Forum posts

Posted 19 years ago2005-01-09 07:34:16 UTC
in compiling problems Post #82762
VIS is by far the longest process. I used to compile on a 500mhz and it can take up to 3 hours, depending on map size.
Posted 19 years ago2005-01-09 07:30:48 UTC
in Player starts outside of bsp. Post #82761
Two questions actually -

1.) Are there still lots of people out there mapping with HL1?

2.) I got a perfect level transition setup. Landmarks are the same, map names are correctly set in changelevel, positions are correct (its inside of an elevator), and yet, when Half Life loads the second map, the player starts inside of void.

A player start is also present inside of the second level (the one I try to transit to).

Any ideas? - Read and re-read the tutorial on this site too AND i already have a level transition from level 1 to level 2 which works.

now im trying to fix the one from 2 to 3.
Posted 19 years ago2004-12-30 10:42:56 UTC
in Automatic Brush Removal Post #80340
Hey - got a problem.

I kinda messed up with HL1 Editing, by rotating brushes and during compiling it gives me a lot of coplanar planes and outside world errors.

I've got a lot of these...mainly from brushes 271 - 782 and I wanted to know if there is a seperate program that focuses on brushes in a map and can delete them, instead of me going through each single one and deleting them manually. Any suggestions?
Posted 20 years ago2004-08-02 08:33:05 UTC
in Flock Problem ;) Post #47543
What about scientists? I mean, their scripted sequence is walk and they move to the position of the scripted_sequence. But thx anyways...if anyone else has ideas, i'm open to them.
Posted 20 years ago2004-08-02 08:24:30 UTC
in Flock Problem ;) Post #47538
I didn't set the Move to Position to "Instantaneous", its set to "Walk" and the path corner trigger just didn't work.
Posted 20 years ago2004-08-02 08:23:09 UTC
in Cam question Post #47536
so, no way to lean the cam?
Posted 20 years ago2004-08-02 08:19:29 UTC
in Flock Problem ;) Post #47535
Sorry, what was meant by the zapping, was the aflock.mdl, not the monster_flyer_flock.
Posted 20 years ago2004-08-02 08:17:22 UTC
in Flock Problem ;) Post #47534
Problem: I'm trying to trigger a flyer flock to fly from point A to B, either with the monster_flyer_flock or the monster_generic with the model aflock.mdl. I've tried to target an info_node_air, a scripted_sequence with the action "fly2" (for the aflock.mdl model), and various other things, but either I see the flock of flyers just flying around and not moving to point B at all, or the aflock model will perform the action where I put the scripted_sequence (at point B- since this is where they should go) (I set "walk" in the "Move to position"). I also tried to put two scripted_sequences (one for point A, and one for point B, where A targets B, but that results in the flock just teleporting from A to B (zapping to the spot), and not actually flying there.
If anyone knows how to do this, here's my next question - is there a way to have a train trigger it with a path_corner (Trigger on Pass)? :roll:
Posted 20 years ago2004-08-02 06:50:03 UTC
in Cam question Post #47523
I've made a trigger_camera with a func_train focus and I just wanted to know whether I can lean a camera into a curve with the Pitch Yaw Roll function. I've tried them, but the cam just uses roll to change the direction its facing. Help!
Posted 20 years ago2004-07-20 09:08:04 UTC
in Half-Life Block "carved" maps? Post #43146
alright hazardous, I'll check it out..
Posted 20 years ago2004-07-20 09:05:46 UTC
in Half-Life Block "carved" maps? Post #43144
++ to me it would even make more sense to go about mapping that way, carving everything out of one huge block because that way you might even be able to create much more complex structures. Hasn't anyone noticed this? Why would they make a map brush by brush, and end up with a "more-or-less" perfect square, when you look at it from the void?
Posted 20 years ago2004-07-20 07:42:48 UTC
in Half-Life Block "carved" maps? Post #43125
Hey I had a question if anyone would know how exactly Valve made their maps in HL, because I extracted them and took a look in Hammer, and as some of you might have done the same, you can see that it appears to be one whole big block and the entire level "carved"(?) into it? Does anyone here approach level-making the same? :
Posted 20 years ago2004-07-20 07:04:59 UTC
in New Mod coming soon... Post #43115
Just a note that a new mod will be coming out soon...production is underway with me and a friend of mine. We might have a website within the next couple of days, so stay posted :)
Posted 20 years ago2004-07-17 09:34:00 UTC
in Sitting model "skips"? I got a solutio Post #42270
Hey, just joined the community!

Anyways, for anyone who's had this problem before--> Your model (like a monster_scientist) which u gave a sitting animation "snaps" or "skips" after having completed that animation to the point where his model is placed in Hammer.

Here's the solution that made it work for me, after experiencing that problem: use the monster_sitting_scientist, instead of the other model, because the monster_scientist starting position is a standing pose, and thats why you might see him shortly in the air, before the game drops him down again. :P