Forum posts

Posted 20 years ago2004-10-11 09:27:31 UTC
in new competition Post #65408
I think I might enetr my first competition, I am going to make a small cave, filled with pixies, who have brown candy bars littered around that they use to evacuate pool parties with!
Posted 20 years ago2004-10-11 08:58:47 UTC
in The Matrix Online Post #65401
T2 PWNS, T1 eats all competition imho.
Posted 20 years ago2004-10-11 08:23:28 UTC
in Bank Post #65393
or just use google image search to get ideas and use the wizardry of paint programs to make a great tex, but digi-cam's and photo tex's are great, i cant argue with that.
Posted 20 years ago2004-10-11 06:22:18 UTC
in My first release Post #65361
seige has been done more times tahn a rotting whore"!

why do it again!!! aargghh!!!!!!!!!!!!!!!!!!!!!!!11111111111111111111111111111!!!!!!!!!!!!!!!!

hahah, only joking, I'm guilty of remaking assault, but my version pwnzered0rz

/checks out the map
Posted 20 years ago2004-10-11 06:08:45 UTC
in Bank Post #65345
or: go to csbanana and head over to their wad's section, they have hundreds to choose from.

and try using google image search, to find pictures of teh front of a bank, you could probably make it out of a number of textures, and it's unlikely you'll find exactly what you're looking for.

also, there are a lot of bank maps already out there, so search for them, such as bank_raid es_bank etc, they may have wads with the bsp, or try looking for those maps' WADs individually.

alternatively get PSP and Wally and make your own.
Posted 20 years ago2004-10-11 05:13:48 UTC
in making a house level need ideas Post #65337
yeah, just another f**king noob. :P
Posted 20 years ago2004-10-11 05:12:07 UTC
in moddeling question Post #65336
you could also hack teh bones right out of a player model and just assign the alien slave's groups to teh olayer's bones.
would take 10 minutes.
Posted 20 years ago2004-10-10 03:35:46 UTC
in Setting it up with steam Post #65159
actually post the bsp too =P
Posted 20 years ago2004-10-10 03:35:25 UTC
in Setting it up with steam Post #65158
is this a deathmatch map?

try loading it thru the console: map my_beach

don't have any spaces in the bsp's name.

uhm, i had trouble with steam once, it wouldn't let me run a server in CS, kept crashing, the only thing i can think of, is the OS; do you use XP? or ME (god forbid) or 2000? Steam works great on XP, but ME it will just keep f**king up.

So that might be the case, it's always worth seeing if someone else can run the map. and if they can, then you just need to get Bsp2Viewer (or something), or XP.

Post the map in Problems in teh vault and we'll look at it, remember to post the .rmf, not .map or .bsp
Posted 20 years ago2004-10-09 16:20:27 UTC
in Model download section Post #65093
i change it via electronic banking, it can be exchanged and moved to your bank in about 5 minutes, internet banking ;)
Posted 20 years ago2004-10-09 15:31:37 UTC
in Door Windows etc... Post #65089
an unrelated tutorial it would seem.
User posted image
Posted 20 years ago2004-10-09 13:13:13 UTC
in Model download section Post #65064
I want the most reliable server, no shit that will end soon or just f**k up all the time. we don't need lots of space, just a small amount to start with.

i can pay you by internet transaction straight into your bank - if yuo have a bank..

I still need to do a little research into this, so gimme a little while..
Posted 20 years ago2004-10-09 06:20:09 UTC
in Need good mappers Post #64994
that explains everything..
Posted 20 years ago2004-10-09 05:57:14 UTC
in Need good mappers Post #64990
hear hear jaardsi

chicken, click on teh guy's name, and just browse his maps..
Posted 20 years ago2004-10-09 03:42:27 UTC
in dling my map Post #64976
bit of a random question imo
Posted 20 years ago2004-10-09 03:30:06 UTC
in Steam Multiplayer names Post #64974
man, you guys ain't got no class.. no wonder I see names like newb-shooter-leet-guy117!
Posted 20 years ago2004-10-09 03:25:46 UTC
in Horror map sequel anyone? Post #64972
"So what you are all telling me is that the map wasn't good because of someting YOU did wrong. So thats how it is. The file called "insallaion.txt" is there for a reason."
I followed the readme, and I still didn't get any sounds, but I used steam, so who knows man..

