Forum posts

Posted 18 years ago2006-06-18 17:56:50 UTC
in Texture Lights Post #185733
http://twhl.co.za/tutorial.php?id=54

Does that answer any questions? :)
Posted 18 years ago2006-06-18 05:58:02 UTC
in Elevator level change problem Post #185595
Place the button far away from the doors. And don't listen the Pinguinboy, the thickness of the wall doesn't really matter.
As I understand, it's really just based on your proximity. I don't think I'm going to want to place the button on the other side of the elevator, just for the sake of realism.

Maybe if I get around to it, I'll try copying the setup Valve had from a decompiled map. Theirs worked without a hitch, and it seems like it might be simpler than combining the ideas of three people.

EDIT: Penguinboy, the buttons are usually right next to the door in real life. What kind of elevators have you been riding lately?
Posted 18 years ago2006-06-18 05:23:37 UTC
in Elevator level change problem Post #185587
Ok, thanks, this should work. Just as long as the player doesn't push the button inside the elevator through the wall while still standing outside it (remember that nice little feature of HL1?), it'll be fine.
Posted 18 years ago2006-06-18 05:04:55 UTC
in Elevator level change problem Post #185581
But the transition is triggered by the door... :

If I'm just not understanding what you're saying, maybe you should create a flowchart or something. :confused:
Posted 18 years ago2006-06-18 04:49:16 UTC
in Elevator level change problem Post #185577
Yeah, I thought of that (you can do it in HL1), but you'd somehow need to make it so the button on the outside can't trigger the doors to close, only to open. Anyway, I just found some tutorial on 69th Vlatitude, so I'll read that and see if it helps.
Posted 18 years ago2006-06-18 04:10:09 UTC
in Elevator level change problem Post #185575
But if you do it like that, there's still no way of insuring that you're inside the elevator when the level change occurs... They did it twice in HL1 I think, I just don't know how they did it. SOMEBODY here must have done this at some point...
Posted 18 years ago2006-06-18 01:33:41 UTC
in Elevator level change problem Post #185571
Okay, so I'm trying to make a level change in an elevator, but I'm running into some problems...

I have the normal setup with a trigger_changelevel and an info_landmark. You shouldn't be able to change levels unless you're inside the elevator with the doors closed, so I put a trigger_transition inside it, gave it the same name as the trigger_changelevel, and had one of the elevator doors "fire on close", triggering the trigger_changelevel (but it should only work if I'm standing in the trigger_transition, right?). The elevator door has its "toggle" flag set, so I have to press the button inside or outside the elevator again to get it to close.

Now, this would all work fine, if the map wouldn't change when I'm still outside the elevator. The way it is, it's almost as if the trigger_transition isn't even there. The map will just change whenever the elevator door closes, no matter if you're inside it or not.

So, do you see any problems with the setup? This is the first time I've attempted using a level change of this sort, so I'm sure there's got to be some mistake in there, right?
Posted 18 years ago2006-06-15 04:55:04 UTC
in Steam Friends list, Post your name: Post #185200
Edit: Retracted, because I realised I was supposed to use my username, not my screen name. I hate my username. Besides, nobody really cares about talking to me. :P
Posted 18 years ago2006-06-14 16:22:14 UTC
in hollowing brushes? Post #185150
Don't torture yourself, get Hammer 3.4 or 3.5 beta.
Posted 18 years ago2006-06-13 03:14:06 UTC
in need help Post #184894
Oh, I don't really know. I heard about the logfile thing after I switched to ZHLT, so I just assumed they both used it.
Posted 18 years ago2006-06-13 03:00:49 UTC
in need help Post #184892
Or you could just open up the log file that's saved when you compile... I think it's in the same folder as the RMF.
Posted 18 years ago2006-06-12 21:21:42 UTC
in Good Card for HL2? Post #184876
There's no way you'll be able to have HL2 on high settings and expect it to run well with those cards. In the price range you're looking at though, you shouldn't have a problem getting a higher-end card.

For what you're expecting out of it, I wouldn't get anything less than a GeForce 6800/Radeon X800 or similar. Cards from that era don't usually cost more than $160 or so.
Posted 18 years ago2006-06-11 02:38:01 UTC
in Nvidia, you have gone to far Post #184641
That's a mistake, halo4life. If I just looked at the MB, I'd think my old 256 MB Radeon 9600 was faster than my 128 MB GeForce 6800. You should pay attention to things like the core clock and memory clock speeds just as much as the memory size.

I'd still have to agree with you though, I can't see myself needing that kind of power, at least not with very current/near future games.
Posted 18 years ago2006-06-10 01:19:27 UTC
in Best Model Resource Post #184482
Woops, I didn't see this was for Source. :biggrin:
Posted 18 years ago2006-06-09 23:25:21 UTC
in Best Model Resource Post #184475
How about this place, it's got a ton of them?

http://thedoenerking.myexp.de/models.php

It's not in English, but you can still find your way around easily enough.
Posted 18 years ago2006-06-06 04:18:19 UTC
in [WIP][HL1] Xen Assault Post #184003
Cool, those look awesome, except the jeans on the zombie and that guy look way too bright, in my opinion. They could just look that way because of the black background, though.
Posted 18 years ago2006-06-04 01:53:31 UTC
in Half-life 2: Episode 1. Steamy ham Post #183642
Finished it a month ago... Or was it yesterday? I forget. :P
Posted 18 years ago2006-06-03 04:58:43 UTC
in Physics in HL1? Post #183456
Edit: Duh! Didn't read the posts before me. Repeated info FTW!
Posted 18 years ago2006-06-02 20:38:36 UTC
in Physics in HL1? Post #183394
Even the original engine had some form of physics, seen with the pushable boxes. And we all know about those crappy, buggy, cars in CS... But that isn't what you're talking about.
Posted 18 years ago2006-06-02 20:30:14 UTC
in Physics in HL1? Post #183388
I've heard that several HL1 mods have used (or will use) some kind of ragdoll physics engine, but I'm not sure which ones. I also heard that the mods using this take an unreasonable amount of time to load their maps.

I don't think there is any kind of code extension like Spirit that allows for this stuff, so you would just have to code it in yourself, or find somebody to do it for you. Not sure about that though.
Posted 18 years ago2006-05-31 00:43:48 UTC
in Someone Tell me why.... Post #182833
i think they shoulda left barney the way he is in striders pic. looks better grin - :D
For that part, it would have been awesome, but it would look kind of stupid to see him running around like that all the time.

It would be nice to have a skin like that though.
Posted 18 years ago2006-05-29 17:25:51 UTC
in The Google Video/YouTube Thread Post #182630
Was that real?!
Somehow, seriously doubt it.
Posted 18 years ago2006-05-29 06:47:44 UTC
in The Google Video/YouTube Thread Post #182515
This is top secret info about Star Wars, only the most elite fans are allowed to see this. I found it below MuzzleFlash's.

http://video.google.com/videoplay?docid=5923229756032465229
Posted 18 years ago2006-05-29 02:41:03 UTC
in Someone Tell me why.... Post #182490
Fun facts FTW! I could probably find something more about it if I just looked through Half-Life 2: Raising the Bar, but I'm too lazy.
Posted 18 years ago2006-05-28 23:10:32 UTC
in Someone Tell me why.... Post #182473
Can someone please tell my why on earth the black mesa security guards are called 'Barney'?
Because thats the name somebody at Valve decided on? Why does it matter anyway, it's just a name?

I'm guessing that early on, they never anticipated the usage of him as a main character, so they just nicknamed him 'Barney'. I doubt it was intended to mean that every security guard was to be named this, they just didn't model a bunch of them, for some reason.

But you never did hear him be called 'Barney' until Blue Shift, did you?
Posted 18 years ago2006-05-28 20:29:29 UTC
in Alpha One-Zero Post #182459
Err, sorry, but I'm going to have to decline too, for the same reasons as Strider. My writing/ideas would just destroy this. :(
Posted 18 years ago2006-05-26 20:54:32 UTC
in Weird buzzing sound, help me Post #182196
That's bull. Just buy a real sound card, like an Audigy 2 <3.
Or an X-Fi <3
Posted 18 years ago2006-05-26 18:47:52 UTC
in The New VIEW OUT YOUR WINDOW thread Post #182185
Oh, it is.
Posted 18 years ago2006-05-26 18:22:57 UTC
in The New VIEW OUT YOUR WINDOW thread Post #182178
http://www.photodump.com/direct/srry/mywindow.jpg

Fear my 1337 view of a fence and a bush!
Posted 18 years ago2006-05-25 21:42:23 UTC
in Lava Tut please? Post #182081
srry, he was joking
Alright, obviously I didn't get it when I first saw it. :)
Posted 18 years ago2006-05-25 19:27:23 UTC
in Lava Tut please? Post #182071
Jobabob, it's for HL1... Although if this was in "Half-Life Engine Discussion" like it's supposed to be, there wouldn't be any confusion about these things.
Posted 18 years ago2006-05-24 23:56:06 UTC
in Name of .wad used in de_inferno? Post #181938
I guess the textures were -wadincluded, because when I went to check the GCF, I didn't find anything. However, I decompiled the map and uploaded the WAD if you want to download it. :)

http://members.cox.net/n00b86/de_inferno.wad
Posted 18 years ago2006-05-24 23:14:49 UTC
in TEXTURES SETUP HELP! Post #181935
This is exactly the kind of post you're NOT supposed to make! Is there any way to get newbies to read this?

