Forum posts

Posted 14 years ago2010-01-28 18:32:36 UTC
in Prefabs not showing up. Post #278514
Installed 3.4, copied the contents of 3.5 into the 3.4 folder and everything works great. Thanks! ;)
Posted 14 years ago2010-01-28 17:57:32 UTC
in Prefabs not showing up. Post #278512
Ahhh, that makes sense...I always used to use 3.4, I thought they made 3.5 portable or something haha. I'll give this a shot.
Posted 14 years ago2010-01-28 15:59:19 UTC
in Prefabs not showing up. Post #278508
I don't have hammer installed, I just run it straight from the folder it came in.
Posted 14 years ago2010-01-28 09:02:47 UTC
in Prefabs not showing up. Post #278503
After a long hiatus from half-life mapping, I've decided to re-downloaded hammer 3.5. Everything appears to be working fine except that none of the prefabs are showing up, and when I try to create some hammer crashes on me. Just when I thought I've had every problem with hammer imaginable, I get a new one...go figure heh heh. As always, any help is appreciated. Thanks!
Posted 15 years ago2008-11-30 18:55:07 UTC
in Editing entities in .bsp files Post #259256
Works great, thanks.
Posted 15 years ago2008-11-30 18:36:53 UTC
in Editing entities in .bsp files Post #259254
Yes I believe it is, but I was never planning on releasing them just planned on using it for my own entertainment. But whats this about hl:s:dm? I've tried starting a server for it but I only have the multi-player maps to choose from. How would one go about running hl:s:dm with the single player maps?
Posted 15 years ago2008-11-30 18:17:36 UTC
in Editing entities in .bsp files Post #259251
Is it possible to add, remove, or replace entities such as info_player start or info_player_deathmatch from a .bsp file? I've been trying to make the half life 1 single player maps coop or death match and I'm wondering if it can be done with out any original coding. I'm thinking all that I would need to do is add the necessary entities to make it playable for more than one person and then place the .bsp into the maps folder for half deathmatch. Am I right? And if so how can I edit the existing entities to allow more players? I'm pretty sure de-compiling and re-compiling won't work, but I do remember reading something about editing maps through notepad...
Posted 15 years ago2008-11-27 15:11:10 UTC
in Who will be the next superpower? Post #259126
He's trying to instate some weird laws and regulations before they kick him out of the white house. I'm pretty sure Obama can just reverse them when he gets in. Oh and here's an interesting tid bit of information, Bush might be tried for war crimes when he's out of office.
Posted 15 years ago2008-11-27 14:54:39 UTC
in Who will be the next superpower? Post #259124
At least in the USA the government is vaguely sane
Not under president Bush it's not. :\ I don't trust Russia or China either, especially Russia...invading Georgia, saying they're going to pull out and not doing it, threatening the U.S. and Poland...the list goes on. I smell another cold war coming on...or maybe even a world war...but remember we can all survive an atomic blast by ducking and covering under our desks and eating canned foods and twinkies. :D

http://www.youtube.com/watch?v=C0K_LZDXp0I
Posted 16 years ago2008-11-23 09:31:54 UTC
in Who will be the next superpower? Post #258971
ouch
Posted 16 years ago2008-11-23 08:01:04 UTC
in Removing Directional effects in Half-lif Post #258967
meh i never had any problems with it...although I do see were some problems could arise.
Posted 16 years ago2008-11-23 07:37:45 UTC
in Who will be the next superpower? Post #258966
I think Obama will undo most ( keyword here is most :\ ) of the damage Bush did in his 8 years as president, but I also think it's time for America to step down from its position as world super power. (Gracefully.)

I have a feeling parts of Europe are going to flourish, maybe China if they can get their shit together. I remember a couple of months ago the price of scrap metal went up because China and India were buying ridiculous amounts to build up there infrastructure and what not, but it seems they stopped...or cut back or w/e because the price went back down.

