Forum posts

Posted 14 years ago2010-04-01 17:25:27 UTC
in twisted tunnel? Post #280172
this is what i mean:
User posted image
what should i do?
Posted 14 years ago2010-04-01 06:16:07 UTC
in twisted tunnel? Post #280156
Posted 14 years ago2009-10-03 11:37:58 UTC
in TWHL's Classic DM Server Post #274002
damn i would like to play but -> 232 pings ;((
Posted 14 years ago2009-09-29 15:16:23 UTC
in Modeling for source maps... Post #273849
model making is something u have to master through many years.. if u r interested in check out these beasts: Blender 3D(free) or 3D Studio Max, both come with plugins, export, import model to source engine etc...

i forgot to mention, if u just want to create models use Milkshape 3D
Posted 14 years ago2009-09-17 15:19:53 UTC
in light_enviroment.. a little orange?? Post #273438
i have been using counter-strike.fgd how do i make a little dark-orange light environment?

Brightness 255 255 128 70
Pitch -60
Shade 255 255 128 135

screenshoot -> http://a.imagehost.org/view/0809/zombie_legends001
Posted 14 years ago2009-08-04 09:53:48 UTC
in Player model crash in MS3D Post #271396
nice model ... where did u get the milkshape tutorial??
Posted 14 years ago2009-07-30 15:39:45 UTC
in 3D View Selection Problem Post #271214
hmm i have found another solution... written in PL but

--> http://translate.google.com/translate?prev=hp&hl=pl&js=y&u=http%3A%2F%2Fhlmaps.noskill.pl%2Fpage.php%3Fid%3D272&sl=pl&tl=en&history_state0=

u should change "hardware acceleration" to 3
Posted 14 years ago2009-07-30 03:49:45 UTC
in Using models Post #271186
what are differences between cycler_sprite and env_model?
Posted 14 years ago2009-07-29 08:59:50 UTC
in i can go through the model ... env_model Post #271097
ok xD i am going to check it out ^^
User posted image
Posted 14 years ago2009-07-29 06:08:25 UTC
in i can go through the model ... env_model Post #271089
hello i am using spirit 15a4 and looks like i can go trough the model :OO

i have checked "solid" flag
Posted 14 years ago2009-07-28 07:30:08 UTC
in decreasing w_poly - large areas Post #271039
hello i have been mapping a city, a little street which is running low poly, then i have decided to map a bigger city (like those from Deus Ex game)

-------> http://h.imagehost.org/0240/biggercity.jpg
w_poly 700-900

compiled with fast vis (just map testing)
does compiler parametres depend on r_speeds??
Posted 14 years ago2009-07-25 17:12:46 UTC
in What Spirit Version? Post #270856
User posted image
:OOO

i havent changed anything... fresh Spirit15a4.rar
Posted 14 years ago2009-07-25 13:25:10 UTC
in What Spirit Version? Post #270846
i am reading "features page"
env_fog - :)

Mapmakers often want the player to start the game with an HEV suit, without that tiresome logon speech.

yes :>
Posted 14 years ago2009-07-25 12:00:48 UTC
in What Spirit Version? Post #270842
Spirit of Half-life 1.8a1

is it the latest version?
or 1.5a4?

damm... does it come with weapon features?? or something ^.-
Posted 14 years ago2009-07-25 08:36:40 UTC
in What Spirit Version? Post #270829
can u tell me what features does Spirit mod bring?
Posted 14 years ago2009-07-22 04:28:11 UTC
in making the night sky.. dark map - how? Post #270686
well the whole map was damn simple.. it was a little trouble to cast a shadow with that simple architecture but no leaks

and light enviroment didnt work at all
User posted image
Posted 14 years ago2009-07-21 06:33:22 UTC
in making the night sky.. dark map - how? Post #270612
Posted 14 years ago2009-07-15 07:39:55 UTC
in making the night sky.. dark map - how? Post #270178
because there is light_enviroment
Posted 14 years ago2009-07-15 06:03:32 UTC
in making the night sky.. dark map - how? Post #270174
hello i have no idea how to make a night level map...

screen ->
User posted image
didnt work..