http://twhl.co.za/tutorial.php?id=82

Anyway, that's way too general of a question for anybody to be able to help you. Is there any way to be more specific about the problem you're having?
Posted 18 years ago2006-05-22 20:01:26 UTC
in Teh desktops of mid-May~!!1 Post #181581
It's Windowblinds, I think? It lets you change it like that. I've never used it, so I don't know much about it.
Posted 18 years ago2006-05-21 18:17:35 UTC
in A few questions. Post #181364
Of course it was just an example, what he's saying is that it wouldn't use the whole directory name, because not everybody has Half-Life installed in that directory.

So, you wouldn't use anything except "models/tree.mdl" because that directory has to be there. Get it?

And to answer your other question, those models are in the .pak file.
Posted 18 years ago2006-05-21 07:39:25 UTC
in Muzz's HLDM Server Post #181310
Whenever I got on to check, I don't think I ever saw anybody on there... The only time I actually remember it being active was when I had just joined TWHL and I played against a couple well known members... Can't remember who they were, but that's the only time I actually saw anybody on it! Is it just a coincidence I always checked it when it was empty?
Posted 18 years ago2006-05-21 06:20:35 UTC
in Now smelling Post #181293
Pop tart wrappers, and the smashed chips under my desk. :zonked:
Posted 18 years ago2006-05-21 01:20:25 UTC
in Where to put Deathmatch .bsp's Post #181271
Deathmatch Classic? You mean the normal deathmatch maps or are you actually trying to use Deathmatch Classic to play the maps?
Posted 18 years ago2006-05-20 03:43:33 UTC
in Now smelling Post #181071
The general dank, stale, stench of my room that I don't even notice any more I'm so used to it.
Posted 18 years ago2006-05-19 17:45:43 UTC
in You're all tools Post #181015
Then again, when I read that description again, I'm not really sure I know what it does!
Posted 18 years ago2006-05-19 17:40:29 UTC
in You're all tools Post #181013
TextureSeparator seems kind of pointless to me, since you can just do that in Wally. Still, nice work. :)
Posted 18 years ago2006-05-16 02:05:53 UTC
in Half-Life 3 screenshot Post #180356
Steam-powered. How ironic.

Anyway, I think HL2DM is actually just a mod some guy made, and Valve started shipping it with HL2 because they were too lazy to make their own multiplayer component. So I guess you can take some of the blame off Valve for your problems with it.
Posted 18 years ago2006-05-15 23:26:37 UTC
in opening existing hl maps in worldcraft Post #180345
You didn't mention that it's next to impossible to use a decompiled map for anything other than learning from. You certainly can't just open it up, make a few changes, then recompile it.
Posted 18 years ago2006-05-15 23:21:37 UTC
in Half-Life 3 screenshot Post #180342
Nah, it would be so hard to map something like that anyway, even if the engine supported it.
Posted 18 years ago2006-05-15 19:00:25 UTC
in AAATRIGGER Post #180329
That's an odd problem you had though, I've never heard of it before.
Posted 18 years ago2006-05-15 18:54:24 UTC
in AAATRIGGER Post #180327
It's not really a big problem in compairison to other things that could happen, but your triggers won't work any more, so you will want to change them back.

Unless your map has a lot of triggers in it, you could just go back and re-texture all of them, but otherwise, just use the "replace" feature in the texture browser.

All you have to do is select the texture you want to replace (CLIP) in the texture browser, then click "replace" down at the bottom. A screen will pop up, and you can select the texture you want to replace it with (AAATRIGGER). click "Replace" and all the textures in your level that are CLIP will turn into AAATRIGGER textures.

The only problem with this is if you have a lot of CLIP textures in your level, then you'll just have to manually go through and re-texture those...

Hope that helps.
Posted 18 years ago2006-05-15 17:28:32 UTC
in Half-Life 3 screenshot Post #180315
Ummm... Ok.
Posted 18 years ago2006-05-15 17:22:22 UTC
in Half-Life 3 screenshot Post #180311
I had never actually heard of that game. :biggrin:
Posted 18 years ago2006-05-15 16:46:46 UTC
in Half-Life 3 screenshot Post #180306
I don't think the first one looks that great. The second one looks like it could be done in the FarCry engine, But the third is pretty amazing. What game is that?
Posted 18 years ago2006-05-15 07:06:10 UTC
in Half-Life 3 screenshot Post #180158
Er... they're not even making HL3, guys...

Its all episodic from here on
And thus ends the great saga of Half-Life, everything that comes after Half-Life 2 will be destined for obscurity, never to be remembered by future generations. I had such hope for it.