Hey, out of curiosity, at its highest price how much did gas cost were you guys live? Over here in New Jersey it was like 4 something a gallon. Now a days it's like $1.70. :] Lower gas prices...the only good thing to come from our now shitty economy...
Posted 16 years ago2008-11-23 07:09:19 UTC
in Removing Directional effects in Half-lif Post #258962
Your problem:
User posted image
Your solution:
User posted image
Four of the same ambient_generic entities spread out, think surround sound. I've never actually tried this with music...but it works for sound effects. It's worth a shot.
Posted 16 years ago2008-11-21 06:44:41 UTC
in Problems running .bsp files through stea Post #258834
Coooool, you saved me and probably a bunch of other people lots of time and frustration. Thanks! Let me ask you something though, how come the compilator is so much better than w/e hammer uses? Like what are the differences between the two?
Posted 16 years ago2008-11-20 14:49:28 UTC
in Problems running .bsp files through stea Post #258793
It's all good. The compilator seems to take care of all the problems that arise with the won to steam transition. I highly recommend it to any one having problems compiling their maps.
Posted 16 years ago2008-11-19 17:13:38 UTC
in Problems running .bsp files through stea Post #258762
Thanks Potatis, but using "The Compilator" to compile the map instead of hammer fixed the problem. Thanks for the help everyone, especially Tetsu0. :crowbar:
Posted 16 years ago2008-11-19 16:36:49 UTC
in Problems running .bsp files through stea Post #258760
ahh see that's were I have problems. I get all sorts of errors. I'll try setting up hammer for steam again, and then post the errors that occur.
Posted 16 years ago2008-11-19 16:28:10 UTC
in Problems running .bsp files through stea Post #258758
Now just to be clear, we are talking about manually running the cd version of cs, correct?
Posted 16 years ago2008-11-19 16:08:20 UTC
in Problems running .bsp files through stea Post #258756
ahh i didn't even think to check the brightness settings... :zonked: thats one down. I'll give mp_flashlight 1 a shot too. but as for the entity problem, do you know any ways around this tesu0? I've tried setting up hammer to run through steam but i always get errors. Thanks for all the help so far guys. :crowbar:
Posted 16 years ago2008-11-19 15:25:17 UTC
in Problems running .bsp files through stea Post #258749
Okay, here we go. I use the old cd version of cs to map with. I find it much easier to work with. I made a map and got every thing the way I like it, the lighting, the textures, the lay out, etc. Why is that when I take the .bsp from the old cs directory and place it into the steam directory every thing seems to change. The lights get brighter, some of the entities stopped working (ie. func_door), and my flash light won't turn on (won't turn on in the old version either for some reason). I didn't think an already compiled .bsp file would have any problems running through the steam version of cs. Any ideas on whats going on and how to fix it? Thanks in advance.

3mil
Posted 16 years ago2008-10-03 04:57:34 UTC
in Door only opens and closes once. Post #256537
Okay, I got it, thanks for all your input. I set the delay to 1, and reverse direction and toggle are ticked. Now the door stays open and closed when It's used and it can be used over and over again with out getting stuck. Skals, I probably should of specified a little more what I was going for :/ Thanks again every one, I appreciate it. ;)
Posted 16 years ago2008-10-02 14:10:01 UTC
in Door only opens and closes once. Post #256503
Un-ticked toggle and now the door only opens...and stays open. I'll try your idea Skals, but It's sort of strange because every other door I have ever made didn't need any triggers.
Posted 16 years ago2008-10-02 08:06:18 UTC
in Door only opens and closes once. Post #256485
Title pretty much says it all. I have a door (func_door_rotating), and it only opens and closes once. After that it stays shut, and I can't "use" it any more. I've got delay before close set to 0, reverse direction, toggle and use only ticked under the flags column. Any one know a way around this?
Posted 17 years ago2007-08-22 08:29:56 UTC
in no air scripted sequences in cs? Post #232596
hmmm....two more questions, are there any other ways to make a model go through certain animations with out using air scripted sequence or scripted sequence? and is there a way to open an fgd and add or remove an entity with out coding?
Posted 17 years ago2007-08-22 08:11:10 UTC
in no air scripted sequences in cs? Post #232593
still not there, is it possible that the "scripted sequence" entity is named something else in the .fgd?
Posted 17 years ago2007-08-22 08:03:12 UTC
in no air scripted sequences in cs? Post #232590
there isn't one :confused:
Posted 17 years ago2007-08-22 07:52:29 UTC
in no air scripted sequences in cs? Post #232587
is there a way to get a model to play through more than one animation in cs?