My reason for not 100% liking it were that is wasn't very good, in terms of a map or being scary, so it fails in it's selling points.

Which means I gave it a half/half score, you went to some effort in this, but it could be better, real life textures are far scarier than some crazy alien timewarp.

imho, good luck with the sequel, or shall we just call it the beta_v2 ;)
Posted 20 years ago2004-10-09 03:20:21 UTC
in The real Black Mesa Post #64970
the song about Weeeeeeeeeeeeeeeee! ?

oh yeah, the Spice Girls one..
Posted 20 years ago2004-10-09 03:13:05 UTC
in Equilibrium Post #64967
talented little chap, aintcha! ;)
Posted 20 years ago2004-10-09 03:11:54 UTC
in Need good mappers Post #64966
What.. the.. .. was that about.. =/

/turns slowly, runs like a demented chicken...
Posted 20 years ago2004-10-09 03:10:05 UTC
in dling my map Post #64965
Running the map on a server will generate a res file automatically.
Posted 20 years ago2004-10-09 03:08:47 UTC
in Door Windows etc... Post #64964
it's my personal experience that you should ever Fit any textures unless it's small detail items, or the texture is ONLY a door glass window etc, and you won't get any ugly our edges on the door brush. Walls and such are better just manipulated with teh texture app tool, using x and y ... stuff

(mind has gone blank) :
Posted 20 years ago2004-10-09 03:05:51 UTC
in Help with downloading Post #64962
Posted 20 years ago2004-10-09 03:05:08 UTC
in Setting it up with steam Post #64961
So what else happened to your problem?
It's not fixed because you put a wad that was already there, into a directory that already had it? surely not!

Update us, what's happening with it atm?
Posted 20 years ago2004-10-08 04:44:13 UTC
in CS_TIMETRAVEL ;D TEH BEST MAP EVER Post #64805
hey jaardsi, this piece of shit map/thread combo are still at number one!
well done, i think you deserve a cigar!

http://www.lilyma.com/lilyma/12/P1300537a.jpg
Posted 20 years ago2004-10-08 04:37:35 UTC
in Nexus Released! Post #64803
Posted 20 years ago2004-10-08 04:37:09 UTC
in Steam Multiplayer names Post #64802
[BWS] LOgan {T}
Posted 20 years ago2004-10-08 04:35:54 UTC
in Model download section Post #64801
I'll pay you when I see what it will look like, don't go nuts, just a small example of a database, and a homepage, that's only two pages, ish, then I'll eitehr hire you or let you go, hehe :P

I'll pay you when I see if it's gonne be good, and supported, ie : backup!
Posted 20 years ago2004-10-08 04:32:38 UTC
in Setting it up with steam Post #64800
Well, did you fix all the errors in hammer? and if you've used any models you might get this problem, also, make sure you've got wads in teh right place, or use NoWAD Include, uhm, get any msgs when HL closes?
Posted 20 years ago2004-10-08 04:30:32 UTC
in the skybox Post #64799
The term skybox has two meaning, one thanks to noobs who didn't understand teh proper meaning.

http://www.cs-maps.jolt.co.uk/index.php?page=skies.htm

he only tutorial you'll ever need, it explains perfectly what to do, and what not to do.

Sky in HL is deceiving, the texture is merely a trigger (so to speak, more of a platform..) that tells the game where to render the skyname.tga

The noobish thing to do is make a big box around your whole map and texture it with sky.

