Forum posts

Posted 18 years ago2006-07-17 13:53:45 UTC
in 8.30 MB Texture Memory Post #190522
The texturedata parameter for all compile tools is -texdata #.

Where # is the amount of memory, in kb. Like -texdata 8192 (8 mb)
Posted 18 years ago2006-07-17 09:57:13 UTC
in Advanced Brushwork Mini-Compos Post #190486
Ok. So, new mission objective:

Design a room and make it as detailed as you can. Only default HL texture allowed. No basemap. Extra points can be earned with:
  • Combat
  • Story (simple)
  • Additional area's, like more rooms/labs/hallways/......
Thats ok with you?
Posted 18 years ago2006-07-17 09:01:16 UTC
in Reverse Cordon: A Good Idea? Post #190479
I've never used the Cordon tool. I never got it to work. Also, i don't comile my maps with the built-in Hammer compiler, i use HLCC, wich is a compiler front end that uses .bat fles.

If you put mapname.rad in the same directory as your .rmf, the compile tools ignore the rad file in the tools dir and use that one.
Posted 18 years ago2006-07-17 07:54:49 UTC
in Guess The Movie! Post #190470
Jack "Tenacious D" Black - Fidelity

Edit: Goddamn you, Trapt. :P
Posted 18 years ago2006-07-17 07:47:38 UTC
in Advanced Brushwork Mini-Compos Post #190468
wow muzzleflash you killed the whole creativity part of the compo thanks. Now we have to stick to ugly lab textures. count me out
Hmmz. You're right. :S Scratch that.
What about this:

Design a room and make it as detailed as you can. Custom textures allowed. No basemap. Extra points can be earned with:
  • Combat
  • Story (simple)
  • Additional area's, like more rooms/labs/hallways/......
Posted 18 years ago2006-07-16 15:36:50 UTC
in Changing Weapon Models on HUD? Post #190367
Thats considered stealing.
Posted 18 years ago2006-07-16 13:07:59 UTC
in Making cars (vehicals) for CS1.6 Post #190354
Func_vehicle is what you need.

Design a car out of world brushes, and tie the enitre thing to a func_vehicle. Im not sure if an ORIGIN brush is required.
Posted 18 years ago2006-07-16 12:23:37 UTC
in Reverse Cordon: A Good Idea? Post #190351
As for .rad files, as far as I remember you could give VIS some parameters to let it know what extra .rad files to use.
I have no idea where you got that from, CP. There is no such thing.
mapname.rad works fine anyway.

As for my Compiler front end, its kinda dead. Stupid text encoding problem!
Posted 18 years ago2006-07-16 10:31:12 UTC
in Advanced Brushwork Mini-Compos Post #190346
Working on the map now. Style is LAB1_W. :)

Edit: Hmmm... Im changing the rules a little.

I have created a small map with a short boring hallway, and a crashed elevator. Its up to you to add more detailed hallways, detailed rooms and whatnot, as long as you maintain the original texture theme.

Mapping time: 5 days.

Download: Minicompo 2: Detail

CP: can you get a page up and running a.s.a.p?

Send your entries to: minicompo_detail@themightyatom.nl

Good luck. :)
Posted 18 years ago2006-07-16 09:26:25 UTC
in Advanced Brushwork Mini-Compos Post #190342
Ok. Ill construct a very basic room, with just the original textures from halflife.wad. See how creative you can be with just the low quality textures from Half-Life.

Rules:
  • No custom textures
  • No models (to spice up the architecture) Brushes only!
  • Custom sounds are allowed.
  • Maintain the original architecture of the map (changes to the original map is not allowed, pretty much like the current Source Compo.
  • Adding additional rooms is allowed, but will not be judged.
I think thats all. :)
Posted 18 years ago2006-07-15 17:28:04 UTC
in Grrr Overviews!!! Post #190226
Andy ftw...
Posted 18 years ago2006-07-15 16:26:25 UTC
in (CS1.6) Rooms rendering Post #190222
Im unable to compile and test your map because you used custom wads. I don't have those wads, let alone installed CS. So...
Posted 18 years ago2006-07-15 16:22:24 UTC
in (CS1.6) Rooms rendering Post #190219
All right, ill give it a try. :)
Posted 18 years ago2006-07-15 16:14:39 UTC
in (CS1.6) Rooms rendering Post #190217
Perhaps this will be usefull to you: http://twhl.co.za/tutorial.php?id=71

It comes with an example map, and its explained very well. Try that.
Posted 18 years ago2006-07-15 15:56:48 UTC
in Advanced Brushwork Mini-Compos Post #190215
Oh well, i figured, what the hell. I don't care anymore. :)
Posted 18 years ago2006-07-15 11:18:02 UTC
in Advanced Brushwork Mini-Compos Post #190184
HEY! I have returned.

My turn.

I still vote for the uber detailed room.
Posted 18 years ago2006-07-11 15:55:06 UTC
in Advanced Brushwork Mini-Compos Post #189723
Crap, this all got me interested, i feel like entering, but im not home yet...

I hate this MAC
Posted 18 years ago2006-07-07 19:08:34 UTC
in Advanced Brushwork Mini-Compos Post #189211
@Muzzle: you're in?
Nope. Im afk this weekend, so no time to map. Also, this "minicomp" takes a little more time than i had in mind at the start of this thread.

Good luck to y'all. :) I'll participate in the next minicompo.
Posted 18 years ago2006-07-07 19:02:38 UTC
in Advanced Brushwork Mini-Compos Post #189206
Posted 18 years ago2006-07-07 18:24:25 UTC
in Now Playing: ... Post #189203
Eco - Geld
Geld meens money in Dutch. :)

Farstar C. - (No more) Happy days of sunshine
Posted 18 years ago2006-07-07 14:45:16 UTC
in Advanced Brushwork Mini-Compos Post #189148
I thought you were going out of town this weekend too?!
True.

You win, CP.
Posted 18 years ago2006-07-07 14:35:25 UTC
in Advanced Brushwork Mini-Compos Post #189140
Muzz, what do you mean with the texturing in max? I hope your not using any of the stock textures?
No. Its still is pain. When i finally got my texture applied on my model correctly, its looks horribly off in HLMV and HL. :/ No errors in log. Bitmap is 8 bit.
I think the "model city" idea wins for the first compo. I like the "High poly map" idea as well, so maybe we can do that for the next one
:/

Uhh, i came with the first idea. Soo...i think the High Poly Map should be the first mini compo, then the model city second.

Also, you call this "model city". Does this mean actually MODEL a city? With models? Or just brushes without or with models?
Posted 18 years ago2006-07-07 14:28:11 UTC
in moonbase Post #189135
http://hydeph.cs-irc.com/images/tinker/moonbase/moonbase.jpg

Im not so sure about this. You have many unnecassary brushes on that part, which increases r_speeds. Probably not a big problem at this stadium, but its always a good idea to keep things as efficient as it can be. For example, you have a shape like this in that screenshot:

|--------|
|   1      |2
|           |  /
|--------|/
Where 1 and 2 are two sepperate brushes. The same shape can also be made with one brush:
-----
| 1
| /
-------/
Its a just a question of Vertex Manipuation or clipping (cutting).
Posted 18 years ago2006-07-07 13:33:42 UTC
in Advanced Brushwork Mini-Compos Post #189126
ITS A FRIGGIN SLIGHT ENGINE MODIFICATION AND A NEW FRIGGIN SLIGHTLY MODIFIED FGD! ITS LESS MODDED THAN CSTRIKE!
:/

Kid, Spirit isn't a new game. It isn't even a mod. Its a tool-kit. With more features then CS, so that statement of yours is bull.

What? Don't believe me? Download its source and see how modded that is. :/
I still vote for the uber high poly room type of map cuz to me this sounds like it won't take to much time to actually map it.
No uber detailed small city map. Its gonna take a whole lot more time to map that.

Oh and: I can do some very basic modelling in Max. Animating included. But the way the texturing works in Max is crap, just like it is in Milkshape. But i can tell you this, Max wins when it comes to texturing.
Why the heck im i telling you this? Just showing off, i geuss.

Oh FTW of it.
Posted 18 years ago2006-07-06 17:45:08 UTC
in Advanced Brushwork Mini-Compos Post #188959
FTI? Is that something new?
Posted 18 years ago2006-07-06 17:17:27 UTC
in Advanced Brushwork Mini-Compos Post #188953
Crap. Now i think of it, im going away this weekend. I won't be back until tuesday. Oh well.
Posted 18 years ago2006-07-06 17:08:47 UTC
in Advanced Brushwork Mini-Compos Post #188946
Good idea.

That should keep us busy during the source compo.

How about base map minicompo. Just a boring little room. Up to us mappers to change this into a complicated/fancy brushwork map.
Posted 18 years ago2006-07-05 17:51:56 UTC
in Competition 21 Post #188719
Why Source? Rimrook won the "HLDM server map", and that was months ago! Why do you keep him waiting?
Posted 18 years ago2006-07-04 08:31:32 UTC
in Anyone got a link for HLCC? Post #188392
True.

Nems Batch Compiler may look to complicated for beginners, HLCC however is more userfriendly.

http://www.themightyatom.nl/hldownloads/hlcc14.zip

Edit: Pah! You beat me to it. xD
Posted 18 years ago2006-07-03 09:38:14 UTC
in Muzz's HLDM Server Post #188203
@ Kasp: Ok. Just let me know when i can download and upload it to the server.

@ Orph: From the screenshot:
User posted image
It looks kinda bland and flat... Why don't make a new cool DM map? Im sure you've improved your mapping skills over time, right? :)
Posted 18 years ago2006-07-03 09:21:19 UTC
in Muzz's HLDM Server Post #188197
Sheesh! You guys never sleep? Oh wait, its other side of earth, where its day...
I want Floating Point and Tinnos in the server rotation
Consider it done! Now play on my server, dammit! Allo over you! :nuts: I paid freakin' money for it, thankyouverymuch.
Edit: The Floating_Point zip file appears to be damaged. Please check.

