Forum posts

Posted 19 years ago2005-06-06 16:00:42 UTC
in RPG ADVENTURE #1 [closed] Post #112968
My bad guys, I didnt pay close enough attention to him saying that. I figured Y'ato would have said that when he saw the city or whatever. I tried to tie up things that I read that didnt really fit. BTW no one has mentioned the "listener in the shadows..."
Posted 19 years ago2005-06-05 12:30:35 UTC
in RPG ADVENTURE #1 [closed] Post #112790
Bratty seems to have ditched us. Perhaps you should choose a new canadiate?
Posted 19 years ago2005-06-01 11:45:43 UTC
in RPG ADVENTURE #1 [closed] Post #112126
Yeah I never bothered to finish it, sorry... But you can continue my style map on my new HL2 map!
Posted 19 years ago2005-06-01 11:04:27 UTC
in RPG ADVENTURE #1 [closed] Post #112118
Hah, he joined 9 days after me!

Chapter 10 - Willhence
There under more than 1,000 tons of rock stood a vast city. It appeared very old, yet perserved. The great walls that once defended it still stand as an omipresent gaurd against foes. Y'ato assumes the city was abanoned long ago, and he would be right save for one...
Nemmerle explains that this use to be the home of all morphers. At one time all stood united under one flag, however times have changed and differences have arisin.
"We are going to search for the key that will grant you your true morphing power." says Nemmerle, "You may have noticed you have not been able to morph as of late."
"I didnt know I could morph at all!" Y'ato replies.
"I see..." Nemmerle says, "Perhaps Seltor's power is far greater than I estimated, he has kept you from knowing your true self. Nevertheless we will search for the object that will allow you to morph in this tainted land."
Into the city they began, unknowing of the presence listening in the shadows...

Onto SariBous

Read the forum help ? Seventh
Posted 19 years ago2005-05-31 23:29:18 UTC
in RPG ADVENTURE #1 [closed] Post #112059
Is this for the 1337 mapper dudes only? Or can anyone join?
Posted 19 years ago2005-05-29 02:44:26 UTC
in Light going through walls Post #111425
I tried splitting the ground up into 2 parts but that didnt work. Rabid, what do you mean "flush with the floor"?
Posted 19 years ago2005-05-28 19:09:45 UTC
in Light going through walls Post #111379
I changed the lightmaps and I put the blocklight brush inside the wall but it still bleeds through. I thought lightmaps just make shadows look better, what does that have to do with it? Im going to post the map in problems section if you want to show me what to do.
Posted 19 years ago2005-05-28 16:53:07 UTC
in Light going through walls Post #111368
I have a room with a dynamic light in the center, and another room, right next to it. The other room has no light in it, but if you look at the floor near the wall, You can see some light coming through. There's no hole for the light to get through. I think the problem is that the light is being painted on the floor as if the wall weren't there.
Posted 19 years ago2005-05-27 10:35:56 UTC
in HL2 + mods compo Post #111192
rat808, I would be happy to join your compotition just to test out my skills with source. I dont really need a prize or anything. Get a theme going and I'll start working on it. Do you even really need a website? Would it be ok if we just used this thread? Or would the admins strike us with lightning? If not freewebs and geocities are fine, but I would like a HL2 compotition.
Posted 19 years ago2005-05-26 23:35:42 UTC
in Lighting Changes Post #111093
Well, I finally figured out how to use dynamic lights and those work on my map. I think they dont look as nice as light_spots, but maybe thats just becasue I haven't tweaked them enough.
Posted 19 years ago2005-05-26 17:18:25 UTC
in Lighting Changes Post #111057
I just submited it into the map problems section please help me :(
Posted 19 years ago2005-05-26 09:40:37 UTC
in Lighting Changes Post #110986
I tried using a cubemap right above the platform under a spotlight and a dynamic light, neither of them work. I cant even get the dynamic light to work correctly, it points off to the ceiling and it makes the floor look wet. And I did use the command buildcubemaps.
Posted 19 years ago2005-05-26 00:35:04 UTC
in Lighting Changes Post #110935
OK, my train wasnt made from model textures, so that didnt work. Then I tried using a dynamic light, and that didnt work either. In fact, the dynamic light doesnt even show. I thought it was possible to change the texture brightness during the game, but apparetly I was mistaken.
Posted 19 years ago2005-05-25 11:03:59 UTC
in Lighting Changes Post #110845
I have a little platform that moves down into a basement. It starts out a little bit of light shinging on it, goes through a dark tunnel, and down into the lighted basement. The problem is that when it goes through the dark area, the platform is still as bright as if it were in a bright room. How do I make it go from light -> dark?
Posted 19 years ago2005-05-22 18:00:35 UTC
in A swing Post #110548
Im trying to make something simple enough. I have a tall room with a metal sheet in the middle thats connected to the ceiling with 4 ropes. I want this metal sheet to work like an actual swing would. It would be a tricky part of a map you would need to jump through and stuff. How would I go about doing this?
Posted 20 years ago2004-12-20 12:35:39 UTC
in Title that appears when map starts Post #79333
Or you could just use the game_text entitiy, or whatever it is. Then you just need to trigger it somehow.
Posted 20 years ago2004-12-11 02:08:57 UTC
in CS:S mirrors Post #77578
I'm pretty sure that mirrors cameras will pick up players in multiplayer games. Why not just have the camera view point in front of the mirror, then the screen be just behind it?
Posted 20 years ago2004-12-10 01:31:24 UTC
in gravel path Post #77346
First of all, the texture your making the path on needs to have "blend" in its name. Something like "blendgrassgravel" if there is such a texture. Click on the "toggle texture button" and click on the surface you want the gravel to be on. Then click on the displacement tab. Click on the create button and press ok. The power number decides how small to split the ground up, the larger the number, the smaller the triangles. Press the paint alpha button, and then paint over the texture in the way you want your gravel to look.
Posted 20 years ago2004-12-07 22:48:26 UTC
in Node graph & Strange colors Post #76928
Also, how do I fix the first problem? Or is it going to say that every time?
Posted 20 years ago2004-12-07 17:43:13 UTC
in Node graph & Strange colors Post #76846
Well, I had an outside area with just an enviroment light. Could that be the problem?
Posted 20 years ago2004-12-06 23:47:25 UTC
in Node graph & Strange colors Post #76740
1. Whenever I compile a HL 2 map, I get the error "node graph out of date, rebuilding" or something like that. I've tried setting nodes all around the floor, but I still get that error.

