Forum posts

Posted 20 years ago2004-04-22 23:03:34 UTC
in Texture Post #23530
When you open your .map file in Hammer??
Is this when the textures aren't showing?

Guess 1.
You have changed the paths to the original textures
Guess 2.
you don't have the same textures listed in the options anymore.
Guess 3,
A combination of the above??
Posted 20 years ago2004-04-22 22:59:53 UTC
in Sampling Sprites and Sounds Post #23529
There are sprites that are visible in the 3D window of Hammer, but that is all due to the .fgd . Get the latest .fgd at VERC. Or modify your own.

As Seventh said, models are viewable in Hammer 3.5, but you can get sprites to be visible in 3.4 with the most recent .fgd.

Counterstrike mappers can also have Entities displayed as a sprite like object with Tommy's .fgd and sprite list.
Posted 20 years ago2004-04-22 22:53:57 UTC
in FONTS.WAD Post #23528
It can't be out of date? it has nothing to do with texture usage in Hammer, so it shouldn't be included in your textures list...
Same as the gfx.wad and a few others.
Posted 20 years ago2004-04-21 22:59:27 UTC
in Sampling Sprites and Sounds Post #23391
Here is the Sprite List

Google for sounds, I know someone has it, but I can't remember who
Posted 20 years ago2004-04-21 22:47:59 UTC
in View In Map Post #23384
Your r_speeds are high and changing to OpenGl won't solve that... although it does make that annoying reminder go away :-)
What that error means is that the engine is seeing 873 surfaces that it needs to apply texture to. Unfortunately, the Half-Life engine will only draw 800.

Try reading R_speeds
Or if you want to stick with Software Mode try: Softspeeds
Posted 20 years ago2004-04-19 22:56:21 UTC
in finding cstrike.exe Post #23125
Where?
Posted 20 years ago2004-04-19 22:52:19 UTC
in Bullet proof Post #23123
We did this in December:
Walls?
Posted 20 years ago2004-04-19 03:54:39 UTC
in finding cstrike.exe Post #23032
I know this isn't much help, but someone else might find it useful,
If you have the stand alone retail version of Counter-Strike, the cstrike.exe is in the root of the Counter-Strike folder.
Posted 20 years ago2004-04-19 03:47:38 UTC
in I know it sounds like a silly question.. Post #23030
Lockheed Martin Aeronautics Company.
Home of the BlackBird or SR 71.
Posted 20 years ago2004-04-18 02:12:33 UTC
in Sudden Slowness in Hammer Post #22905
Hammer does that occasionally, it is always a good time to save the work your doing.
If it continues, decrease the amount of Undo Levels in the Tools>Options>general settings.
Or do what anthony suggested, there is a ggod chance that it is Memory related and you might have something running in the background that you didn't know about.
Posted 20 years ago2004-04-17 20:10:04 UTC
in Warm Regards. Post #22887
I will be teaching children and getting paid for it ?till the end of my days!!!
You Mad fool, is this the way you really want to spend your life...Insane.

Glad you found the site and contributed to the community, best of luck in life and love.
Posted 20 years ago2004-04-17 19:22:22 UTC
in HL Map Idea, cool! Post #22885
Great, can't wait to see the finished product.
This post was made on a thread that has been deleted.
Posted 20 years ago2004-04-17 19:16:31 UTC
in Why can't I upload a new avatar? Post #22883
No...
Wrong, you have a blue circly thing with BL in the middle.
Posted 20 years ago2004-04-17 19:13:51 UTC
in func_rotate HURT attribute? Post #22882
This is brilliant solid mapping stuff,
Well done.
Place it in the example maps.
Posted 20 years ago2004-04-17 19:00:41 UTC
in 4 views Post #22879
Ctrl + A will bring your screen back to 4 views.
Move them like you would move any window by draggin the boarder.
To change what they show, click the ledgend at the top of the screen:
Top (x,y) and it will give you a list to choose from.
Posted 20 years ago2004-04-16 21:01:03 UTC
in HL Map Idea, cool! Post #22807
Read: This tutorial and you might just begin to understand why this idea is not possible with the current HL engine.
Posted 20 years ago2004-04-16 20:54:53 UTC
in Damn models... Post #22806
I love this sort of discussion....
Yeah, Brilliant new models, textures, coding...

