Forum posts

Posted 20 years ago2004-07-17 21:07:39 UTC
in Stupidest post ever competition Post #42409
It's taken you this long to be scared? :P :P
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 21:01:02 UTC
in Distribution Question Post #42408
Just don't ever forget this! It sux when you downloaded a map to see that the author didn't include the required media.
It also sucks when they give too much, right haz? :P
Try to delete as much as you can (a lesson I've learnt now) so that the download isn't too big.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 20:58:42 UTC
in File converting (.bsp to .rmf) Post #42407
Yeah, that'd be a copyright issue halfhack, considering the Half-Life bsp's are Valve's work.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 20:53:46 UTC
in Brush dimensions when Clipping Post #42406
Yeah they do.
I read the Hammer help file and tried it. Very handy indeed.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 20:52:35 UTC
in Map not found Post #42405
You might have mixed up some of the settings in Hammer. Take a look again and take a look at your compile log as papacubanlover said.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 20:50:20 UTC
in Heading Back home. Post #42404
Hey, welcome back Marlborometal, long time no see!
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 20:47:47 UTC
in The HL story Post #42403
Or they might chuck a Star Wars and do some prequels! :P
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 07:57:18 UTC
in Stupidest post ever competition Post #42236
That was indeed a stupid response. Don't think he'll be around much anymore... :P
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 07:44:49 UTC
in Brush dimensions when Clipping Post #42230
Goes to the Hammer manual because both suggestions from Rabid didn't work.

I'd go for a better host if I were you. I was with them for a short time but left because of the hotlinking stuff.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 04:20:49 UTC
in Brush dimensions when Clipping Post #42219
I'm getting 404 errors Rabid.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 04:19:16 UTC
in mapping for hl2 Post #42218
Make sure your pak0.pak file is unpacked too, otherwise the models wont work.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 21:34:30 UTC
in Operating systems Post #42144
Yeah, it's a mixture of Windows and Linux in case any of you guys we're wondering.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 21:07:12 UTC
in Operating systems Post #42140
Word processing?? WTF? If you mean a paper-weight then...
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 20:14:51 UTC
in Rough Plot Post #42119
And you're gonna use which program? Windows Sound Recorder? Pretty crap.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 20:11:25 UTC
in Half-Life 2, Graphics revamped? Post #42117
It's a shame that's for sure :(
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 20:09:50 UTC
in Omg avatars! Post #42116
Meh, we don't need to panic.

Not yet anyway...
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 20:08:35 UTC
in GTA3 screens Post #42113
lol! I've done this before too. I did it with heaps more tanks than you used. It's strange too, once the tanks start piling on top of each other, some just go shooting in the air for no reason. It's fun after you blow them and they hit innocent civilians! :badass:
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 07:21:36 UTC
in fade in or out Post #41866
Slaps head
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 06:47:36 UTC
in Half-Life 2, Graphics revamped? Post #41857
And you forgot the BIG one:

"Hey, catch me later I'll buy you a beer!"

WILL GORDON GET THE BEER?
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 06:30:37 UTC
in Terxtures, and wads, Help me please Post #41853
lol! Sooooooorrrrrrrrry! :P
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 06:00:15 UTC
in Half-Life 2, Graphics revamped? Post #41847
Aren't they redoing the original Half-Life in the Source engine? If they're doing that then I'm sure they'll convert Opposing Force and Blue Shift over as well. If not then I'm sure some Mod team will.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 05:42:43 UTC
in fade in or out Post #41840
Env_fade. Fiddle around with the settings to get different colours. You can also set how long it takes and how long the fade lasts. You can also trigger it.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 01:20:43 UTC
in qbsp2 encountered error... Post #41795
What does the compile log say? Did you use the 'Check for Problems' tool?
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 01:13:06 UTC
in m0pX Post #41793
If you find a freewebhost that allows FTP uploads then no.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 01:03:29 UTC
in qbsp2 encountered error... Post #41792
Zoner's Tools replace the old 'q' tools (qbsp, qrad, etc).
AJ AJGlorious Overlord
Posted 20 years ago2004-07-16 00:57:58 UTC
in qbsp2 encountered error... Post #41791
What does the compile log say?
Get a copy of Zoner's Half-Life Tools (Click here for the link) and try again.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 23:50:28 UTC
in Omg avatars! Post #41777
those aussies live down under, strange to have a burning sun in the winter and snow in the summer.
How bout Sun in Summer, Sun in Winter, Sun in Autumn & Sun in Spring?
:P
There's actually a drought going on where I live. Suprisingly it's in the surburbs that surround Sydney (built up, densly populated). Our main dam has fallen below 50% capacity so we're all on mandatory water restrictions.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 23:37:22 UTC
in Pushables Post #41773
Try it and see! Experiment you may get it.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 23:07:27 UTC
in Ozone11 Contest Post #41766
:nuts: = Insanity
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 23:06:15 UTC
in sky textures custom tut??? Post #41765
I would tend to agree ministeve.

