Forum posts

Posted 20 years ago2004-06-05 23:44:05 UTC
in Worldcraft over 3D Max Post #30739
teh link is brokne :nuts: lol
Posted 20 years ago2004-06-02 23:28:32 UTC
in Need some idea's here! Post #29916
play these games:

resident evil
silent hill
dino crisis
freedom fighters (<-- this one is for large maps with buildings)
splinter cell
Posted 20 years ago2004-05-31 01:02:49 UTC
in Wad Files Post #29405
yes. the wad is embedded into the bsp so you wont have to upload the wad. but if you want to share the wad then upload it together with your bsp.
Posted 20 years ago2004-05-31 00:56:27 UTC
in Texture Seams Post #29404
offset then blend, then clone, then blend again?

i dunno how to do that in cobbles. :nuts:
Posted 20 years ago2004-05-31 00:54:24 UTC
in a mod idea (not dumb really) read! Post #29403
nice bunny bryce_boi

lol im gunna try that mod :D if only i have a team...
Posted 20 years ago2004-05-30 13:07:25 UTC
in OK, this is an embarasing question... Post #29310
give it a name locked select the "locked sound" to latch locked.
Posted 20 years ago2004-05-30 13:03:39 UTC
in a mod idea (not dumb really) read! Post #29309
if i know howd they code counterstrike then why not give it a try? i was jut thinking of this or a gladiator battle. :nuts:
Posted 20 years ago2004-05-30 12:58:37 UTC
in a mod idea (not dumb really) read! Post #29304
what do you think would be the best title?

the siege
guild wars (gay?)

anyone?
Posted 20 years ago2004-05-30 12:56:10 UTC
in a mod idea (not dumb really) read! Post #29303
hey there guys, i was thinking of creating a mod with wizards, knights, palladins as characters, in two teams, one is the barbarians, and the other as royal army.

its just like a counterstrike, but, you can have gold as money, buy potions and armors before combat using you hard-earned golds, also wizards can cast spells and so on. the knight riding on a horse. in the barbarian team you can buy sledge hammer, double axe, and other native weapons. (you can have archers too for ranged attacks) dont you think this is a cool mod?
Posted 20 years ago2004-05-30 12:49:41 UTC
in Wad Files Post #29301
16 units is accepted by wally as the smallest, and other textures must be divisible by 16(e.g., 256x256; 48x16), otherwise you cant paste it.
just make a different wad.
Posted 20 years ago2004-05-29 22:33:34 UTC
in Equiping NightVision? Post #29201
GUNDAM WING IS TEH BESTEST.

i like the zero wing! also wu fei's gundam.
Posted 20 years ago2004-05-29 22:28:42 UTC
in Milkshape 3d. a terrain generater? Post #29200
er? why not create a terrain of your own and be crazy at brushes? :nuts:
Posted 20 years ago2004-05-29 22:24:16 UTC
in info_bigmomma and other monster Post #29199
oh, thats a good idea, goin to try it now.
Posted 20 years ago2004-05-28 00:41:50 UTC
in info_bigmomma and other monster Post #28998
slayer, theres a problem.

if i use aiscripted and scripted seq, you have to set the time before the monster retreats. if this is the case, all i have to do is find a spot where the monster wont reach me and let the time end to trigger the retreat.

what i wanted to do is make another node that is similar to info_bigmomma but can be used by other monsters.
Posted 20 years ago2004-05-28 00:21:22 UTC
in info_bigmomma and other monster Post #28997
ok thnx. ill try that, and then upload the fnished product :D
Posted 20 years ago2004-05-27 13:29:44 UTC
in the weirdiest error i've ever seen! Post #28916
so carving isnt recommended?
Posted 20 years ago2004-05-27 13:27:31 UTC
in info_bigmomma and other monster Post #28915
i dont want the monster to die. i just want him to approach the info_bigmomma, then retreat, and then later i will face him in the other location and kill him there. cool isnt it?

ps. i dnloaded the spirit source, but cudnt find the info_node. just want to add the "info_monster" (same as info_bigmomma, but targets any monster)
Posted 20 years ago2004-05-27 12:19:45 UTC
in info_bigmomma and other monster Post #28901
i was experimenting about this one. valve only coded the info_bogmomma just for monster_bigmomma. how do i use a similar info_bigmomma on other monsters? does this include coding of the hl.dll?

e.g., ill edit the half-life.fgd and add the line "info_monster" so that every monster in the game will be alot tougher?