Oh.. What happened to all my games? Mario has replaced all my CS models.

LOL....

Moral of the story.
Always back up your files before adding stuff. The people who made it don't want you to try it out... They want you to have it for LIFE.
This post was made on a thread that has been deleted.
Posted 20 years ago2004-04-14 23:42:33 UTC
in help wont compile Post #22575
Command line: "C:Documents and SettingsshizzandsMy Documentsdizzarrelmaphlcsg.exe"-wadinclude asdf.wad
When you use -wadinclude there is no need to put .wad in the string.
Check the file C:Documents and SettingsshizzandsMy Documentsdizzarrellogobitchen.log for the cause.
Further information found in this log file, but I am guessing that removing the .wad and making sure there is a space between the hlcsg.exe and the first -wadinclude might just fix it.

And what Crash said above....
Posted 20 years ago2004-04-14 23:32:17 UTC
in change the "half life" on black screen Post #22572
To change the Half-Life title that is selected as part of the Worldspawn properties you need to modify the Hud sprites.
640hud4.spr and 640hud5.spr I think? and 320hud3.spr for lowres viewing.

At the bottom of these two sprites is the game title, It is spread across two sprites, you will need to merge them change them and then re-sprite them.
Use a program like SpriteWiz to modify and re-save the new sprite.
Posted 20 years ago2004-04-14 23:28:36 UTC
in HEEEELP!...NO DECALS ON MY COMPILES! Post #22571
Take the decals.wad out of your custom Mod folder.
It is a default and as long as it is still in it's original folder the game will find it when it loads.
Search these fourms for stuff on Decals and check out Slays tutorial.
Posted 20 years ago2004-04-14 23:20:15 UTC
in Any help would be apprieated Post #22570
Vassy, Unbreakable.
Did either of you guy's actually read the thread???

This guy is missing textures from a decompiled bsp. This has always been a problem with decompiling programs, regardless of wether you are using it for educational reasons (as in TrueBlue's case) or just blatantly ripping off other peoples work.

Doesn't matter either way, because these forums do not support or offer help to members using decompilers.

TrueBlue check out google if you are still stuck, or head over to Collective, they have a new favorite.
Posted 20 years ago2004-04-12 18:49:26 UTC
in Security tv? Post #22310
Security Cameras is about the closest thing you will find.
Posted 20 years ago2004-04-12 06:26:16 UTC
in my own contest Post #22210
Great Idea,
I hope it is supported by Blue and armadillo.

Where are your entrants going to upload the maps??
Posted 20 years ago2004-04-10 18:41:13 UTC
in how doo you load a MAP file Post #22069
You can't play a .map file.
Open Hammer,
Choose File Open,
At the bottom of the box it say's: Files of type:Hammer/Worldcraft(*rmf)
Hit the drop down arrow.
Choose Game Maps (*.map)
Navigate to the map you want to open...
Hey presto, you have opened a map file in Hammer.
Now compile it to produce a .bsp so that you can play it.

Read Compiling introduced for more info.
Posted 20 years ago2004-04-08 22:58:55 UTC
in Compilers? Post #21807
Nemisis,
HLCC,
ZHLT GUI,
Dos Batch.