If you make some custom textures, make a copy of ones that actually work. More often than not you'll get some strange error message in Half-Life if you try to use your custom sky texture. When you're satisfied with the results, save your custom ones over the ones you copyed. This will fix that problem.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 22:50:17 UTC
in Changing level Problem Post #41761
Do the two level align up properly? The change has to be perfect otherwise you'll get lodged in a wall or some other weird effect.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 22:48:16 UTC
in doesnt apply texture! Post #41760
On the texture application tool, make sure 'Lift and Select' is selected. Choose the texture you want, then right click on the brush that you want the texture to appear. If you left click, you can adjust the scale as well as the position.

Click here for some helpful tutorials
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 22:46:15 UTC
in Rough Plot Post #41759
To record for Half-Life? Not really. Goldwave will do since Half-Life's sound requirements are quite poor.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 22:42:24 UTC
in ms poly Post #41757
A skybox will make r_speeds go up because the engine is rendering more! Don't use sky boxes. If you need a sky, there are ways to do it. Click here.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 22:37:49 UTC
in glowing water Post #41756
I think haz's suggestion is the only way to get around it. Of course you could wait till Half-Life 2...
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 22:36:15 UTC
in Light Brightness Post #41755
Texture lighting looks a lot better but it's less flexable. I would definately learn how to use it.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 22:27:36 UTC
in cs .wad files Post #41753
When you put the WAD files in, click Apply, then OK and exit Hammer. Restart and see if that works.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 01:59:37 UTC
in glowing water Post #41480
Wouldn't that lower the lighting for the whole map?
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 00:51:02 UTC
in Spirit not working Post #41470
What do you mean by 'loading' it? Through the custom game menu correct? Have you got the latest Half-Life version?
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 00:49:21 UTC
in How old are you? Post #41469
I wasn't refering to you blue. The post I was refering to was deleted.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-15 00:47:53 UTC
in Profile Stats Post #41467
It means average amount per day, according to how long you've been a member.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-14 07:23:36 UTC
in Omg avatars! Post #41267
Yes. In all our backyards. I even have a pet Koala. ;)
AJ AJGlorious Overlord
Posted 20 years ago2004-07-14 06:42:48 UTC
in How old are you? Post #41250
What the hell is going wrong with TWHL? Has it turned into Spam Central or something??
AJ AJGlorious Overlord
Posted 20 years ago2004-07-14 02:20:05 UTC
in help please Post #41197
You've either carved, or VM incorrectly. Use the 'Check For Problems' tool.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-14 00:21:26 UTC
in health charger tutorial on the horizon? Post #41190
You need an info_player_start somewhere yes, but not a Health Charger.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-14 00:11:32 UTC
in Colors Post #41189
Eh? What about this?
Making a Real Fence
You might have noticed that in some areas in Half-Life, there are fences that the player can shoot through. It's a simple idea, but it requires a little trick to set up.

You will notice that some entities, including the monster_generic ones that are in the example map as holograms, have a flag called Not Solid that allows you to let the player to walk through them. This has obvious uses, such as... well... for making a hologram. But it won't work for fences, because, firstly, func_wall entites don't have a Not Solid flag, and even if they did, the player would be able to move though as well as bullets. But there is a way round this problem.

It just so happens that func_illusionary was designed to be, um, illusionary, so it's basically a non-solid func_wall, and can be made to display masked textures in the same way as a normal func_wall. Then, to stop the player moving though, you can simply create a 'clip' brush - Select the texture called 'clip', and create a brush. This stops the player moving through, but not bullets... and not monsters. To stop the monsters, create another brush with some texture other than 'clip', and bind it to a func_monsterclip entity. Place all three brushes over each other, and you have a 'real' fence!
This would allow bullets to pass and block players going through.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-14 00:00:06 UTC
in not sure whats wrong... Post #41184
I would suggest (and I'm sure that most here will too) to create the brushes individual without carving. It may be a little more time consuming, but worth it at the end when there's no errors :)
AJ AJGlorious Overlord
Posted 20 years ago2004-07-13 23:46:45 UTC
in Colors Post #41183
The tutorial on fences should help you. Find it Here.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-13 23:41:25 UTC
in Deleted Posts! Post #41181
:zonked:
AJ AJGlorious Overlord
Posted 20 years ago2004-07-13 23:39:56 UTC
in 50 Weird Ideas Post #41180
Your friend is a genius.
He goes above and beyond the mere limits of a 'genius'!
AJ AJGlorious Overlord