Forum posts

Posted 18 years ago2006-09-18 09:37:20 UTC
in Displaying Hud Without suit? Post #196834
Even better! Good thinking, Daub. :)
Posted 18 years ago2006-09-18 08:20:40 UTC
in Displaying Hud Without suit? Post #196828
Well, you can stop the suit from playing its sound by modifying the code, but there's a much easier way.

Just take the suit sounds from the pak file, and replace them with empty wavs (0 kb).

Easy as pie. :)
Posted 18 years ago2006-09-16 18:22:23 UTC
in Can't shut up this fu----.... Post #196698
Gag only works on talking monsters, like scientist and barney's. Don't know why non-talking monsters have a gag flag... :/
Posted 18 years ago2006-09-15 13:53:06 UTC
in Month of September mini-compos Post #196581
Its just orange juice, and the body is fake too. Hell, it doesn't even live!
Posted 18 years ago2006-09-15 07:14:13 UTC
in Hello thread! Here?s the hello thread! Post #196562
Interests: Boyfriend, Mapping etc
No way... :nuts:

Welcome, 3moGirl! We don't have many female TWHL members here, so... thats neat. :)

You may call me Muzz, your Map Vault Moderator. :)
Posted 18 years ago2006-09-14 14:03:53 UTC
in Now Playing: ... Post #196503
We don't need reactions like that.

Why do you care about other peoples taste?
Posted 18 years ago2006-09-14 13:44:43 UTC
in Now Playing: ... Post #196500
DJ Ralmark - Jurassic Boost
Posted 18 years ago2006-09-14 11:08:41 UTC
in Bad Surface Extent Post #196497
Posted 18 years ago2006-09-10 16:49:41 UTC
in Now Playing: ... Post #196232
What the hell...

:)
Posted 18 years ago2006-09-10 12:18:40 UTC
in Paths not found and what not Please help Post #196187
You should never use the Q tools. Recompile with ZHLT and post the log.
Posted 18 years ago2006-09-09 08:36:28 UTC
in Paths not found and what not Please help Post #196047
The name is too long, change it to something like bb_dstrct19_b2.
A map name that look is fine. The problem here is that ZFDcorpz is using the old Q tools, they are horribly outdated. So use ZHLT instead. Get it here:

http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip

Check for more usefull tools here: http://www.themightyatom.nl/hldownloads.html
Posted 18 years ago2006-09-08 03:40:43 UTC
in [WIP][HL1] Xen Assault Post #195953
Looks good, Saco. I like this one: http://img.photobucket.com/albums/v702/Sacit/xenassaultscreno166.jpg

You can give that building wall on the right a better look when you add some support stuts, like this:
User posted image
Posted 18 years ago2006-09-07 16:48:06 UTC
in Dog/Strider Wallpaper Post #195904
No, we did'nt. None of the HL games have cutscenes.
Posted 18 years ago2006-09-07 09:39:33 UTC
in Bad surface extent-Face Light-Leaf Post #195858
You have too many dynamic lights.Dynamic light are lights that:

-Have a name (targetname)
-Have somekind of flicker animation

If you have too many of these close to eachother(maximum is 3),that error comes up.Solutions would be:

-Don't name lights if you cannot switch them off/on.
-Spread animated light accross the map and be sure they cannot"see"eachother.
Posted 18 years ago2006-09-07 06:23:25 UTC
in Dog/Strider Wallpaper Post #195855
EVEN THOUGH I HATE HALFLIFE
What? Since when do you hate HL? You've changed it seems. :P

I make it a general rule to never take what Jobabob says seriously. :P - Ant
Posted 18 years ago2006-09-07 03:41:45 UTC
in Black Mesa Complete-comming late 2007 Post #195841
I don't see much of a point in this. Is there any kind of storyline involved?
You know, this is like one of those projects that take so long to construct, they usually never get completed.
Posted 18 years ago2006-09-05 14:49:06 UTC
in Now Playing: ... Post #195715
DJ A-Bak - Why This Why That
Posted 18 years ago2006-09-04 16:44:15 UTC
in Steve Irwin Dies Post #195638
User posted image
Stingray (Thunderbirds) FTW!
Stingray (murderer) Die!

Steve RIP...
Posted 18 years ago2006-09-04 12:43:20 UTC
in Unforseen Consequences Post #195613
You want me to comment. K.

I don't get it.

Brittish humor and HL2 comics are definitely not my thing. ;)
Posted 18 years ago2006-09-03 14:39:50 UTC
in Hammer gone wild Post #195497
Btw, is this correct:
Halflife/vavle/maps/
Its Half-Life/valve, not Halflife/vavle. :nuts:
Posted 18 years ago2006-09-03 12:54:38 UTC
in Light Post #195489
1. Wrong forum.

2. If that is your full log, you didn't run HLVIS and HLRAD. HLRAD computes shadows, lights, brightness and all that stuff. HLRAD needs HLVIS to run to complete its job. Check your Hammer settings.
Posted 18 years ago2006-09-03 12:44:46 UTC
in Hammer gone wild Post #195486
Maybe there's an instance of Mr.map in your Hammer settings.
Posted 18 years ago2006-09-03 11:09:05 UTC
in WHERE DO I MAKE THE .BSP? Post #195478
Until my front end compiler is released, use this one: http://www.themightyatom.nl/hldownloads/hlcc14.zip
Posted 18 years ago2006-09-03 08:58:20 UTC
in WHERE DO I MAKE THE .BSP? Post #195470
Even better: Get a front end compiler.
And w00t, im making one. :)
Posted 18 years ago2006-09-02 13:49:22 UTC
in long compile time ... Post #195416
Also, move the Texture group and the Visgroups to the right to increase the size of the grid windows and 3D window.
Posted 18 years ago2006-09-01 14:56:47 UTC
in the server Post #195322
It R teh fixed!
Posted 18 years ago2006-09-01 13:32:45 UTC
in Hunter Projects! Post #195305
Nice. :) Very accurate. Custom content?
Posted 18 years ago2006-09-01 12:34:00 UTC
in New Mod: "Turnstile" Post #195298
I know what UV Unwrap is, i was just wondering if that can be done in Max, or with a seperate application. Because there is this thing called UV Unmap or something in de Modifiers list in Max.
Posted 18 years ago2006-09-01 11:51:01 UTC
in New Mod: "Turnstile" Post #195284
UV Unwrap is something in Max or is it a seperate application?
Posted 18 years ago2006-09-01 08:02:23 UTC
in New Mod: "Turnstile" Post #195271
Hey Rim, some time ago, you told me about a new and much better way of textturing in Max. Can you show me that when you have the time? :)
Posted 18 years ago2006-08-31 18:15:51 UTC
in the server Post #195241
Go away.
Posted 18 years ago2006-08-31 16:30:24 UTC
in the server Post #195230
Im pretty sure that avatars and other general graphics are not the cause of this. I'd say it its just a server issue.
Posted 18 years ago2006-08-31 13:57:49 UTC
in the server Post #195213
Ahum Africa Ahum
Posted 18 years ago2006-08-31 13:55:23 UTC
in New Mod: "Turnstile" Post #195212
Posted 18 years ago2006-08-31 13:42:58 UTC
in New Mod: "Turnstile" Post #195205
Dude...

Is that HL1 or Source? Explain! Do you have new comp yet?
Posted 18 years ago2006-08-31 06:59:12 UTC
in Has Steam Gone Crazy? Post #195167
Sheesh.

Popcap games ftw. They have made some serious addictive games like Bejeweled 2, Heavy Weapon, Chuzzle and of course: Insaniquarium, my favorite. I highly recommend those.
Posted 18 years ago2006-08-30 11:11:44 UTC
in Kasperg Projects! Post #195113
Geezz... How can you map with that horrible editor, with all of its bugs...

HL1 FTW!
Posted 18 years ago2006-08-28 11:54:23 UTC
in Half Life: Global Assault Post #194930
Looks neat. :)

But i'd change the ceiling texture, you're using a brick texture which is usually used as a wall texture.

If you turn the TL tubes into func_wall, you'll gain better lighting.
Posted 18 years ago2006-08-27 16:43:22 UTC
in Half Life: Global Assault Post #194834
Ah ok.

Well, maybe you can do something about the light from the TL tube, final pic. Looks a bit weird.

Tip: You can use Fit to fit a texture on a face. Do this with your red light texture, the computer console, the computer screens, on the second pic.

Rest looks neat. You don't see many singleplayer maps/mods these days anymore. :)

Keep up! :)
Posted 18 years ago2006-08-27 16:37:08 UTC
in Desktops of late August/Early September Post #194832
User posted image


Thats the grid from Hammer. ^^
Posted 18 years ago2006-08-27 16:22:56 UTC
in Half Life: Global Assault Post #194828
Texturing is horribly off. Look at the red little light in the second pic.
Also, you should use texture lights to light up your map.

Texture lights = light emitting textures.
Posted 18 years ago2006-08-22 11:20:10 UTC
in Compiling Problem Post #194145
Post your compile log.
Posted 18 years ago2006-08-22 10:52:35 UTC
in Sky Is messed up Post #194140
HL1 skytextures must be 256*256, 8 bit.

See what happends when you place the skytexture files in your modfoldergfxenv. So don't put them in a pak.
Posted 18 years ago2006-08-22 10:23:26 UTC
in Sky Is messed up Post #194132
Is that skytexture loaded from a .pak file?
Posted 18 years ago2006-08-22 07:54:44 UTC
in Sky Is messed up Post #194117
Are you using a custom sky texture?
Posted 18 years ago2006-08-20 17:11:36 UTC
in Half-Life: Hostage Situation Post #193982
Is that the only HD model you have? It'll look kinda ridiculous when you put that model together with the low def ones from Valve.
Posted 18 years ago2006-08-20 17:05:04 UTC
in Half-Life: Hostage Situation Post #193980
That looks like the one from the Blue Shift HD pack.
Posted 18 years ago2006-08-20 14:23:15 UTC
in Half-Life: Hostage Situation Post #193978
Hmmm... You have a point. Those lowdef weapons certainly produce that HL feeling. Alright then.
Posted 18 years ago2006-08-20 11:20:42 UTC
in Half-Life: Hostage Situation Post #193973
Why don't we just use the HD pack from Blue Shift?
Posted 18 years ago2006-08-20 05:54:09 UTC
in Sky Is messed up Post #193960
Well, thats exactly Tetsu0's problem, srry.

Are you running HL versopn 1.0.0.8. or 1.0.0.9.? Because i believe that any of these particular versions have an issue with skies, making it look totally bugged. If you're running any of these versions, update HL to 1.1.1.0.

Also, make sure you're running HL in OpenGL mode. Half-Life isn't really optimized for Direct3D use (no decals).