i was trying to get this rat to run around the floor when i noticed that cs doesn't have an air scripted sequence entity.so right now it just loops one animation like so.
User posted image
Posted 17 years ago2007-08-20 03:11:51 UTC
in You Laugh, You Lose Post #232478
just trying to not laugh made me laugh :P
Posted 17 years ago2007-08-20 03:03:42 UTC
in Spongebob Map Post #232476
the krusty krab and squidwards house look great, my only suggestion is that you fix patricks house errr rock.it looks a little square. dont forget the chum bucket either :)
Posted 17 years ago2007-08-20 02:51:43 UTC
in in-game models arent transparent Post #232475
i dont mind if the models look funny when im testing out the maps, as long as they look good on the steam version of hl. thanks for the help ;)
Posted 17 years ago2007-08-20 02:49:41 UTC
in Quick (Easy) coding question Post #232474
cough bittorrent cough
Posted 17 years ago2007-08-19 14:20:02 UTC
in in-game models arent transparent Post #232435
ahh cool, i thought the models were messed up or something.
Posted 17 years ago2007-08-19 03:21:01 UTC
in in-game models arent transparent Post #232417
nope i use the cd version of half-life to test my maps.then i move them into my steam folder.are you saying that although they arent transparent in the cd version they will be when i play the map through steam?
Posted 17 years ago2007-08-19 02:31:48 UTC
in in-game models arent transparent Post #232414
i downloaded a couple of tree models to use for hl, when i put them in my map they look fine through hammer. but when i compile and run it the blue parts arent transparent. i tried changing the render mode but my trees just disapear after i do that. :
Posted 17 years ago2007-08-19 02:26:57 UTC
in Gordon's Height / How to change? Post #232413
and major league baseball players ;)
Posted 17 years ago2007-07-02 08:54:04 UTC
in other scientist models? Post #227130
ohhh thanks, i always used monster_generic for scientists.
Posted 17 years ago2007-07-02 07:10:45 UTC
in other scientist models? Post #227126
Were are all the other scientist models? i checked the pak files of hl,bs,and op4 and theres only one scientist model that i can open.(Isaac Kleiner)
Were are the other two,the black guy and the guy with funny hair?
Posted 17 years ago2007-07-01 01:19:13 UTC
in HL:OIFH Post #226972
this looks cooool, more screenies ;)
Posted 17 years ago2007-06-29 01:00:53 UTC
in Idiot Goon Cop Arrests Anyone in Sight Post #226732
"Just like many BBC articles." heh heh so true
Posted 17 years ago2007-06-23 17:30:40 UTC
in missing file Post #226327
thanks, ill try that.

edit - no luck, :/ i cant even get into a cs:s game through hammer
Posted 17 years ago2007-06-23 14:40:20 UTC
in missing file Post #226306
well im half way there, it gets to the main cs:s screen but then it just stays there.it keeps on saying im "timing out" in console.
Posted 17 years ago2007-06-23 14:17:14 UTC
in missing file Post #226300
when ever i try to compile a map i get this error...

"unable to load C:program filessteamsteam appsharorider195counter-strike sourcebinfilesystem_steam.dll"

sooo i checked that folder and filesystem_steam.dll isnt even in there, i suppose thats why hammer wasnt able to open it...but how was i compiling things before if that file was never in that folder to begin with. unless it somehow deleted itself. :confused:

has any one ever encountered this problem? what causes it and how can it be fixed?
Posted 17 years ago2007-06-10 16:42:19 UTC
in train track texture Post #224859
ahh thanks, it was in cs bdog.wad
Posted 17 years ago2007-06-10 15:48:07 UTC
in train track texture Post #224854
does any one know were i can get the train track texture used in de_train?
Posted 17 years ago2007-04-16 19:28:18 UTC
in Random Mini-Compo #00001a - Hallways Post #219284
i dont like this compo : I WANT A NEW ONE! :D
Posted 17 years ago2007-04-16 15:06:16 UTC
in Vista - A box full of tricks Post #219235
Why on earth would any one buy vista? Newer isnt always better...
Posted 17 years ago2007-04-15 19:40:28 UTC
in moddeling Post #219193
Posted 17 years ago2007-04-14 22:15:07 UTC
in moddeling Post #219125
hey caboose, once you install "this one" would you have to put "this" in the addons folder?
Posted 17 years ago2007-04-14 22:11:06 UTC
in hl coding Post #219122
lolz
Posted 17 years ago2007-04-14 21:18:24 UTC
in hl coding Post #219108
why does my computer always double post?! :zonked: