Forum posts

Posted 20 years ago2004-09-24 00:30:55 UTC
in A new mod =) Post #61569
I was making something like that few months ago. It's on hold. It was a dream-sequence like single player mod, where in one map you'd be fighting grunts on an endless stretch of road in a buggy, and then in the next map your Godzilla rampaging down a city, fighting other big creatures. All about the randomness.
Posted 20 years ago2004-09-22 20:33:31 UTC
in BerneyBoy's Photorealistic Texture p Post #61305
Yeah, I download this last year. Dont think I ever compiled them. Turning them into 20 seperate zips was stupid, but I suppose its good if you only want a certain set of textures.
Posted 20 years ago2004-09-17 11:08:20 UTC
in TEFP Post #60111
Behold, for I have returneth. I come bering news people of TWHL! I started a modification two months ago, simply labeled 'Trigun: Escape From Pain'. While I was on Trigun Mod, I noticed too little was getting done. After being fed up with poor management, I disbatched from the team and started my OWN modification. Shortly after Trigun Mod went under.

Anyway...I am just posting this to get comments and critiques on the new media update [ Main Website ], which was posted a few days ago - and get some more of your feelings on the other elements of the modification.

I look forward to hearing some [ post or I will eat your future children! ]
Posted 20 years ago2004-05-13 11:21:51 UTC
in help scripted_sequence is not right Post #26785
Im at school, so the only thing I can do is: http://www.vlatitude.com/tutorials.php?tutID=10
Posted 20 years ago2004-05-11 11:15:50 UTC
in Do you love me? Post #26502
I read all 68 replies, and now my head wont stop hurting (I also crave a donut and wonder if warriors a gender-bender).
Posted 20 years ago2004-05-11 10:50:40 UTC
in hl in window Post #26496
Make an hl.exe on your desktop.
Right click it, choose properties.
On command line, after it targets the hl.exe, write "-windowed".
Hit apply, then ok - start it up :P.
Posted 20 years ago2004-05-11 09:10:48 UTC
in NEW CS TYPE MAP Post #26482
A Counter-Strike map you say? They're so rare...
Posted 20 years ago2004-05-11 09:07:24 UTC
in texturez pls Post #26480
Posted 20 years ago2004-05-11 09:06:38 UTC
in Triggers Instead of Ent's Post #26479
Like pepper said.

Make two triggers, both on each side. When walking through the front side, you have a trigger_multiple targeting a "game_player_equip". Right infront of the player_equip is a weapon_strip, but it is inactive because on the trigger_multiple targeting the player_equip, you have a killtarget of the weapon_strip. Then, once you pass into the next room, right infront of the weapon_strip, is another trigger_multiple. It targets the weapon_strip, and it has a killtarget of the player_equip (also do this method on the starting point, so if the player passes back through it works).

I know there may be a simplier way using trigger_relys and multimangers (possibily multisources), but since Im at school I cannot try the function out (I cant even assure you that the top method will work :D).
Posted 20 years ago2004-05-11 09:03:01 UTC
in Key pad with a set sequence of keys? Post #26478
Half-Quake: Amen perhaps Captain?
Posted 20 years ago2004-05-11 09:01:15 UTC
in surprised Post #26477
Sometimes it gets stuck...If compiled maps that take +12 hours fine, but it uses too many resources on your PC so I suggest you grab yourself a Batch compiler like pepper said; or maybe even one of ZHLT's GUI setups (HLCC also works good).
Posted 20 years ago2004-05-11 08:59:53 UTC
in Scripted sentence Post #26476
Posted 20 years ago2004-05-10 10:20:23 UTC
in how do you make moving water? Post #26289
Rofl, my bad. (Also, you have to put a Lip amount for the water moving, becasue sometimes when moving up or down, it'll disapper - but still be there).
Posted 20 years ago2004-05-10 10:11:13 UTC
in Key pad with a set sequence of keys? Post #26287
www.freewebs.com/cyax/ << Should be on his website
Posted 20 years ago2004-05-10 10:03:44 UTC
in how do you make moving water? Post #26283
Ok. Lets say for example, you want !Water (example name) to be moving. Open up Wally, and open up the WAD file containing the texture you want to move. Make a copy of it, and rename the copy scroll_anythingyouwanthere (Note: Sky textures cannot scroll!). Now, go back into the editor and make the brush you want to scroll, with the texture you just made (scroll_!Water). Tie it to a Func_Conveyor, and vala! It moves. You may have to rotate it / adjust the face using the Texture Application tool.

Example: Pipe with flowing water
Posted 20 years ago2004-05-08 17:58:15 UTC
in Random teleport location Post #26105
Ty SlayerA, I r got t3h lazeh.

/me runs
Posted 20 years ago2004-05-07 09:05:30 UTC
in Mdl model problem Post #25914
/me slaps head

To see transparency in models, you need the transparent DLLs. They were released for a while before Steam. They work with WON, and are now included in all Steam releases.

I will upload them later (school PCs wont let me DLL them and upload them now).
Posted 20 years ago2004-05-07 08:59:09 UTC
in Compile Problem (too lazy) Post #25913
HLCC is a Batch Compiler I believe. And no, updating your tools wont speed up compiling times. Buying more RAM might help a bit. I just use ZHLT 2.5.3 (custom build), the good `ol default compile tools. HLCC, like Jahzel said, is way to much of a hassle for me - and using any of ZHLT's GUI compilers is damn near confusing.
Posted 20 years ago2004-05-06 21:26:49 UTC
in City map fans read this! Post #25848
I await your map. Lets see if you have the time and skill to pull off something this big, still with quality implented.
Posted 20 years ago2004-05-06 21:14:28 UTC
in Random teleport location Post #25845
Yes it is. Looking for a tutorial, give me a few minutes.
Posted 20 years ago2004-05-05 21:05:05 UTC
in Trigun MOD Post #25723
At the moment, the alpha is new models, and a unfinished map. Beta 1 will blow you away though.
Posted 20 years ago2004-05-05 19:09:11 UTC
in My sinking vroom Post #25713
Hmm. check "height above the track". It may be a negative number or something. Or, try moving the path corners higher, the origin point higher, and the actual car higher.

If none of this works, copy + paste into a new map
Posted 20 years ago2004-05-05 15:45:48 UTC
in HL2 engine Post #25675
Im tired of all these dumbasses, too afraid to discuss the leak. Its a damn game. Its not going to destroy the earth. Its not going to raise taxes. Its not going to do anything, but entertain you. Leaker? Fine, whatever the hell you want to call me.
Posted 20 years ago2004-05-05 11:21:33 UTC
in HL2 engine Post #25621
Actually MCYORIAN, I use to think a lot like you. I mapped for the leak, at an attempt to get a "head-start" and learn the +200 new entities in the new Half-Life2. But, its pretty useless doing it. Valve is revamping a lot of areas of the game, so when you get the "legit" editor, it'll probally be a lot different than you relize (entity wise; not layout).
Posted 20 years ago2004-05-05 11:20:11 UTC
in breakable blow up door Post #25620
Well...I may write a tutorial on it tonight - just to help out (and add it to my site to pull in some damn traffic).

So if you dont want to write it; I'll take it ;)
Posted 20 years ago2004-05-05 11:11:57 UTC
in breakable blow up door Post #25615
Using evn_renders, and invisable func_breakables?
Posted 20 years ago2004-05-05 11:07:31 UTC
in HL2 engine Post #25611
Go to the textures panel in Hammer. Look at the materials tab. Hit "Add", and then browse for Half-Life2/HL2/Materials - and add that entire folder.
Posted 20 years ago2004-05-05 10:58:22 UTC
in HL2 engine Post #25606
Poke t3h monkeh!!!11 :P
Posted 20 years ago2004-05-05 10:57:54 UTC
in breakable blow up door Post #25604
I dont think its possible without coding. But, be more specific...What type of door? Metal? Glass? Wood?

What type of explosion? Big? Small?
Posted 20 years ago2004-05-05 10:50:41 UTC
in ok....a repeat question...HEEELLLP! Post #25600
Just scroll to the very bottom, and after the last @pointclass is finished, copy and paste the line above under it.
Posted 20 years ago2004-05-05 10:49:44 UTC
in HL2 engine Post #25599
Cough just select the entire materials folders /Cough

Also, the entire folder for HL2 needs to be on C: for maps to compile.
Posted 20 years ago2004-05-05 08:53:05 UTC
in Size of map in Hammer Post #25589
I feel you too jaardsi. A lot of people have done this to me. They ask off the wall questions, that usually are the wrong ones (not ones they wanted), then when you tell them a correct answer - they make a new thread, explictly explaining "I asked this before, but no one helped me".
Posted 20 years ago2004-05-05 08:50:44 UTC
in You've Been Mapping Too Much When... Post #25586
  • When your in trouble, and you try to hit the "undo" button
  • When you get laid, and you hit the "redo" button
  • When you search your closet for custom textures
  • When your parents are yelling at you, you delete them and make a new "monster_"
  • When you try to clean your room, copy hit, and try to "Paste Special" when it comes time to clean up your room again
  • When your in a car, and start to wonder what the distance between the wheels and height above the track is
  • When you move into a new house, you wonder how much space on the grid you have left.
  • Whenever you see an animal, you refer to them as "monster_rat" or "monster_cockroach"
(Sorry if I took anyones joke; didnt read all the posts)
Posted 20 years ago2004-05-05 08:39:17 UTC
in Trigun MOD Post #25579
After almost dieing in a gutter, we're back. (http://www.kemall.net/trigunmod), has been progressing a bit over the last few weeks/months. Stop in sometime.
Posted 20 years ago2004-05-05 08:36:50 UTC
in Size of map in Hammer Post #25578
Actually, there are possible things beyond the grid. People have light up areas outside of it, and a lot of other things. Search VERC and find "Extra 4096 Units on WC Grid" (In Anonymous Materials; or something)
Posted 20 years ago2004-05-05 08:33:35 UTC
in HL2 engine Post #25576
Exactly pepper. No, the leak wasnt a publicity stunt, or a possible chance at buying more time. It was simply a very big luckstrike on Valves part, because now instead of saying "We cant release the game yet; its not ready", they get to say "Our source was stolen. It will push back the release date". And I have the leak, yes. So damn what. Its fun to map for (yes, I can use the new hammer editor - it doesnt crash for me), and its cool looking at really unfinished things now, so when you get the game you'll remember areas from the leak - but they'll be suped up.

The leak even has multiplayer support already installed (Via the `ol /connect method that is)
Posted 20 years ago2004-05-05 08:30:40 UTC
in Null...WHAT NULL?? Post #25575
Also, making all sides non-seeable by players NULL, isnt always helping. Most faces are usually deleted when they are compiled (like the ground pieces and such like that). The only thing NULL is nessecery for, is deleting faces that the player cant see, but are not being obstructed - so arnt deleted by the editor.

(And {blue will turn up black ingame if you dont tie it to an solid entity, with a 255 render proportion)
Posted 20 years ago2004-05-05 00:58:43 UTC
in map size in wally ?? Post #25507
For one...Wally is a texture creation/importation (and exportation) program. That means, you make textures for Half-Life (and a few other games I believe) in wally.

You need Valve Hammer Editor

(http://collective.valve-erc.com/index.php?go=hammer)
Posted 20 years ago2004-05-05 00:54:20 UTC
in Why Can't I upload a new Avatar? Post #25505
Uh, what exactly happens? Page closes, gives you an error message (or maybe its not a valid .jpg)
Posted 20 years ago2004-05-04 18:06:12 UTC
in Null...WHAT NULL?? Post #25492
I dont think so. I think whenever you use NULL, it makes the face that was deleted a full SKY texture. It may look a bit odd.