Forum posts

Posted 18 years ago2006-03-24 23:02:23 UTC
in hl2 wont load my new updated map Post #170762
Try to look for some input/ outputs that refer to a missing target, maybe you deleted something, Stuff along those lines. Hope you find the problem :)
Posted 18 years ago2006-03-24 21:42:40 UTC
in [i]Your[/i] Tube Post #170748
Posted 18 years ago2006-03-24 21:40:20 UTC
in hl2 wont load my new updated map Post #170747
Thats happened to me when I had a leak, or there was some weird input output value. An example: I had too many children for a move rope, and after deleting the move ropes I added prior to the failed map load, it loaded properly. Maybe you have a similar problem? Add anything weird similar to what I had?
Posted 18 years ago2006-03-24 11:36:02 UTC
in n00b question about func_door Post #170681
VALVE DEVELOPER WIKI! use input/out put values for a func button. the target value is obsolete in source.
Posted 18 years ago2006-03-24 11:35:13 UTC
in How can i add Water ?? Post #170679
If you actually read abput leaks you would of known that func_details CANNOT seal the world. Please read carefully next time.
Posted 18 years ago2006-03-24 01:18:50 UTC
in cs_xmas Post #170597
noclip to the secret chapel way under the map. It has all kinds of pictures thanking the creators, and there is a chapel enderpass with an arrow. Go under it, and your transported. :)

I personally liked the church music when approaching. Its perfect. Very well done. I love the music and all the sounds! Just a great map! I dont know if TWHL has a souce server, but they should play this map. :) "ex" "dee"
Posted 18 years ago2006-03-24 01:14:21 UTC
in How can i add Water ?? Post #170595
If you read the Valve Wiki how could you not understand? Load pointfile. The entity is used as a starting point to find the leak. Its not the entity. Go to map, load pointfile and follow the red line. Try using dev water exp for better looking. PLEASE READ THOSE ARTICLES! Dont come back here with every little step and question. Its not hard, figure it out.
Posted 18 years ago2006-03-23 18:18:49 UTC
in Anyone else mad at Source mapping? Post #170519
ytmnd. I love those. lol :)

Yes, I guess your right Kasperg. I really shouldnt choose game engines by influence of noobs :(
Posted 18 years ago2006-03-23 16:28:41 UTC
in cs_xmas Post #170481
Thats what I thought. Fly down to the white "skybox looking" room. Its a secret BEAUTIFULLY made church and it transports you back to the level. Ive gone in this map 3 times just to admire it:)
Posted 18 years ago2006-03-23 15:33:47 UTC
in Anyone else mad at Source mapping? Post #170473
This isnt about me, its about Really good maps going unnoticed and not being played. Yes good advertisement does matter I agree with that. Killboxes are NOT gameplay. Any idiot can think and make that in 2 seconds. Putting thought into a map and detail is important too. cs_assault source isnt underplayed. Its same gameplay, if not better. Its not about fame, its about people appreciating a good map, not a cube with a brick texture all over it! LOOKS matter when buying a game! After the initial purchase, then they will play the fun custom crappy maps. People dont see a game on the shelf with people fighting in a killbox and buy it. Looks and detail is what seperates the shit mappers from the experienced ones. You can rant and rant about gameplay, but its the looks that draws the person into the map in the first place!

EDIT: I think I might go back to HL1 mapping. Havnt mapped for it in a while, and its a good engine :) Less noobs too :)