2. I've tried setting headcrabs and zombies in my map, but whenever I see them, they look like they have a silverish glaze on them.

Could someone explain these to me?
Posted 20 years ago2004-12-05 22:15:10 UTC
in skies Post #76560
You could look in the textures. Just type in "skybox" and you'll get a bunch of textures. Use the text just after the skybox/ and before the last 2 letters. All the textures a grouped together for the different sides of the skybox. The last 2 letters tell you what part of the sky they will be: top, left, right, ect.
EG;
The texture "skybox/italybk", I'm pretty sure bk means back. If you want to use the italy sky, simply put "italy" in the skybox texture name.
Posted 20 years ago2004-12-02 11:57:52 UTC
in Mapping for HL2 Post #75960
I am! It's got a lot more things that you can do in comparison to the original HL hammer editor. With more abilities come more complications; so I guess it is a little harder.
Posted 20 years ago2004-11-25 00:13:49 UTC
in WHEN DOES HAMMER FOR HL2 COME Post #74598
Rabid, you mentioned that the source SDK will work, it just takes a bit of tweaking. What are these "tweaks" you speak of?
Posted 20 years ago2004-11-20 20:47:48 UTC
in WHEN DOES HAMMER FOR HL2 COME Post #74007
so... all I can do right now is map for counterstrike source?
Posted 20 years ago2004-11-20 20:38:56 UTC
in WHEN DOES HAMMER FOR HL2 COME Post #74003
Well I got source SDK from steam, but its completely configured for counterstrike: source. And i cant find the Halflife 2 FDG in any of the folders. can anyone help me there?
Posted 20 years ago2004-11-20 20:20:53 UTC
in WHEN DOES HAMMER FOR HL2 COME Post #73996
Where do I find it in the retail?
Posted 20 years ago2004-09-11 22:44:32 UTC
in flipping textures Post #58353
I'm using a texture of a door with a handle. The handle is currently on the right side. Is there a way I can simply flip the texture so it is on the left side?
Posted 20 years ago2004-08-28 18:15:57 UTC
in zombie mutating Post #54919
You know, what you could do is just edit the skin of the zombie model. It would act just like a zombie, and you could make it look however you want it to.
Posted 20 years ago2004-08-27 09:20:49 UTC
in Dark Room Post #54480
I think you just want to adjust the brightness of the light right? Go into the lights properties and adjust brightness. The first 3 numbers make up the color, the last one is brightness. Play with that until you find just the right amount of light you need.
Posted 20 years ago2004-08-26 09:53:51 UTC
in my heck its huge Post #54224
User posted image
HAHHAHAHAHHAHAHHAHAH :D
Posted 20 years ago2004-08-24 09:47:37 UTC
in welcome to half life train Post #53548
They should have included the tram as a prefab... It shouldnt really be that hard if you know all the hammer tools. Make the side you want, clip out the windows. Clip a bit of the lower area without removing anything and VM the very bottom to get that little slant.once you finish all that, go back and apply the inside textures. For the door, you need to have a second train with the same origin. Tell them to follow the same path or track, when the tram stops have the door continue on a differnt path for it to open.
The barney is just a bit of scripting, something I've never done.
The door is 2 doors, 1 that goes up, one that goes down. I think the bars at the top and bottom are doors too. I guess the rotating circles are just func_rotating, but I cant seem to get that thing to stop once I start it. If you can great, I would just use a rotating door.
Posted 20 years ago2004-08-22 11:41:49 UTC
in crushers that are moved with levers Post #52831
The momentary door wont move around though... It will just stay in one spot and crush things.
Posted 20 years ago2004-08-21 21:21:03 UTC
in crushers that are moved with levers Post #52658
If you use a train as your crusher, then you dont need to use a morter field. I know how you could make this but just thinking about it is hurting my head. This will be pretty compilated:

It could be done with a couple levers, a bunch of path_corners, a button, a lot of multimanagers, and a shitload of trigger_changetarget.