pls answer me asap. thnx
Posted 20 years ago2004-05-24 13:08:18 UTC
in coplanar textures ? Post #28502
lets make a sticky thread then. complete with links regarding errors and stuffs :D
Posted 20 years ago2004-05-23 02:23:58 UTC
in Question about .wads Post #28319
how about lan party on cruise???
Posted 20 years ago2004-05-23 02:20:51 UTC
in door with moving handle using spirit Post #28318
ashgod, im afraid thats the hardway :(
Posted 20 years ago2004-05-22 09:51:04 UTC
in Admitting Defeat Post #28218
is it worth it to overclock your microwave?
Posted 20 years ago2004-05-22 09:48:06 UTC
in door with moving handle using spirit Post #28216
...and cool shine effect. but the func_shine wont affect the windows only the floors and water. :(
Posted 20 years ago2004-05-22 09:06:44 UTC
in door with moving handle using spirit Post #28195
i tot "moves with" makes the two entities attached to each other :P
Posted 20 years ago2004-05-22 06:57:09 UTC
in door with moving handle using spirit Post #28180
how do i make rotating door knob attached to a door in spirit? i tried the "moves with" key but nothing happens.
Posted 20 years ago2004-05-20 12:01:17 UTC
in Small Cylinders- HELP!!! Post #27854
nope i was talking about a "3d-like" texture, not a "3d" ones. e.g., try the a "pipe" texture, you will see that there are shadows on top and bottom. this gives a 3d look. if your far away from the object, you wont notice that it is a block (cube).
Posted 20 years ago2004-05-20 07:43:26 UTC
in Small Cylinders- HELP!!! Post #27783
use a 3d-like texture so even of its a cube it trickses the eye making it looks like a cylinder, silly hobbitses.
Posted 20 years ago2004-05-16 22:10:06 UTC
in torches flame? Post #27318
set a fire entity then a light with brightness equal to a fire and add a strobe or flicker, or candle effects
Posted 20 years ago2004-05-16 22:04:26 UTC
in bizzare Post #27317
ok ill update that later. thnx.
the only animation i found is jump back and jump window, w/c doesnt fit the stage. :nuts:
Posted 20 years ago2004-05-16 20:20:53 UTC
in bizzare Post #27308
Posted 20 years ago2004-05-16 05:17:52 UTC
in bizzare Post #27231
i setup 2 scripted_sequences between a gap, w/c is 64units high 64units-wide. the problem is the monster wont go on the otherside even if i set up a monster jump above the gap. if i udjust the hight to 16units, it works fine. pretty bizzre. anyone knows how to fix this one?
Posted 20 years ago2004-05-15 12:03:44 UTC
in how do i target myself... Post #27123
damn. :nuts:

thnx amyways
Posted 20 years ago2004-05-15 02:34:50 UTC
in how do i target myself... Post #27048
using aiscripted_seq or scr_seq? if i put target monster = gordon it wont work, neither with "player". anyone?
Posted 20 years ago2004-05-14 09:14:56 UTC
in help scripted_sequence is not right Post #26916
hmm thnx. where can i get that model viewer?
Posted 20 years ago2004-05-14 08:14:38 UTC
in help scripted_sequence is not right Post #26912
seventh, i searched all the forums, tutorials and other stuffs, also google( im on 56k so its damn slow), but i couldnt find any action animations for monsters. do you know where to find those? or where in half life folders can i find that? thnx
Posted 20 years ago2004-05-14 08:10:36 UTC
in Scripting Post #26911
they automatically throw a grenade if they cant reach your boobies
Posted 20 years ago2004-05-13 13:34:40 UTC
in New HL2 Mod, seeking HL1 Designers!! Post #26792
w00t count me in!
Posted 20 years ago2004-05-13 13:24:43 UTC
in Does anyone here use PODBot? Post #26791
ive been using podbot for 4 years so far they are the greatest.
my top bots
1.POD(the best head shooters of all time. kinda cheating, eh?)
2.NNbot (sadly Ditlew stopped making this bot)
3.realbot(stupid bots that eats alot of you CPU)
Posted 20 years ago2004-05-13 13:20:14 UTC
in GREATEST MODS OF ALL TIME Post #26790
after i finish my mod this would be the greatest mod of allllll!!! wait, how do i make the monstermaker to work? :nuts: j/k
Posted 20 years ago2004-05-13 13:17:11 UTC
in NEW CS TYPE MAP Post #26789
vip dies, terrorists win. bomb explodes. terrorists win. hostages saved. CTs win. its a 2-1 match :nuts:
Posted 20 years ago2004-05-13 12:15:16 UTC
in help scripted_sequence is not right Post #26787
seventh, vash, on normal monsters it works pretty well no sweat. but in monster maker doesnt do very well. also monsters cant see the scripted_sequence if blocked by a door?

e.g., im doing a motel and when you get passed by the door you will touch a trigger_once in which, it will break (door is func_breakable and "only trigger) and then the monster will come out.

the only problem is, the monster will go to the scr_seq a couple of seconds after the door breaks, in short not synchronized.

(well ive been doing a mod just like something between silent-hill and resident evil... :nuts: )
Posted 20 years ago2004-05-13 07:03:31 UTC
in help scripted_sequence is not right Post #26751
http://cariad.co.za/twhl/mapvault_map.php?id=1170
just pls check the map. scripted sequence doesnt work very well. the monster just ignores it.
Posted 20 years ago2004-05-13 03:51:12 UTC
in Shrinking? Post #26734
i tot it would work just like on sprites where you put scale :D
Posted 20 years ago2004-05-13 01:31:44 UTC
in Shrinking? Post #26727
or, taking off the smaredit and then add "scale 10"?
Posted 20 years ago2004-05-13 01:28:51 UTC
in 3dmax support??? Post #26726
i was thinking of designing a "far-cry"-like beach battle using model trees. theyre a lot better. also they animate!
Posted 20 years ago2004-05-13 01:25:13 UTC
in texturez pls Post #26725
thnx im working on it! :P just a little more practice.

also where can i get free textures? done searching but cant find any.
Posted 20 years ago2004-05-13 01:22:44 UTC
in surprised Post #26724
you can just make a batch compiler of your own.
in notepad:
type the directory if the hlcsg, bsp... etc...
then their parameters on the righ side

save the file as <filename>.bat
Posted 20 years ago2004-05-13 01:21:15 UTC
in reflections Post #26723
rumage!
Posted 20 years ago2004-05-11 13:09:25 UTC
in texturez pls Post #26517
yeah designing a new texture is too hard for inexperienced like me.
Posted 20 years ago2004-05-11 13:03:53 UTC
in 3dmax support??? Post #26516
i think it will be alot better if we just use monster_furniture and models instead of prefabs as polygons will be lower?