Also, I cant understand why any of you disagree with me. All of you make excellent detailed maps, but they arnt played online. Dont you feel angry your quality work gets overshadowed by the "killbox" maps out there?
Posted 18 years ago2006-03-23 12:22:16 UTC
in cs_xmas Post #170427
DId you find the secret church under the level? It when you go in the chapel theres a transporter that transports you back to the level. COOL :)
Posted 18 years ago2006-03-23 12:19:59 UTC
in Anyone else mad at Source mapping? Post #170425
Well, I think your wrong FresheD. Those maps are made by noobs yes, but the difference is they DONT pursue mapping to a further extent. They make many crappy maps and dont care. CS_xmas was mapped by one person, materials by another, and small models by another. The brushwork was of one person. Gameplay is the easiest part of a map. Making it look real is the hard part. Gameplay should be considered first, then augmented by the graphics. Im sorry dont agree with my opinion? STFU then!
Posted 18 years ago2006-03-23 11:56:24 UTC
in Anyone else mad at Source mapping? Post #170419
I love source mapping, but did you ever think its more inviting for noobs to make maps than HL1? I mean it lets you run the map when there are leaks and problems, you dont even need to set the tools configurations (That what I thought was the most frustrating) and more people release killbox than ever before! The configuration of Hammer was like a shield that screened out idiots from making crappy maps. Now simply hit refresh game config and there you go. You can always see a good mapper from a noob mapper, but it seems more and more crap maps get out there in the internet like cs_assault old. This map is so bad! (no draw was NOT used, proportion is wrong, 5 story building as tall as a player!) compared to CS_xmas which is a godly map that NOONe EVEN HEARD OF! Ive also been seeing peoples maps with brushwork pulled out of other maps! People ask how to decompile claiming to learn, but just STEAL! Im sorry for this looong rant, but im just sick of shit mappers getting their little maps played more than deserving ones! RANT! RANT!!!!! :furious: :furious: :furious: :furious: :furious:
Posted 18 years ago2006-03-23 11:47:41 UTC
in Sub Zero Mod Media Post #170416
HL1 gun modeling? LONG? Maybe 2 days at most for a pistol. Its HL1 come on now. You could just tweek the existing ones.
Posted 18 years ago2006-03-23 11:45:22 UTC
in How can i add Water ?? Post #170415
YOu have a leak. When the water is invisible its a leak. READ VALVE DEVELOPER WIKI. EVERYTHING IS THERE. (Water does not need to be tied to an entity)

http://developer.valvesoftware.com/wiki/Leaks_Explained#Finding_leaks

Dont just come here asking question after question. All these answers are there in the link. Browse the Wiki and you will find all your answers.

EDIT: Cubemaps are for lighting. :( READ BEFORE MAPPING!!!!!!!!!!!!!!!!!!!!!!!!!!
Posted 18 years ago2006-03-23 00:56:34 UTC
in How can i add Water ?? Post #170359
MAke a brush with nodraw, texture top with water. Thats it. Water controllers are for fade out to cheap water. Almost any question you could ask is answered in the Valve developer WIKI. Look there next time, or the tutorials here.
Posted 18 years ago2006-03-22 15:59:55 UTC
in cs_xmas Post #170281
THis map is so great I have to post again! I mean the church music, the outside sound effects, its incredible! This is better than some of the maps made by VALVe!
Posted 18 years ago2006-03-22 15:09:29 UTC
in Sub Zero Mod Media Post #170270
Why dont you make new models? Modeling for HL1 is so simple, so why are you re-skinning? Re-skinning things just looks bad. It feels stale and overused. You should remake the HEV suit, and add some new gun models.
Posted 18 years ago2006-03-22 11:08:23 UTC
in cs_xmas Post #170191
WOW that map was amazing! Who made that? Was it one person or a team? I loved the architexture outside! Were those vases custom models? The living room was impressive. VERY VERY NICE! Very genius usage of displacement on the stairs and snow! Hope this is online for play! :) :)

EDIT: Damit noone is playing this map online :( :( I wish I could host........
Posted 18 years ago2006-03-20 00:31:01 UTC
in Jane Lloyd Post #169624
Meh, looks like anti-drug propaganda to me. Peoples lives arnt what can be seen on the outside and what they do, but what they think and how they think which defines a life.
Posted 18 years ago2006-03-19 21:11:57 UTC
in just an idea Post #169604
Oh, HL1. I thought it was Source. That texture I mentioned looks like the pulsing flesh from DOom 3.
Posted 18 years ago2006-03-19 18:30:47 UTC
in just an idea Post #169573
Sounds pretty cool. If you do make it lead to hell, use this texture for cool hellish walls. (shadertest/gooingglass) It looks awsome!
Posted 18 years ago2006-03-18 19:52:30 UTC
in Help? how do u do source maps? Post #169395
Source is alot different for mapping. Make sure to (OMG does anyone do this) READ the Valve developer WIKI for source mapping before jumping in and mapping.
Posted 18 years ago2006-03-18 19:51:13 UTC
in Source Decompiler Post #169393
When you downloaded vmex, there should be another app called vmex2. That works for me. just DONT RIP OFF OR TAKE ANYTHING FROM ANY MAP!
Posted 18 years ago2006-03-18 00:00:43 UTC
in [HL2DM] Mudanchee - small updates Post #169217
Very nice :) I really like the way you used the wooden floor inside the cave. :) Did you PS the brightness, because I know the screen shot in game usually is darker than it really is.
Posted 18 years ago2006-03-17 23:58:48 UTC
in Deep thoughts..... Post #169216
I dont think anyone is completly wrong here, just have bits and pieces of information. Always nice to have a little philosophical debate.
Posted 18 years ago2006-03-17 19:11:27 UTC
in Seventh the spammer. Post #169176
Wasnt that from a Simpson episode joba?
Posted 18 years ago2006-03-17 18:30:43 UTC
in Seventh the spammer. Post #169165
THat little crappy mapper kid? My anger is equal to that of a thousand suns!!!!!!!!!!!!!!!
Posted 18 years ago2006-03-17 17:38:59 UTC
in E.Y.E Hl? total conversion recruiting Post #169149
Looks amazing! Very nice mapping and modeling. :)
Posted 18 years ago2006-03-17 14:07:31 UTC
in Deep thoughts..... Post #169073
Sorry Elon I was addressing VOX not you. (BTW, look up about the "pattern" in Pie, and what it could mean if its found. Its very interesting.)
Posted 18 years ago2006-03-17 13:29:15 UTC
in Deep thoughts..... Post #169067
Um, we didnt invent math. Math is the cornerstone of the universes development. Math is a discovery made by man that is a universal language. THere are no "different" math systems. Who told you that? When you get into trig1 and2 you will see how math relates to everything (I guess calc 1 and 2 show that too.) That is why we can invent these things with math today. Computers, cell phones, alternating currents, all perfectly constructed with mathamatical equations. Thats the most funny thing I ever heard. We invented math....LOL