i would like to make something like this ->
http://www.visualwalkthroughs.com/deusex/liberty1/19.jpg
Posted 15 years ago2009-04-05 13:13:54 UTC
in vis -full = "Access is denied.&quot Post #265048
it worked ;]
Posted 15 years ago2009-04-05 07:41:59 UTC
in vis -full = "Access is denied.&quot Post #265042
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
i have just added
2.
Do you have at least one source of light placed in your map?
yes
Use the compilator instead of advanced compile, it won't give you that Access denied crap.
User posted image
?? but how do i full Vis
Posted 15 years ago2009-04-05 05:25:18 UTC
in vis -full = "Access is denied.&quot Post #265037
[quote]
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\KOMPIL~1\hlvis.exe -full
** Parameters: "c:\program files\steam\steamapps\randallmen\counter-strike\cstrike\maps\zm_atomicplant"
  • Could not execute the command:
C:\PROGRA~1\VALVEH~1\KOMPIL~1\hlvis.exe -full "c:\program files\steam\steamapps\randallmen\counter-strike\cstrike\maps\zm_atomicplant"
  • Windows gave the error message:
"Access is denied."
[/quote]
Warning: No vis information, direct lighting only.
and full log: http://paste.org/6352
Posted 15 years ago2009-01-02 16:20:51 UTC
in sky problem Post #260983
thx for ideas :P
Posted 15 years ago2009-01-02 14:26:22 UTC
in sky problem Post #260976
i am going to make cliffs bigger ;p
Posted 15 years ago2009-01-02 13:24:53 UTC
in sky problem Post #260969
on the picture u can see what is going on
User posted image
i want sky that looks like this
User posted image
Posted 15 years ago2008-12-09 09:02:54 UTC
in gold source doesnt work Post #259658
It looks like your hammer/wally windows are showing through to the game screen?
paint powahhh <3
User posted image
i am going to copy a opengl.dll file from that mod to my folder

has bump-mapping anything to do with details-textures upgrade?
Posted 15 years ago2008-12-08 19:18:35 UTC
in gold source doesnt work Post #259615
Uh... I think he edited the pictures in an image-editing program(MSPaint, Photoshop,
yes ;]

ps. i have found something
User posted image
my VHE uses "counter-strike.fgd" (tools -> options -> game configuration tab -> Game data files "\..\counter-strike.fgd"
User posted image
i am going to change it to half-life.fgd or halflife-cs.fgd ^^ maybe its gonna work ^.-

and..
Oct 5 2004, 01:48 PM
Have you read the beta 5 changelog?
They locked r_detailtextures to 0 cause people could make their own wallhack with it.
Posted 15 years ago2008-12-08 17:36:03 UTC
in compiling map ZzZZzzZzzz = brain damage Post #259608
hello i have no idea what is going on couse 2-3 hours ago my map was compiling easily and now it takes 25 minutes (damn small map - 322 kb)

[quote]
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:\PROGRA~1\VALVEH~1\KOMPIL~1\hlcsg.exe "c:\program files\steam\steamapps\randallmen\counter-strike\cstrike\maps\gogog123"
Entering c:\program files\steam\steamapps\randallmen\counter-strike\cstrike\maps\gogog123.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.36 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.29 seconds)

Using Wadfile: \program files\steam\!tx\halflife.wad
  • Contains 7 used textures, 21.88 percent of map (3116 textures in wad)
Using Wadfile: \program files\steam\!tx\cs_bdog.wad
  • Contains 2 used textures, 6.25 percent of map (132 textures in wad)
Using Wadfile: \program files\steam\!tx\cs_cbble.wad
  • Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \program files\steam\!tx\cs_dust.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \program files\steam\!tx\cs_office.wad
  • Contains 1 used texture, 3.13 percent of map (102 textures in wad)
Using Wadfile: \program files\steam\!tx\cstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\steam\!tx\de_vertigo.wad
  • Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \program files\steam\!tx\decals.wad
  • Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \program files\steam\!tx\mistake-1.wad
  • Contains 22 used textures, 68.75 percent of map (293 textures in wad)
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

Texture usage is at 0.96 mb (of 4.00 mb MAX)
1.94 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:\PROGRA~1\VALVEH~1\KOMPIL~1\hlbsp.exe "c:\program files\steam\steamapps\randallmen\counter-strike\cstrike\maps\gogog123"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...562 (0.20 seconds)
BSP generation successful, writing portal file 'c:\program files\steam\steamapps\randallmen\counter-strike\cstrike\maps\gogog123.prt'
SolidBSP [hull 1] 500...539 (0.18 seconds)
SolidBSP [hull 2] 500...527 (0.17 seconds)
SolidBSP [hull 3] 500...618 (0.21 seconds)
2.01 seconds elapsed

--- END hlbsp ---

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:\PROGRA~1\VALVEH~1\KOMPIL~1\hlvis.exe "c:\program files\steam\steamapps\randallmen\counter-strike\cstrike\maps\gogog123"
347 portalleafs
1253 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(2.31 seconds)
LeafThread:
(658.86 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 125 and 163:
   (-56.000 -214.417 -210.000)
(-56.000 -214.417 -199.000)
(-55.960 -214.440 -198.000)
(-10.840 -240.760 -198.000)
(-9.880 -241.320 -210.000)
average leafs visible: 234
g_visdatasize:14793 compressed from 15268
661.26 seconds elapsed [11m 1s]