Anymore? There are heaps out there, depends what you want to do.
Posted 20 years ago2004-04-08 06:55:55 UTC
in Where can I get mods? Post #21726
Good place to start is:
MoDdb
Unlike ZL's post, this link will take you to Half-Life Mods that have been released.
Posted 20 years ago2004-04-08 06:40:23 UTC
in Lightning problem! Post #21724
Read the Hammer Help File on LEAK finding.
There are several ways to locate LEAK's, everyone seems to prefer a different method.
There is NO really easy way.
If you still can't find it Post the map in the Problem Map's section of the Vault and someone might look at it.
Posted 20 years ago2004-04-06 23:44:34 UTC
in Prefab Post #21530
Or monster_furniture.
And try to keep to one topic, compile logs have nothing t do with Prefab/Models
Posted 20 years ago2004-04-06 23:40:32 UTC
in Cool looking monster spawns?How? Post #21529
ZL,
What about the Scale setting? And the Frame Rate of the Sprite?
Some frame rates will give you the Shrinking feeling...if you use play once for some othe the teleport sprites..
Posted 20 years ago2004-04-04 02:14:21 UTC
in helllllllllllllllllllpppppppppppppppp Post #21187
Good Question....
Not Sure, but I think that would be right.
It should spawn a player at the first available spawn point, so if spawn 1 and 2 are full, then the next player will spawn at 3.
If all spawns are full, then you get the Spawnfraggin problem.
Posted 20 years ago2004-04-04 01:55:22 UTC
in helllllllllllllllllllpppppppppppppppp Post #21184
It will always put you at the first info_player_deathmatch if there are no other players spawning in the game.
The only way to test the other spawn points is to make them the only spawn point.
Posted 20 years ago2004-04-01 02:31:25 UTC
in Everyones The Admin! Post #20959
Agree totally,
Davideo59 your ideas and concepts are great.
Too great to let slip by so get coding ... get your own HL site up and running, build a community and that way you don't have to get pissed off...
Think about how awesome it will be running your own site, you will be able to do everything you want. Avatar's, animation, all the stuff this site won't do because it has seen other sites suffer and learnt from others mistakes.
You will be free to make all those mistakes yourself.

You will be the ADMIN... you can edit your own posts!! which I think was the start of this topic? and has been asked since the sites beginning...
However, don't forget to instantly incorperate everyones suggestions. After all, that's what your ticked off about isn't it? It boils down to not getting your own way...

There is only one person that decides what changes on this site and when it will be implemented...
Send it all to atom.
Posted 20 years ago2004-04-01 02:23:11 UTC
in Flash Avatars Post #20958
Davideo59
The only reason you are getting a lot of NO's is because you are asking questions that have already been asked.
The only NO you should listen to is the one that Atom say's in his reply... After all that is the only one that counts.
The rest of the replies you get are based on answers that people have got from atom before.
So e-mail atom using the contact us thing at the botom of the page. Just don't be surprised if the answer is NO.
Posted 20 years ago2004-03-29 23:45:36 UTC
in Riddle me this one... Post #20797
Great fix. Good to see people thinking outside the square.
Could have used a camera also. Freeze the player as long as you wanted.
Posted 20 years ago2004-03-29 23:42:08 UTC
in what the hell is wrong? Post #20796
DoD...
Best little reference site for DoD stuff is:
Day of Defeat mapping

There are a lot of other sites out there but this one tells you the minimum entities required to get a DoD map going.
Posted 20 years ago2004-03-29 23:35:57 UTC
in Including the Textures Post #20795
add -wadinclude thenameofyourwad without the .wad bit to your hlcsg compile line.
If you have more than one wad file that you want to include, just add another -wadinclude.

Your hlcsg.exe compile line should look something like this, assuming your wad is named dragon:

hlcsg.exe -wadinclude dragon

Or have a look at these:
Wadinclude forum questions
Posted 20 years ago2004-03-29 07:02:06 UTC
in Everyones The Admin! Post #20760
Umm,
Quick answer to the Admin side of forum posts.
No.
Well not yet anyway. And as always there is a good reason. If you hunt through the forums over at 69th, you will find a few posts that were created by someone new to mapping who asked all the Newbie questions, then when the caring sharing guy's at 69th actually answered them with the right answers putting considerable thought and effort into the replies... the Newbie went back in and edited all the original questions to make them all look like idiots.
I must admit I laughed at first.... but seriously, it turned the whole 69th community against new mappers and took them about 4 months to trust anyone again.

