No animation, They screw up all the reading comprehension. But make the Avatars 240x240 pixels. Larger and they will become a pain in the behind to load with a modem.
I swear I saw a topic with exactly the same name as this one in August sometime. But when I looked through all the topic in the SC/S I couldn't find it.
About those skyrunners. I think that's a bug. Mostly because when I was on a LAN with every machine being at least 1 Ghz and Geforce equpped, we experienced this wierd bug too. And some of the new players actually tried to shoot that guy in the sky.
It's fully possible, but you have to understand the limits of the HL engine or you will get extremely high r-speed maps or some really wierd crash could appear. And the textures in Radiant use shaders to describe the way they are rendered. HL does NOT support these shaders. There's a separate game packet for HL and I'll will post a tutorial on how to use it once I get rid of all my school work. However ANdy will be gone until next year so stay tuned and use good old WC until then.
Ok this seems to be my kind of Area. Radiant is used on all Quake3 based games while Half-life is based on an enchanced Quake2 engine. It's like pointing out the differences in Q2 and Q3 really. Q3 is newer and supports far more complex things than HL. Can't really go over in detail because I'm just learning it. Finally WC is configured using special game data files and fgd:s. Radiant uses game packets filled with everything you need for the special game.
Cronotrigger - One of the best role-playing games I ever played Yoshi's island - The probably best platform game ever. Mariokart - Only racing game I like Donkey Kong 1 - Well it was uh, original
Ambient_generic is very dependant on the path. If your making a mod then you could export the sounds using Packexplorer into sound/ambience. That was the only way my ambient_generics worked. If you're making a standard map then you have to be really careful about the .pak path. Otherwise you could export the sound into valve/sound/ambience.
It's actually stealing. Imagine a person who works hard to get a map done. And then some jerk decompiles and uses it. Without the creator permission. Imagine the creator's situation.
Borrowing... That's when you have written permission to use his/her material.
Decompiling your own maps because you lost the ,rmf... Fully acceptable.
These empties haunted me troughout the making of sm. (Well what was made). You could exit hammer after having about 20 empties. Then start up hammer again and get only 4. So I'm sceptical if "Empty" is an actual map error or a hammer bug.
Well for starters, there some texture errors in your map. Have you included any new textures? Otherwise you're using one of the textures wrong. I'm not sure what texture type had this "[" in the begining of the name though. Next: ZHLTProblems was included with the original zhlt. See where you installed Zhlt in the first place and they should be there. Once this error is solved, the compile process should run fine.
Reluctantly I'm stopping to map for HL and move on to Radiant. The reasons I came to TWHL months ago was to learn simple 3d mapping. I was used to 3d build, which is in 2d so therefore I figured jumping to radiant might have been a too large step. Still this is the absolutely best hl mapping place I ever seen. I'm going to highly recommend it to anyone who is interested i Hl mapping. If you feel like stopping me, or post cynical comments you can do so. Thanks for the great time guys.
BTW I might not map, but I will still peek in here from time to time.
The map vault should in my opinion be for the members who want feedback on their created maps and for those guys who have map problems. I also support the examples. Is 3 weeks for next login to much to ask? I want to get rid of those who register, post their maps, then leave and never return. That's not what our membership is for.