Forum posts

Posted 16 years ago2008-03-05 20:25:28 UTC
in gl_wireframe and multiplayer Post #247264
Thanks for the reply. I did everything you stated, but it looks like I'm going to have to ask on the modification's official forums since a bunch of mod related errors popped up when I loaded up the map through the console.

Thanks again, I really appreciate it.
Posted 16 years ago2008-03-05 05:43:16 UTC
in gl_wireframe and multiplayer Post #247195
The modification I'm making the map for is multiplayer only, there is no singleplayer.

I remember getting it to work some time ago, but I can't remember how I got it to work.
Posted 16 years ago2008-03-04 19:38:19 UTC
in gl_wireframe and multiplayer Post #247180
I just recently started mapping again and I'm already running into problems:

I'm trying to use the gl_wireframe command in a multiplayer-only modification, but I keep on getting an error stating I cannot use it in multiplayer. I start a server, set sv_cheats to 1, set sv_lan to 1 or deathmatch to 1, restart and try typing in gl_wireframe 1 and it gives me the same error.

I remember getting it to work over a year ago, but I forgot how.

Also, I'm trying to get this to work so I can see if any brushes in my map are clipping each other.
Posted 17 years ago2007-05-26 21:26:19 UTC
in Two Questions Post #223540
Alright, I got the func_train to work, but I can't get the ooze to show through the tube. Maybe I need to tie the tube to a different entity since I currently have it tied to the func_wall entity. Either that or it's the ooze which I've tried using both func_wall and func_water with.
Posted 17 years ago2007-05-26 18:45:57 UTC
in Two Questions Post #223530
My first question is how do you make a brush appear as if it's floating in air, slowly moving up and down short distances?

My second question is how do you make tubes with liquid in it? I tried just placing a cylinder (the ooze) inside another one (the tube), then I just had the tube set to be partly transparent. Once I loaded the map, you could only see the tube but not the ooze.
Posted 18 years ago2006-08-12 18:03:09 UTC
in Scripting Post #193224
I was thinking the same thing. So anyone have an answer to my question(s)?
Posted 18 years ago2006-08-12 01:52:13 UTC
in Scripting Post #193179
I was told that the Natural Selection modification for Half-Life had something in it that prevented users from using scripts (binding multiple actions to one key through a cfg file). If that is true then I want to know if making something like that (something that prevents scripts from being used) would be complicated to make.
Posted 18 years ago2006-08-11 22:46:09 UTC
in Scripting Post #193168
I remember hearing some time ago that the Natural Selection team was able to prevent scripts or something of that nature from being used. I was wondering if making something like that would be complicated.
Posted 18 years ago2006-07-29 04:16:44 UTC
in City Textures Post #191954
Alright, thanks for the replies, I really appreciate it.
Posted 18 years ago2006-07-29 01:57:29 UTC
in City Textures Post #191949
Anyone know of a site that has decent/good city textures for Half-Life? The Wadfather didn't have any good ones and I haven't been able to find too many sites that have textures for Half-Life at all.
Posted 18 years ago2006-07-28 16:45:30 UTC
in u know your obsesed with HL when... Post #191934
Posted 18 years ago2006-07-28 14:37:24 UTC
in u know your obsesed with HL when... Post #191925
You know when you're obsessed with Half-Life when you start a thread which the title starts with the letter "u" instead of "You" :biggrin:.

For those who think Steam "sucks", I suggest you read through this editorial, courtesy of PlanetHalfLife's ACPaco: http://www.planethalflife.com/features/editorials/07092006.shtm
Posted 18 years ago2006-07-24 13:27:18 UTC
in Adding HL NPC's to a HL Mod Post #191447
I was wondering if it's possible to add monster entities to modification? The modification I map for doesn't have the original monster entities in the entity list within VALVe Hammer, though I would assume that you would have to edit the modification's FDG file.
Posted 18 years ago2006-07-18 14:58:29 UTC
in .tsk files Post #190669
Posted 18 years ago2006-07-18 07:28:40 UTC
in Half-Life Engine Question Post #190627
If anyone's willing to make an example map or if they can point me to one, please do so.
Posted 18 years ago2006-07-17 02:17:27 UTC
in Half-Life Engine Question Post #190428
I forgot where I got the idea from, but I thought about it before I even heard of Prey. Just thought it would be cool to be able to walk around a cube, sphere, whatever without having to worry about falling off.