@ Orph:

Get mapping... :)
Posted 18 years ago2006-07-02 17:36:07 UTC
in Animations? Post #188073
What the hell. It dit not work? I may have to look into that myself. Ill do some testing tomorrow. Ill let you know. :)
Posted 18 years ago2006-07-02 12:49:18 UTC
in Muzz's HLDM Server Post #187995
You need hlstats for that, which 100% php. I don't know shit about php.
Posted 18 years ago2006-07-02 12:28:31 UTC
in Muzz's HLDM Server Post #187987
For putting his maps on the server, I guess
I hate to say it, but i removed them. People didn't really liked them. Im sorry.
Will that be on twhl3?
Dude: http://twhl.co.za/servers.php
Posted 18 years ago2006-07-02 11:51:24 UTC
in Muzz's HLDM Server Post #187971
Thanks for what? :)
Posted 18 years ago2006-07-02 08:10:32 UTC
in One way door Post #187943
Just place the button on the side where you want it to open, and don't put anything on the other side.
Posted 18 years ago2006-07-02 07:53:27 UTC
in Muzz's HLDM Server Post #187940
Thats... a pitty.

For what? Cheating? :nuts:
Posted 18 years ago2006-07-01 11:44:01 UTC
in Now Playing: ... Post #187806
Oh please, ZoluX. What does it look like?

Klubbhoppers - Crazy Duck (Playdio :: Bara Bra Musik :: Your Trance, Dance and Techno station :: http://www.playdio.se :: )
Posted 18 years ago2006-07-01 08:51:24 UTC
in Multisource Post #187793
A multisource acts as an AND gate, it will trigger its target once all the other entities targeting the multisource are activated (ON state).

You can also use a multisource to trigger a specifiv event after a certain event has been achieved, like adoor that only opens after you've picked up a security card (item_security).
Posted 18 years ago2006-07-01 08:47:08 UTC
in Half-Life: Hostage Situation Post #187791
Posted 18 years ago2006-07-01 08:46:00 UTC
in Animations? Post #187790
Posted 18 years ago2006-06-30 17:03:06 UTC
in making transparent glass? how? Post #187646
To make glass, you need to apply a glass texture on a brush. So use the texture browser to find a suitable glass texture (you can filter on glass to search more efficient)

Now make a new brush, select it and tie it to a func_wall. Open its properties and set rendermode to texture, and fx amount to 50.

Done.

You can also have breakable glass. For that, you need to turn your brush into a func_breakable.
Posted 18 years ago2006-06-30 07:16:47 UTC
in Sweet mother of God... Post #187572
Nice Muzzie!

You should put it in the vault and add a quick walkthrough, because I'm too lazy to figure out exactly how you did it
Tnx!. Ill put in the Vault, with a video walkthrough... Ye like?
Elon: Where's yours, BITCH?! ^_^
YEAH! ^_^
HAX!
Why? :|
Posted 18 years ago2006-06-30 07:01:26 UTC
in New Mod: "Turnstile" Post #187570
And these weapons are just replacements for the original weapons?

Impressive...
Posted 18 years ago2006-06-29 14:56:15 UTC
in Kasperg Projects! Post #187492
Im over here, you stupid headless freaks!

Ok, i don't want to ruin Kaspergs thread, but this map has good amount of Serious Sam infuence. :)

Serious Sam ftw!
Posted 18 years ago2006-06-29 14:54:19 UTC
in Subtitle movies Post #187490
Sheeh!What is it with you and your sentences?Like this, look at me, i write like saco.Cool eh?W00t!

:S

As for thos movies, i don't really like them, but the idea is funny. :)
Posted 18 years ago2006-06-29 13:50:14 UTC
in Now Playing: ... Post #187485
Basshunter - Boten Anna (Playdio :: Bara Bra Musik :: Your Trance, Dance and Techno station :: http://www.playdio.se :: )
Posted 18 years ago2006-06-29 12:24:32 UTC
in Kasperg Projects! Post #187481
You still don't know how to write double, do you? :P
Its Hatshepsut all over again! Teh win.
Posted 18 years ago2006-06-29 08:49:09 UTC
in Sweet mother of God... Post #187454
I also added a little zig-zag effect like this:

 /
|

  |
 /
|
Also, mine is based on simple cubes, not wedges. Check out: http://www.themightyatom.nl/downloads/180_deg_pilar.rmf. This is just the pilar, no arch.
Posted 18 years ago2006-06-29 08:37:16 UTC
in Sweet mother of God... Post #187449
Well, your pilar makes a 45 degree rotation, mine makes a 180 degree rotation and has an arch. It may be smaller, but ah well.

What do you think?