--- END hlvis ---

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:\PROGRA~1\VALVEH~1\KOMPIL~1\hlrad.exe "c:\program files\steam\steamapps\randallmen\counter-strike\cstrike\maps\gogog123"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:\PROGRA~1\VALVEH~1\KOMPIL~1\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\VALVEH~1\KOMPIL~1\lights.rad']

1241 faces
Create Patches : 5553 base patches
0 opaque faces
46108 square feet [6639597.00 square inches]
4 direct lights

BuildFacelights:
(16.42 seconds)
visibility matrix : 1.8 megs
BuildVisLeafs:
(20.87 seconds)
MakeScales:
(5.88 seconds)
SwapTransfers:
(4.16 seconds)
Transfer Lists : 3081580 : 3.08M transfers
Indices :     2673832 :    2.55M bytes
   Data :    12326320 :   11.76M bytes
GatherLight:
(0.75 seconds)
FinalLightFace:
(1.33 seconds)
49.83 seconds elapsed

--- END hlrad ---
[/quote]
Posted 15 years ago2008-12-07 21:43:30 UTC
in gold source doesnt work Post #259546
hello i dont know how to check dlls version but i think they are 2.3 (hl.dll 944KB and client.dll 491 KB) because Steam keeps on updating my games if an update is available
User posted image
ps. i copied dlls from half-life.gcf (Steam\steamapps)

i am going to set-up a fresh mod tommorow maybe its gonna work

ps. i saw a mod using these effects, texture details but there were not a file called mymap_detail inside "maps" folder
Posted 15 years ago2008-12-07 17:10:56 UTC
in gold source doesnt work Post #259538
i started 2 days ago my first mod, and i have followed the tutorials (these out-dated :p) and i am using Steam
Is this HLDM or a mod?
Half Life 1 mod

my files
User posted image
Posted 15 years ago2008-12-07 15:42:15 UTC
in gold source doesnt work Post #259529
r_detailtextures 1
Unknown command: r_detailtextures
Posted 15 years ago2008-12-07 08:53:06 UTC
in gold source doesnt work Post #259517
yes Steam... maybe im missing something
Posted 15 years ago2008-12-07 08:36:06 UTC
in gold source doesnt work Post #259515
i have everything set up but it doesnt work

(windows + in game screen)
User posted image
Posted 15 years ago2008-12-06 07:48:25 UTC
in setting up a mod Post #259470
hello i would like to set up a mod, i have createe a folder called "uos"
User posted image
and 2 folders - maps, media (it contains 3 wav soundtracks) + dll folders (screen is outdated ;p)

liblist.gam
// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Union of Systems"
startmap "uos01"
trainmap ""
mpentity "info_player_deathmatch"
gamedll "dlls\hl.dll"
gamedll_linux "dlls/hl_i386.so"
secure "1"
type "singleplayer_only"
what else to do? copy something more or whataa
Posted 15 years ago2008-12-04 18:19:53 UTC
in zm_city_encore [screens, work in progres Post #259404
thank u all for comments and suggestions ^^
Posted 15 years ago2008-12-04 16:29:44 UTC
in zm_city_encore [screens, work in progres Post #259397
hmm iam going to rotate some crates ^^ gimme more pro tips
Posted 15 years ago2008-12-04 14:42:56 UTC
in zm_city_encore [screens, work in progres Post #259391
when i was making the map i was thinking about "zombie infection mod" to 1.6 so crates are the main part of the whole mod ^^ (in this video http://www.youtube.com/watch?v=P79Mqav8pdQ u can see all ppl are jumping) :) and this kick-ass feeling when me and friends of mine r being sorrounded by zombies who r trying to jump over the highest crate ^.-
Posted 15 years ago2008-12-04 11:45:03 UTC
in zm_city_encore [screens, work in progres Post #259386
Here's the map i have been working on there are a lot of interesting areas and survival too. If u r a survivor u will have to follow two things: kill or run away from zombies! If u want to get over the box u can easily find a patch - roofs, boxes.. but sometimes u will have to play a nice team-play
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
more...
http://e.imagehost.org/0221/zombierandall0005.jpg
http://e.imagehost.org/0517/zombierandall0007.jpg
http://e.imagehost.org/0284/zombierandall0009.jpg
http://e.imagehost.org/0010/zombierandall0008.jpg

TODO:
  • fix ladders
  • add one more large box
  • some texture fixes
  • change sky to nightcity sky
ps. sry for my english
ps2. iam also searching a team to join and to create a single player mod for HL 1 (i am mapper)