Thanks for the replies.
Posted 18 years ago2006-07-16 20:27:07 UTC
in Half-Life Engine Question Post #190397
I'm wondering if it's possible to have a brush produce gravity or something to that effect. Like if you made a sphere, and you wanted to be able to walk on it without falling off, would it be possible to do that? So that when you walk towards the bottom of the sphere, you will remain on it but upside down.
Posted 18 years ago2006-07-15 01:32:31 UTC
in Clip Post #190138
Posted 18 years ago2006-07-15 00:05:17 UTC
in problem with my map :) Post #190132
Usually when you have two brushes touching each other, it's usually best to make a very small gap between the two brushes. Another thing you can do is make one of the brushes a func_wall, but it doesn't cast a shadow when light hits it. One of the best things to do is to scale the textures in your map, the smaller they are scaled, the higher the wpoly will be. So instead of making a texture X = 0.10 and Y = 0.10, scale them up to at least 1.00

Also you should read through this: http://twhl.co.za/tutorial.php?id=38
Posted 18 years ago2006-07-14 15:49:11 UTC
in Grrr Overviews!!! Post #190097
The console commands usually work when you're not in-game, such as activating gl_wireframe. When you open up a game (meaning that you are in the main menu without being in a server or whatever), type in "deathmatch 1; developer 1; sv_cheats 1; dev_overview 1; map [name]".
Posted 18 years ago2006-07-14 04:25:41 UTC
in env_beam trials and tribulations Post #190038
Could having an ORIGIN textured brush within the func_train prevent the env_beam ring from facing the way you want?
Posted 18 years ago2006-07-14 01:38:16 UTC
in Annoying Hammer Problem Post #190017
Was the brush already tied to a func_detail before you tried to tie it to a func_button?
Posted 18 years ago2006-07-14 01:33:25 UTC
in "Access Denied" Post #190015
Do you use a batch compiler?
Posted 18 years ago2006-07-13 22:27:47 UTC
in making textures messup Post #190005
Software mode causes the textures to look ugly (plus it's really unstable). When you start Half-Life, go to Options > Click on the Video tab > There's a drop-down box named "Renderer", drop down the box and select OpenGL.

Can you post the textures? We want to see if the textures look like the way they do in the screenshot.
Posted 18 years ago2006-07-13 21:26:09 UTC
in Env_shake Post #189999
It doesn't work:

First multi_manager
shaking = .10
Flags: Multithreaded

Second multi_manager
mm = .50
Flags = Multithreaded
Posted 18 years ago2006-07-13 21:23:29 UTC
in env_beam trials and tribulations Post #189998
Rotating the func_Trains didn't work... The env_beam ring stay facing the same way.
Posted 18 years ago2006-07-12 01:00:54 UTC
in env_beam trials and tribulations Post #189757
Rotate it with the rotate tool or with the setting in the entity properties?
Posted 18 years ago2006-07-11 23:25:36 UTC
in env_beam trials and tribulations Post #189755
I can't seem to get it working... maybe I also have to change the positioning of the path_corners?
Posted 18 years ago2006-07-11 16:10:20 UTC
in Env_shake Post #189726
Alright, I'll go and try that, thank's for the replies everyone.
Posted 18 years ago2006-07-11 16:09:01 UTC
in env_beam trials and tribulations Post #189725
Anyone? I tried moving the func_trains on top of each other (not directly) and it didn't make much of a difference.
Posted 18 years ago2006-07-11 04:24:55 UTC
in Env_shake Post #189657
How would you set up the env_shake to activate at specific time intervals?
Posted 18 years ago2006-07-11 03:03:32 UTC
in env_beam Post #189652
If you mean that they lose the func_trains they are connected to, then that means you have to create a brush and apply a func_train to it rather than just placing a func_train entity.
Posted 18 years ago2006-07-11 00:27:51 UTC
in env_beam trials and tribulations Post #189635
Well that didn't work the way I want it to. I want the env_beam ring to move across a cylinder, but even after moving the func_trains the beam ring stayed facing the wrong way. I tried moving around the path_corners but that didn't really change do anything but tilt the beam ring.
Posted 18 years ago2006-07-10 22:06:07 UTC
in env_beam trials and tribulations Post #189587
So instead of having them right next to each other, have them on top of each other?
Posted 18 years ago2006-07-10 21:36:50 UTC
in env_beam trials and tribulations Post #189580
I forgot about that... I apologize...

Somehow I was able to get it to work, the only problem is just that the beam ring is facing the wrong way.
Posted 18 years ago2006-07-10 21:02:14 UTC
in env_beam trials and tribulations Post #189577
http://www.megaupload.com/?d=163SA2YR

This is just the map I'm using to set it up so I can use it in the map I'm working on. I use this map so I don't have to go through a long compile progress.
Posted 18 years ago2006-07-10 20:38:41 UTC
in env_beam trials and tribulations Post #189570
Come on now. Please someone help me out, this is the third forums I've asked the same question in. The other two provided no answers or at least the answers I needed to fix this. I've spent a week and a half trying to figure this out, all night and all day, looking at every tutorial Google and Yahoo has to offer, and I still don't know why it's not working. I've looked at numerous example maps and used them as reference, but to me it would see that I have everything set up properly, but if everything is set up properly then it would work, but unfortunately it doesn't work.

So tell me what am I missing? Do I need more "path_corners"? Do I need to change a key value? What?
Posted 18 years ago2006-07-10 14:39:44 UTC
in env_beam trials and tribulations Post #189538
That's what I'm trying to figure out. Nothing works when I play the map and I can't figure out why.
Posted 18 years ago2006-07-10 00:34:33 UTC
in env_beam trials and tribulations Post #189458
I've looked all over the forums plus many others and I haven't been able to find many answers:

I'm trying to create an env_beam ring that flows across a cylinder. I've followed numerous tutorials and I've looked at numerous example maps but I still can't figure out what I'm doing wrong:

Path_Corner

Name: 1
Pitch Yaw Roll (Y Z X): 0
Next stop target: 2
Fire On Pass: blank
Wait here (secs): 0
New Train Speed: 400
New Train rot. Speed: 0
Flags checked: None

Name: 2
Pitch Yaw Roll (Y Z X): 0
Next stop target: 1
Fire On Pass: blank
Wait here (secs): 0
New Train Speed: 400
New Train rot. Speed: 0
Flags checked: None

Name: 1a
Pitch Yaw Roll (Y Z X): 0
Next stop target: 2a
Fire On Pass: blank
Wait here (secs): 0
New Train Speed: 400
New Train rot. Speed: 0
Flags checked: None

Name: 2a
Pitch Yaw Roll (Y Z X): 0
Next stop target: 1a
Fire On Pass: blank
Wait here (secs): 0
New Train Speed: 400
New Train rot. Speed: 0
Flags checked: None
Func_Train

Name: start
Global Entity Name: blank
Render FX: Normal
Render Mode: Solid
FX Amount: 255
FX Color: 0 0 0
ZHLT Lightflags: Default
Light Origin Target: blank
First stop target: 1
Move Sound: No Sound
Stop Sound: No Sound
Speed: 400
Angular Velocity: blank
Damage on crush: 0
Contents: 0
Sound Volume: 0.85
Minimum light level: blank
Flags checked: Not Solid

Name: end
Global Entity Name: blank
Render FX: Normal
Render Mode: Solid
FX Amount: 255
FX Color: 0 0 0
ZHLT Lightflags: Default
Light Origin Target: blank
First stop target: 1a
Move Sound: No Sound
Stop Sound: No Sound
Speed: 400
Angular Velocity: blank
Damage on crush: 0
Contents: 0
Sound Volume: 0.85
Minimum light level: blank
Flags checked: Not Solid
Multi_Manager
Name: mm
Key Values:

end = 0
start = 0
beam = 0

Flags Checked: None
Trigger_Auto

Target: mm
Delay before trigger: 0.1
Kill target: blank
Global State to Read: blank
Trigger State: On
Flags checked: None
Env_Beam

Name: beam
Start entity: start
Ending entity: end
Render FX: Normal
Brightness: 255
Beam color: 175 187 30
Radius: 256
Life: 0
Width of beam: 30
Amount of noise: 10
Sprite name: sprites/laserbeam.spr
Texture Scroll Rate: 100
Frames per 10 seconds: 0
Starting Frame: 0
Strike again time: 1
Damage / second: 0
Flags checked: Ring

Here's the layout on a practice map I'm using to figure this out before I place it in the map I'm working on: http://img134.imageshack.us/img134/3641/setup0hq.jpg