There are +'s and -'s to editing your own posts. Above just highlights one on the minus's.
Posted 20 years ago2004-03-27 20:09:29 UTC
in Atom Post #20701
I just dropped my coffee.
What do you want me to do now BL?
Posted 20 years ago2004-03-27 06:15:46 UTC
in New forum board Post #20655
I try not to delete posts... honest ;)
I think a Forum based on specific subjects is a great idea...
But it will need to be heavily moderated.

The posts must be relevant and education... It shouldn't be a question board, after all we have one of those somewhere on TWHL and we also have an off topic section too unless some of you missed that.
Posted 20 years ago2004-03-27 05:53:59 UTC
in Node Graph out of date error Post #20652
If you have "Used" Barney or a sci, you don't need the info_nodes. The Monsters will get their position from yours, if that makes sense. But they won't just follow you anywhere.
Make the steps like Kol suggests. Or better still try a ramp. And make sure there aren't any aliens or Sure Death for the Sci lurking around, or he will refuse to go another step.

Info_nodes are best used with Grunts or other "attacking Monsters". It is their map...
Path_corners are good for Sci's and Barneys... but only work until you "Use" them.

Just because Gordon can navigate a room, doesn't mean that Sci's can..
Posted 20 years ago2004-03-14 04:28:52 UTC
in de_ss help Post #19299
Langsta,
I resent the e-mail detailing all of this...
Did your address change?
Posted 20 years ago2004-03-14 04:27:10 UTC
in 5GhZ pc!!! Post #19298
Umm, Yeah that is quick...
But it won't make your maps any better ;)
Posted 20 years ago2004-03-14 04:21:54 UTC
in Swap file...? Post #19297
1128899 square feet = very big indeed.
And only two direct lights...
Would have been black anyway.

100000 square feet is large. But very workable.
Make sure your map fit's in the 2D grid.
A good quick guide to max size is to make your map fit in 1/4 of the grid, and center it.
Always start mapping from the center.
Posted 20 years ago2004-03-14 04:08:22 UTC
in Stopping Scis Post #19292
Yeah, Kol's right... monsterclip.
But while we are on the topic of Sci's stopping and refusing to take another step......
This normally happens because the Sci senses danger. A monster lurks around the corner, or there is every chance the Sci is about to be killed.
Keep this in mind when building corridors next to each other, even though you can't see the monster, the Sci will know it is there.

You don't have to info_node the place. When called, Sci's don't need info_nodes, but sometimes it helps.
Posted 20 years ago2004-03-14 04:01:02 UTC
in The Old voting chestnut? Post #19290
Funny how an exceptional map/mod like TIMEFALL is released and 17 people comment, 58 people download it and 11 rate it 4+

So to all of you who were complianing about people rating your maps poorly and being nasty, the hint in what to do might be here.

Produce something worthwhile, and people won't slag off your maps.
Posted 20 years ago2004-03-12 05:00:03 UTC
in null texture Post #19144
You already have two walls of mountain?
Why not cap that and the ends, no need for NULL trickery then.
Posted 20 years ago2004-03-11 05:39:54 UTC
in Can you check old news? Post #19044
Good Point,
Although I would prefer it if you couldn't see some of the trash I wrote a year ago... ;)
Posted 20 years ago2004-03-11 05:31:32 UTC
in Lights.rad missing? Post #19042
What is:
fuzzy -lights zlights.exe in expert
What are you doing here? What is zlights.exe and what is it doing in a rad compile....?
Let us know, we might all learn something.

Is your lights.rad called lights.rad?
Why?

Modify a new file and include only those textures that have been changed. Call the new file the same name as your map.

Just add -lights yourmap to the hlrad line:(NO NEED FOR THE EXTENSION)
hlrad.exe -lights youmapname -therestofyourswitches.