Make 2 grids of path_corners, 1 in the air, 1 on the floor.
Make your crusher target one of the path corners in the air.

Have 2 levers, when you use the first one, it activates a multimanager which activates a changetarget that changes the trains target to the corner directly to the west of it. Then it would activate the train itself.

The other lever would activate a different multimanager which activates a different changetarget that changes the trains target to the corner north of it. Then it would activate the train itself.

When the train reaches a corner, it would need to change the targets of the levers to different multimanagers. Those multimanagers would do the same thing the ones with the levers did, but in different places.

Once you reach an edge of your grid, the changetarget needs to target a new layer of multimanagers which go in the opposite directions so that you can get to any place on the grid.

For your crusher to work, make a button. All of the multimanagers need to have a change target that will target the button and change it to target a multimanager, that will target a changetarget that targets the train, then targets the train itself. Then it should target a changetarget which makes the trains target the corner above it, then targets the train again so it goes back up and you can use the train multiple times.

I think thats pretty much it, theres probably a lot of errors, but it makes sense in my head.
God that took a lot of thinking!!!
Posted 20 years ago2004-08-21 19:52:24 UTC
in Pity from the mapping gods Post #52612
What exactly are you asking? If your trying to run maps, you can do that though the run application or through the console.
Posted 20 years ago2004-08-16 10:49:21 UTC
in ladders that move Post #51335
The only problem with that is you'll be able to climb the real ladder even when the ladder hasnt come down.
Posted 20 years ago2004-08-14 02:39:21 UTC
in Spwaning creatures, then ordering them Post #50870
http://cariad.co.za/twhl/mapvault_map.php?id=1826

Here's my map, I've done everything everyone has told me, and it still isnt working.
Posted 20 years ago2004-08-13 14:47:27 UTC
in Spwaning creatures, then ordering them Post #50706
Well how does the script tell the monster to run to the target? I tried to set the "target" of the script to where I wanted it to go, but that doesnt work.
Posted 20 years ago2004-08-13 11:28:03 UTC
in Spwaning creatures, then ordering them Post #50639
what animation do I use to make the monster run to my target?
Posted 20 years ago2004-08-13 00:05:37 UTC
in Spwaning creatures, then ordering them Post #50521
Its suppose to look like a shooting range, a monster just runs across the screen for the player to shoot. Simple enough right?
Posted 20 years ago2004-08-12 23:07:41 UTC
in Spwaning creatures, then ordering them Post #50516
Is there a way to spwan a grunt (using monstermaker), then have it run to a target?
I tried to use "childrens target", as the target they're after, but it doesnt work. Whenever they spwan, they just sit there.
I tried to use both info_target and path_corner for the targets.
Posted 20 years ago2004-08-12 18:35:47 UTC
in See through sky. Post #50491
Im not getting the problem... Is there a leak or something in your level?
Posted 20 years ago2004-08-11 19:51:20 UTC
in Where do I find my models and sprites? Post #50251
ooohhhhhhh
No need for exporting I see. Cool, thanks Peace and Love for telling me I could use Wally. I forgot it could explore pak files.
Posted 20 years ago2004-08-11 19:44:27 UTC
in Where do I find my models and sprites? Post #50250
Forget it, I'm not going to use steam and GCFscape. I'm not making multiplayer maps, and I don't like playing online.

I've got wally, how do I use it to get my sprites, models and sounds into the game?
Posted 20 years ago2004-08-11 14:48:03 UTC
in Where do I find my models and sprites? Post #50193
No one told me that I could do that!!!!
Posted 20 years ago2004-08-11 13:28:55 UTC
in Where do I find my models and sprites? Post #50167
The application failed to initlize properly (0xc0000135). Click on OK to terminate the application.
Posted 20 years ago2004-08-11 12:59:55 UTC
in Where do I find my models and sprites? Post #50154
I have an up to date version of XP.
Posted 20 years ago2004-08-11 03:27:31 UTC
in Where do I find my models and sprites? Post #50022
A couple more questions:
Ok, GCFscape doesnt work. I get an error whenever I try to run it.

Where is the HL excutable? All the nothing in the halflife folder starts up halflife. The HL Launcher starts up steam.
Posted 20 years ago2004-08-11 03:21:49 UTC
in Where do I find my models and sprites? Post #50019
Well I usually like to keep my computer very clean and free of unneeded files. I guess I could keep it, and just create a new configuration for testing.
Posted 20 years ago2004-08-11 02:50:56 UTC
in Where do I find my models and sprites? Post #50010
After I install Steam and have put all my games onto it, can I uninstall halflife from the Sierra folder?