Our math system is flawed? Do you just make this up? Quantom physics is flawed. It is the field of science that came to many modern inventions. Its based on propability and chance. Einsteins theroy of everything was going to solve the randomness of our universe, but he died before finishing it. It is said if we can find the pattern in pie, then we can learn of everything in nature. Please dont make up things in your posts. Do some research............
Posted 18 years ago2006-03-17 13:23:29 UTC
in How to get my map on CS: S? Post #169063
Was it done on SDK or Hammer 3.4? If so on SDK, then hit f9 and compile. There ya go.

BTW: Put this in Source discussion next time.
Posted 18 years ago2006-03-17 12:40:06 UTC
in New map cs_Miami from xbox! Source... Post #169046
WTF is with this spam?
Posted 18 years ago2006-03-17 11:13:36 UTC
in New map cs_Miami from xbox! Source... Post #168939
I know xbox CS isnt as good as PC, but I used to play it, and everyone's dust2 of xbox was Miami. Very addicting indoor fights, and when CT's camp spawn it's very fun. Its set in a bank, with addicting encounter points everywhere inside. Only problem Im having is finding a good office interior texture that's not overused.
Posted 18 years ago2006-03-16 21:35:45 UTC
in Cant get env_sun to work Post #168851
Thanx habboi. :)
Posted 18 years ago2006-03-16 21:33:40 UTC
in New map cs_Miami from xbox! Source... Post #168849
This is a unfinished version of cs_Miami from xbox. (most popular map on CS for xbox, never released on PC) Its totally retextured, the buildings are all original creations, the only thing same is gameplay layout. Me and my brother (Exos) have been working on this. So far the r-speeds are great, and the FPS stays around 100. Optimization is used fully here. (hint brushes, and area portals not added yet until final version finished) Its compiled on fast vis and rad, so it will look better when its done on full. Ive had alot of college work, so I havnt been able to get to mapping as much, but im on spring break now, so im going to try to get alot done with my brother. Here are some pics so far

http://img115.imageshack.us/img115/3605/crazz1xa.jpg

http://img65.imageshack.us/img65/7400/otherz2zu.jpg

http://img65.imageshack.us/img65/2784/red18hf.jpg

http://img65.imageshack.us/img65/8471/wht28jp.jpg
Posted 18 years ago2006-03-16 12:44:18 UTC
in Cant get env_sun to work Post #168693
How do you get the sun to appear in the map? Do i just place it anywhere by a skybox texture? How does it work?
Posted 18 years ago2006-03-16 11:56:49 UTC
in Firefox vs Opera vs IE va whatever else Post #168679
Firefox, IE
Posted 18 years ago2006-03-16 11:56:06 UTC
in halflife2.wad Post #168678
MOST DEF YES! :)

Worldcraft dudes CSS to CS1.6 textures looked nice, so I say do it :)
Posted 18 years ago2006-03-16 11:04:46 UTC
in overkill? Post #168660
MAybe put one large brown pipe running arcoss the top in place of those. Those kind of pipes are usually inside a wall, or ceiling. You could make the ceiling be under construction or destroied, then you could go CRAZY with pipes, and no one could say otherwise, cuz it would make sense. :)
Posted 18 years ago2006-03-16 10:40:17 UTC
in Deep thoughts..... Post #168658
I think, therefore I am.

