goto the Pitch Yaw Roll (Y Z X) property.

Try these values:

15 270 0
75 270 0

0 270 15
0 270 75

Until it pushes you in the correct direction. Don't forget to enter a push speed.

I cannot test this atm, im at work.
Posted 17 years ago2007-01-17 10:07:16 UTC
in triger_push how to determine direction? Post #209796
In what direction do you want it to push?
Posted 17 years ago2007-01-17 09:03:09 UTC
in triger_push how to determine direction? Post #209793
To push up, select the combobox arrow of the Yaw compass and select Up.
To push down, select Down.

To push up, seen from the top view grid window, move the white line of the Yaw compass and let it point up (90 degrees), or enter 90 in the combobox field.

For Right, enter 0
For Down, enter 270
For left, enter 180

You may need to practice this until you fully understand how this works...
Posted 17 years ago2007-01-16 18:06:09 UTC
in Spirit crashes Half-Life Post #209768
You may want to fix the leak first.
Posted 17 years ago2007-01-15 16:40:09 UTC
in Credit text on connect: How? Post #209678
[q]Please tell me that hasn't always been there because if it has I'm going to slap myself.[/q]

Its there since i joined TWHL. So... :P
Posted 17 years ago2007-01-15 14:07:27 UTC
in Credit text on connect: How? Post #209668
Posted 17 years ago2007-01-15 06:12:53 UTC
in Credit text on connect: How? Post #209649
Place a game_text and fill in its properties.
Name it "game_playerjoin".

As soon as a player joins the game, all entities named "game_playerjoin" are triggered. For best results, use an multimanager or trigger_relay to trigger the game_text a little later (delay before trigger), so that the joining player is able to see the message after he fully entered the server. Try this entity setup (i would prefer a trigger_relay in this case):

trigger_relay
Name: game_playerjoin
Target: player_join_txt
Delay before trigger: your choice, but i would choose 4 or 5.

game_text
Name: player_join_txt
Other properties are up to you.

There are many more of these special entity names, such as:

game_playerdie - all entities named that are triggered when a player dies
game_playerkill - ...when a player is killed
game_playerjoin - ...when a player has joined the game
game_playerspawn - ...when a player spawns (respawn i think)
game_playerleave - ...when a player leaves the server
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-01-11 17:29:08 UTC
in Now Playing: ... Post #209331
Bjorn Lynne - Worms 1 Theme.mp3
Posted 17 years ago2007-01-11 05:56:36 UTC
in How to fill room with water ? Post #209291
Yeah, its true. It works for any func_ entity. I don't know if the same applies to func_ entities that require an ORIGIN brush...
Posted 17 years ago2007-01-10 13:00:23 UTC
in Muzz's HLDM Server Post #209206
Current mapcycle:

spc_beta5 (New)
dm_fugitive3b
dm_infested
warpcore
detention
n_mausoleum
pisobajov2
dm_stranded
oceanic
sol_arena
gungod
ancientpride
hexagerate
dm_control
zeromancer
moltengold
suspended
Posted 17 years ago2007-01-10 11:27:32 UTC
in func_rotating how can i change direction Post #209201
You need to add an origin brush. Make a new brush with the ORIGIN texture applied to all sides. Place in the center of the rotating roof thingies. Now select the ORIGIN brush and the roofs and tie them to a func_rotating. If the roofs allready are func_rotating, Hammer will ask you if you would like to add the brushes to it. Hit yes. Thats all.
Posted 17 years ago2007-01-10 08:56:48 UTC
in Muzz's HLDM Server Post #209188
Is it passworded? WTF! I forgot to get rid of it since my short playtest before Christmas. Nobody told me the server was passworded, until now.

Im at work atm. Ill post the current mapcycle later today in this thread. :)
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-01-07 17:56:16 UTC
in 100+ HP in CS 1.6! Post #208919
Lol, i was joking.
Posted 17 years ago2007-01-07 17:10:50 UTC
in 100+ HP in CS 1.6! Post #208917
Haha.

God, this tread lags my browser! :P
Posted 17 years ago2007-01-07 16:13:49 UTC
in Desktops of January Post #208912
Looks like a kid's desktop. ^^ :P
Posted 17 years ago2007-01-07 16:04:25 UTC
in Desktops of January Post #208910
Vista transformation pack?
No, it was a seperate download. No Vista Transformation Pack. Got it from Penguinboy.
Whats the video highlighted?
A HD video of the Space Shuttle Discovery Launch, launched on December 9, 2006.
Posted 17 years ago2007-01-07 15:47:43 UTC
in Desktops of January Post #208908
Posted 17 years ago2007-01-06 19:01:04 UTC
in No Console Post #208808
Any error messages?
Posted 17 years ago2007-01-06 16:11:15 UTC
in Desktops of January Post #208788
You don't click it, you hit or push it. Geezz.
Posted 17 years ago2007-01-04 22:51:05 UTC
in dm_magma Post #208631
Looks pretty neat. :)

You may want to use the lava texture from the DMC wad file(s), and make sure its a light emitting texture. :)
Posted 17 years ago2007-01-04 12:12:00 UTC
in Half-Life 1 Still Popular? Post #208540
Mapping is fun?
I disagree. It gets really boring after 10-15 minutes..
Then you fail as a mapper. Go find another hobby. :)
Posted 17 years ago2007-01-02 12:45:56 UTC
in The Anual Hunter Awards 2006! Post #208283
Yayment!
Posted 17 years ago2007-01-01 13:05:23 UTC
in Displacement Generator Post #208137
Posted 17 years ago2006-12-31 12:26:23 UTC
in Displacement Generator Post #208057
Ya, i think it would be usefull that people can actually see it. In that case you may want to enable the maximize button and allow the program to be ran in full screen mode, with anchors on all of your controls of course.
Posted 17 years ago2006-12-31 12:13:03 UTC
in Displacement Generator Post #208055
Also, get rid of the default application icon. Use the same one as your exe icon.

You can also hardly read the text in the textboxes. Use a bigger font size.
Posted 17 years ago2006-12-31 12:02:05 UTC
in Displacement Generator Post #208053
Pretty neat! You may want to disable the Maximize button OR use the anchor property of your controls so that they are stretched when maximizing the window.
Posted 17 years ago2006-12-31 11:10:39 UTC
in Half-Life: Hostage Situation Post #208050
Firefox.
Posted 17 years ago2006-12-30 20:13:06 UTC
in Make some money :D Post #207974
Yeah right!
Thanks, but no thanks. :)
Posted 17 years ago2006-12-30 14:53:02 UTC
in Half-Life: Hostage Situation Post #207942
The mod isn't dead yet, development is just slow. :)

Click the ? to go to the last page. It'll not take you to the last post. Hit the END key on your keyboard to go to the bottom of the page.
Posted 17 years ago2006-12-25 16:42:27 UTC
in TWHL WON-style server Post #207505
Won HL and Steam HL are pretty much the same, gameplay wise. Steam HL only has a modified HL engine, to allow detail textures, for example.
Posted 17 years ago2006-12-24 17:19:03 UTC
in Avatars Post #207423
I change every so often, when i get bored of the current avatar.

My current one shows Diana, the alien villain from the cult TV series "V: The Original Miniseries" and "V: The Final Battle". In this shot she got injured after the shuttlecraft (where she's in) got hit by laser fire. That shot caused her human mask to rupture and you can see the real skin underneath it (lizard skin).