Remember to keep areas where people would want to throw grenades clear, such as dust2, entering B, there is a bug because davej didn't think people would want to flash the whole place..
But in italy, the whole map is open, allowing for some great flashbang/HE moments, but it works because the level is pretty low poly overall, and the houses are so high, there's no way the player could see much up there, I also have a feeling he may have hinted the rooves, but I can't confirm that.
Posted 20 years ago2004-10-08 04:24:33 UTC
in My Entities are not functioning properly Post #64798
Yeha, he says it's from high up, so I imagine it's teh view distance, though you can never be sure, I am shocked to see people still using it...

In Hammer: Map / Map Properties / Max Viewable Distance : default 4096 - change it to whatever according to how far away you think the door is to where the player sees it, the number refers to grid sizes as well, so bear that in mind, if you add 16 you'll be able to see 16 units further hehe, probably wouldn't help you, but you never know!
Posted 20 years ago2004-10-08 04:20:01 UTC
in Making Walls At Angles Post #64797
Yes, these tools are your friends:
User posted image
remember to click the carve tool multiple times, it cycles through three modes, one for either side of the brush, and one that allows you too keep both sides of the brush while cutting down the middle, or wherever.

vertex manip takes a little more time but can be invaluable when it comes to angled walls.

Also! read the tut's - there's an answer to every question.
Posted 20 years ago2004-10-08 04:11:30 UTC
in making a house level need ideas Post #64795
Idd, and www.slackiller.com , all of which are very easy to follow if you go step by step.

And this sounds like it'd be hard to make it look good unless you are quite a good mapper, as creating a road in a forest isn't gonna be easy, think about the trees, the ambience, I say have the road sunken down into a small "ditch", and have trees hanging over teh road, so you can let some sunlight through. Get de_predator.wad (csbanana - google it) to get a great couple of textures for a forest canopy.
User posted image
The houses should be at right angles to each other, and have them on opposite sides of the road, and allow the CT's to approach the house from.. say.. a "sewer" or a river; you could even have one of the houses have a big spinning water wheel type thing, not 100% original, but would look nice.

Yeah, I have no more ideas. Bye!.
Posted 20 years ago2004-10-08 04:02:32 UTC
in setup for steam Post #64793
I agree, you're going to have persuade me otherwise.
cheeky git.
Posted 20 years ago2004-10-07 14:51:28 UTC
in Nexus Released! Post #64678
yeha, it's not too far away, and you'd probably be able to add more sh*t to it too! :D
Posted 20 years ago2004-10-07 14:33:55 UTC
in Nexus Released! Post #64669
another totallt unplayable map brought to you by the noobs that don't pay attention to tutorials!
Posted 20 years ago2004-10-07 14:30:01 UTC
in help please Post #64668
I open the shortcut to hammer I have on my desktop, then browse to my maps...
Posted 20 years ago2004-10-07 11:17:26 UTC
in I SUck! Post #64631
my caps LOck is only broken FOr certain WOrds.
see a pattern?
MOron!

haha ;)
Posted 20 years ago2004-10-07 11:08:31 UTC
in I SUck! Post #64628
Well, I have just realised that I have never released a Half-Life single player map.
Well, there is a perfectly good explanation for this:

I don't bloody want to!!

There is one other reason too, I am very busy with multiple projects in CS, HI, and MS3D and I simply don't have the time to start anything new, it would take too much of my precious time to spend the amount of time I have spent on my other projects, time.

I do want to release a HLSP map-pack at some point, but I'll have to do it rather soon, as HL2 will be out before I know it, and then I'll will have wasted more of my time. Time.

So with all that said, I started mapping out the core of a HL map, detail will be a nightmare as I spend too much time on that aspect of maps these days, and often lose touch with reality while doing so.

I have decided to Concentrate on the SP map as soon as I finish my current priority, hi_tribes.

This should have been a Journal entry, but I want more than 1 person to understand why I'm such a lazy arrogant f**k.

Peace.

