Forum posts

Posted 17 years ago2007-07-10 12:22:28 UTC
in HL:OIFH Post #228235
Aweseome! I love when questions are answered!!
looking forward to this even more now!
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-10 12:21:28 UTC
in Bioshock Sys Specs Released Post #228234
Dell Xps M1210
Decent little lappy. just got it for school.
Once i start classes again, i'm going to save up for a desktop and make that my primary gamer.

My specs right now are:
NVIDIA Geforce Go 7400
2gig ram
2ghz Dual core centrino
only 7.65 gig left on this 60gig HD BUT that'll be forced to change soon
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-09 23:38:11 UTC
in Bioshock Sys Specs Released Post #228175
Holy shit.
My laptop can BARELY run that and i spent $2400 in august!!!
Ahh crap.
Looks like i'm building a custom desktop sooner than i thought.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-09 17:07:42 UTC
in HL:OIFH Post #228147
Nice turrett

Did you change it's health as well or just the ammo?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-09 17:06:33 UTC
in Bodgy Mapping Jokes! Post #228146
What did tommy14 say to the compile log?

Quit yer bitchin
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-09 16:59:59 UTC
in Now Playing: ... Post #228142
Weird Al - Albuquerque
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-09 14:48:08 UTC
in TWHL3 Post #228129
make the last page arrow bigger
or change it to

"last page"
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-09 14:45:08 UTC
in Weird Compile/Problem Post #228127
Yep.

Thats hammer.

Its a love/hate relationship, really.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-09 14:44:08 UTC
in Me_map... Post #228126
It aint all about the light_environment. Try some texture lights for the darker areas.
Tetsu0 Tetsu0Positive Chaos
This post was made on a thread that has been deleted.
Posted 17 years ago2007-07-08 17:52:35 UTC
in Weird Compile/Problem Post #227970
try copying everything in the map, and pasting it into a new one. Then try compiling
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 17:20:16 UTC
in Video card? uh? Post #227820
telemarketer
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 13:06:05 UTC
in Editing Counter-Strike or CZ Maps Post #227783
and i didnt bother asking if you had the proper directory

sheesh

well.. good luck in the future lol
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 13:03:44 UTC
in Video card? uh? Post #227782
Usually, the more money you spend, the better equipment you're going to get, and the longer it takes for the card to become obsolete, But check other users reviews, and you can also check newegg.com (a lot of 3rd party stuff but its hella cheap.)
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 13:01:23 UTC
in HL:OIFH Post #227780
I want it hard enough so that i feel as though it's a real accomplishment once I've beaten it.
But not like. "oh fuck this" hard
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 12:26:31 UTC
in Desktops of July Post #227777
User posted image

And you can tell from my weather gadget that it's a beautiful day out. SO.. I'm going outside.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 12:23:16 UTC
in Orion Post #227776
Have the video links on the site are broken :( Bummer
But the ones i did see were pretty well done.
I'll be watching this mod
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 10:08:35 UTC
in Now Playing: ... Post #227739
A7X - Sidewinder
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 10:02:15 UTC
in HAHAHA WHAT THE FECK! Post #227738
tetsu0 you were the one who sent the email in the first place lol
ghetto, what the hell are you talking about?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 10:00:39 UTC
in Bodgy Mapping Jokes! Post #227737
Why do vampires hate noobs?

Fulbright!

o noes
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 09:31:46 UTC
in Bodgy Mapping Jokes! Post #227729
Why should you never carve??

Because Hammers aren't meant to!

har har har
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 09:02:22 UTC
in Bodgy Mapping Jokes! Post #227717
Your mom's so fat the source engine can't handle her.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 09:00:32 UTC
in HAHAHA WHAT THE FECK! Post #227715
Valve Screwdriver editor!?!
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 00:15:03 UTC
in CS_OFFICE THE COMIC Post #227657
:heart:
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 00:09:43 UTC
in graffiti Post #227656
you mean b&?

Lol.

I dont see how it's illegal. Like.. its going from a valve game.. to another valve game. Yeah, he distributed it, but for free, and i doubt anyone outside this collective has a copy of the 64mb zip
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-07 00:07:20 UTC
in Shitty lights Post #227655
Someone should make a "Source lighting for dummies" tutorial
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-06 15:49:21 UTC
in Global Warming? More Like Global Dumbing Post #227617
Ok

Most people

are fucking morons.

Point case
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-06 15:37:14 UTC
in floor height Post #227616
Cool.
I was just wondering because I've never done it before and... was wondering what was a good way.

Thanks
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-06 14:36:30 UTC
in floor height Post #227610
i mean 128 units high lol.. my 2 key blows sometimes...

what i'm doing now is having the floor and ceiling be one block 8 units high, and spanning the whole floor.

The sides are the outside wall texture.. top is floor2 floor texture and bottom is floor1 ceiling texture..

Is that allright you think?

I've been mapping for a few years, but i've never really used differing floors in buildings.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-06 14:21:30 UTC
in floor height Post #227607
I know walls are 128 units high, and i also know stair height is 8 units high, but what about the separation between floors? Say you have 2 floors in a building. Both of the floors have walls that are 18 units high, but what about the in-between floors height?
You cant just go straight to the 2nd floor, the ceiling would take away from the wall height.

How bog of a separator do you guys put in-between floors?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-06 12:54:32 UTC
in Best way to make a DM map Post #227594
Ok.. im just not in the mood fo map right now (i wish i was because i want to)
Maybe ill play some guitar and then draw up some more plans

EDIT:

played a little guitar, took a shower, and while i was in there, i thought of a new idea.. Scrap what i had because it's too advanced for me in my current mood lol.

I'm not as skilled as i thought i was but anyway...

Started working on another plan that i thought of in the shower... I just have some real fast game-renderings of it. Simple textures, basic layout first.. Some dev textures..

User posted image


User posted image


User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-06 12:15:04 UTC
in Best way to make a DM map Post #227589
Yeah i'm gonna work on the main buildings before i even think about the skybox. I have to figure a good way to block it off anyway.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 23:40:22 UTC
in Best way to make a DM map Post #227404
right now i'm using 16unit walls and making the basics (in brick)
working on the first floor of the northeast building. Just the wall layout (which parts i want blown out.. or windows) working on the stair situation...

Do you guys think i should have platform elevators or stick with like.. and open stairwell sorta thing?

Im also thinking about putting up a fire escape on one or 2 of them as a means of level climbing.. (there's only 4 stories so it shouldnt be too bad right?)

And i have one more question before i call it a night...

i know walls are 128 high but what about floors?
Like whats the proper distance between floors? For like ceiling and such?

I was playing de_dust in CS:S and i noticed about a 32 unit trim between the upper and lower parts in the tunnels... is that good or too much?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 23:28:52 UTC
in Best way to make a DM map Post #227402
I have the theme i want.
And i just drew up designs for the level.

A Deathmatch map that takes place mainly on the rooftops of buildings.
Basically there's 4 buildings, and each building is connected to another somehow. But like.. there's craters everywhere, parts are blown out of the roofs and the walls.. floors...
loads of debris.. just a bunch of junk you can grab with the gravity gun and launch.

Theme is brick buildings.. urban neighborhood.. i know there's skybox buildings for it too.

I'm in the mood right now and i have the 4 buildings (just the walls and roof) in the right situation.

(i dont have any music on but i'll put some on now.)

The biggest thing is for me.. i'm really new to source mapping so i dont know the limits of the engine.. i'm not used to the detail needed for a level to not look bland... There's really not a lot of reference pics i'm finding for rubble...

So.. i guess now i'll start on the connections i want in-between the buildings.

[Does dev texturing really help you guys at all?]
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 23:01:53 UTC
in Custom Sky Box_half-life1 Post #227394
They have to be a certain resolution and some other junk like that.
Rimrook knows all about that so send him a pm.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 22:51:02 UTC
in Best way to make a DM map Post #227390
I really want to dedicate to one map in particular. Which means: i want to start a map, and finish it. Now that Muzz had a HL2DM server (kicks ass b.t.w.) Better maps can be released for the public.

I have a nasty habit of drawing up a design, starting to hammer it out, and then i just get bored with it too fast and i never seem to complete anything i start.

What do you guys do to have a map go from an idea to a finished product?
All too often i find myself just starting in hammer and not going anywhere with anything. And it's extremely discouraging because i want to finish a map, but never seem to actually have a final product.

Basically.. where do i start?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 22:37:03 UTC
in Twister Development Updates Post #227386
my point exactly
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 16:49:51 UTC
in Editing Counter-Strike or CZ Maps Post #227371
to be honest i really dont know.
Check the entity list
maybe there's like.. nav points or something
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 16:28:05 UTC
in Editing Counter-Strike or CZ Maps Post #227368
I think its the bot navigation files.
They dont exist for the map, so google maybeh?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 10:42:16 UTC
in Hitman the movie Post #227343
no we're not
The mario brothers movie was decent
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 10:40:45 UTC
in Triggering Messages... Post #227341
Isnt there a way to make your own message come up on screen?
i know i've done it before.

Yeah

Game_text should work if you want custom words.. and muzzleflash just said that but i didnt notice it til just now.
oh well
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 01:30:52 UTC
in Triggering Messages... Post #227312
Use a multimanager.
Have the trigger_multiple trigger the multimanager which then will trigger both the env_message, and (i'm assuming you're using a ambient_generic?) the sound.

try that
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-04 01:27:56 UTC
in Editing Counter-Strike or CZ Maps Post #227311
Dude you never said you were playing with bots :confused:

Ha
lol. i tried
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-03 19:37:53 UTC
in Editing Counter-Strike or CZ Maps Post #227284
heheh cunt.

Yeah check your email zdanman i cant find a single problem with it so verify ur game cache. there's instructions in the email on how to do that
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-03 15:30:52 UTC
in Your Mod's (past and present) Post #227267
I never really got into a mod.
Never stuck with ideas for an extended period of time.
Mapping ADD i guess.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-03 13:08:12 UTC
in TWHL3 Post #227252
thats crap i never payed attention to that frekin arrow
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-03 12:12:16 UTC
in TWHL3 Post #227248
Hey i just thought of something.
I dont know if it's been mentioned or not, but you know how if you click on the thread with the most recent post, it brings you straight to the last page?
Why can't every thread you click on bring you to the last page?

(gettin tired of clicking 4 or 5 times to read HL:HS)
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-02 16:01:28 UTC
in HL:OIFH Post #227183
<3 Urb!!!!!

Guinness is the SHIT
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-02 14:55:49 UTC
in Editing Counter-Strike or CZ Maps Post #227174
Woah. ok there are WAYYYY too many point lights in that map. you dont need that many. Plus you can always just use texture lighting.

http://twhl.co.za/tutorial.php?id=54

I'll compile the map see if it works or not.
EDIT

i got rid of 9/12 of your pointlights, compiled and ran the map...

http://img522.imageshack.us/img522/6159/firstgm7.jpg

works for me man.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-02 14:03:56 UTC
in Editing Counter-Strike or CZ Maps Post #227172
Get zoners tools.
Quake blows.
Tetsu0 Tetsu0Positive Chaos