Anyone you come in contact with who is a sentient lifeform is a real person, nothing could be fabricated in the mind like that. As a species we have discovered math. (Which is amazing. Think about it, EVERYTHING today is influenced by math) We made inventions, harnessed nature, and created mighty civilizations. All this with 10% of our brain. (humans can only use 10% of their brain power BTW) Imagine what we would be like with 100% usage! Psychic powers anyone? Incredible intelligence? This will probably be attained similar to the MAtrix movie. Implants in the mind so we can download information from one another.....

Hmm, i could go on, but nah......
Posted 18 years ago2006-03-16 00:46:57 UTC
in Mapping vs Modelling *ding* FIGHT! Post #168565
Hmm, yes I agree that modeling, then having someone else texture it, animate it, etc is wrong. I would never map, then have someone texture it, or do that with a model. I think your model should be 100% yours, animations, textures, etc. People need to stop being lazy :)
Posted 18 years ago2006-03-15 23:05:30 UTC
in Deep thoughts..... Post #168553
Well, its all theroy. Theories built on other theories, not very concrete. Its a mystery, really. Maybe we are a snow globe on a shelf on some alien planet..................
Posted 18 years ago2006-03-15 23:03:43 UTC
in Quake 4 Mapping Post #168552
MAybe you do care and you dont know it yet? (BTW, it DIDNT run great, ever play multiplayer? Anytime there is more than 2 enemies on screen, get ready for the fuzzy xbox version to chug like hell!) :P
Posted 18 years ago2006-03-15 23:01:58 UTC
in Mapping vs Modelling *ding* FIGHT! Post #168550
Hm, they are kind of equal to me. Both are kind of the same difficulty to learn, and use. Both you can see the difference between noobs and masters. I like them both equally. Ive actually been getting into modeling, and its just as fun as mapping :)
Posted 18 years ago2006-03-15 19:50:57 UTC
in Quake 4 Mapping Post #168506
It runs HOrrible on the Xbox. Cant even play 4 people online without horrible chug, lol. All that is your opinion. Squad based shooter action with mecs? Sounds kind of an over used concept......... ITs just opinions. I think your opinion is wrong, and you just love doom so much you cant see its faults.
Posted 18 years ago2006-03-15 18:53:40 UTC
in Deep thoughts..... Post #168500
Think of the universe as one HUGE explosion contiuing to grow, and expand never stopping, originating from the big bang. If the explosion (or the universe) stops expanding, does it contract into itself, or just stop all together creating an "end" to the universe?
Posted 18 years ago2006-03-15 15:09:03 UTC
in Source vs Halflife 1 Post #168469
Source is easier? I do agree with you about models and props seeming to much like valve. Thats why I am learning modeling so I can create unique looking levels. Your brushwork should distinguish your map, models arnt everything you know. I would say if someone was serious about mapping, source is more demanding. All HL1 is about is brushwork. Thats fine, but if your going to complain about repititious models, learn to make them yourself.
Posted 18 years ago2006-03-15 14:14:14 UTC
in Source vs Halflife 1 Post #168449
If you dont have a good PC, then dont bother mapping for Source.

How can anyone not like Source mapping over HL1? I thought that when I saw how props, static, detailed, etc and all the other new things added were so much different then 3.4. If you give it time, you will come to find that EVERY aspect of source mapping is easier and greater than 3.4. Living in the past is kind of dumb....... I agree that the nostalgic feeling of HL1 is nice, but seriously get with the times!
Posted 18 years ago2006-03-15 13:07:08 UTC
in Quake 4 Mapping Post #168439
I agree. HL2's story is awsome! On the topic on whats better HL1 or HL2, its really opinion and what felt great to the individual. Calling someone a "stupid head" cuz they dont like HL1 more than HL2 is stupid. Both are great games. Doom gets old after one shot through the game. Multiplayer sucks, and Quake 4 is horrible. (Thats my opinion) Walking through identical hallways and reading PDA's is NOT fun! Ressurection of Evil was such a pathetic attempt to be HL2! I did however like the Double Barrel. BOTTOM LINE: Half-Life 2 PWN3S EVERYONE!