And LOve.
Posted 20 years ago2004-10-07 08:42:32 UTC
in HI_Importance Post #64597
You haven't finished it have you?

or you just pimping the topic?
Posted 20 years ago2004-10-07 08:21:10 UTC
in Model download section Post #64596
well there you go, it's all there, now get a move on!!
Posted 20 years ago2004-10-07 07:59:35 UTC
in Horror map sequel anyone? Post #64594
Yeah, if teh sounds didn't work and tehy were teh scariest thign in teh map, it kinda makes sense, because that map had no direction, no real reason for walking around doing really quite dull things, in dull places, with bad textures (alignment was a bit off, tbh).
the only thing that was moderately fun, was the flying head, and i almost missed that, as i was yawning.

Unless you actualy intend to make nightmare v2 scary, I wouldn't botehr as I thought it was a bit.. dull.
sorry, but it didn't yank my plank, pull my wool, feel my peel etc

an average map, rating: 2.7/5 - better luck next time.

also, it was too short.
Posted 20 years ago2004-10-07 07:12:53 UTC
in Compiling prob+other question Post #64586
Yeah, I commented lol ;) I am [BWS] LOgan there due to clan reasons.

Now I know what your map looks liek it's interesting to see what style of things you're going for.
So the problem isn't taht you're using an invalid texture, I don't really know what it is form taht log, I'd need to see teh map I guess, or teh .ERR file, but is it sorted now? have teh problems been fixed?
Posted 20 years ago2004-10-07 06:50:16 UTC
in setup for steam Post #64585
I 100% agree, i DON'T MIND ANSWERING QUESTIONS, BUT WHEN YOU SEE 10 THREADS ALL ON TEH SAME SUBJECT (oops caps) on teh same page, it's pretty annoying to say teh least.

teh search button is top right, you mother fuxxin noobs!!

*no offense
Posted 20 years ago2004-10-07 06:46:46 UTC
in configuration BIG problems Post #64584
no, it'll be teh end if i see one more post from you about this subject!

ahah, j/k ;)

but seriously, it's not too hard
Posted 20 years ago2004-10-07 06:45:46 UTC
in Setting it up with steam Post #64582
finally...
Posted 20 years ago2004-10-07 05:12:23 UTC
in setup for steam Post #64576
get the gfcscape explorer from Nem's Tools (search Google, along with the forums) and you will be able to extract all the sh*t that would normally be in the pak0.pak file (if you don't know, don't worry)

You can also download it from many sites, one such site being csbanana, they have a good wad collection, or jolt.co.uk
Posted 20 years ago2004-10-06 12:55:05 UTC
in First ever released map in the vault! Post #64505
Haha, no, no-one ever does =P

I could help out but I'm not great with all that sh*t, mainly just mapping and ambient models, not so much into teh skinning side.

But definately put more detail in, and put a corpse by that gun so it explains where you get the gun from, or something, an intro, yeah, that'd be cool.

Don't give up, I see potential in you, young gwasshoppah!
Posted 20 years ago2004-10-06 12:52:49 UTC
in Compiling prob+other question Post #64504
So you can play the map?

What textures have you used? because it's not including them in your compile log, I suggest -wad including your textures, it's insisted upon by teh HI Development Team, as a way of avoiding people not giving out wads with maps (learn from this noobs who give out maps without the wads!! you frickin' noobs!)

To wad include, open Batch Compiler, go to teh BSP clipboard, and Tick NoWAD Include, this means teh textures you use in teh map will be written into teh .bsp file and you won't need to give out wads with your map.

R_speeds huh, well, HI has a max of 1300 (you can go a couple 100 over without too much effect) so 1400 ish ain't bad. um, what kind of map? I'd like to see it so I can give you some feedback, please.

I could help with any errors before you release it onto the HI community, they can be a tough bunch =/
Posted 20 years ago2004-10-06 12:37:18 UTC
in Compiling prob+other question Post #64497
No, if anything says it is empty it doesn't matter, it's just syaing a line in teh entities properties is empty, no need to delete.
You''ll know an error when it sayd shit like: invalid etc