Forum posts

Posted 19 years ago2005-03-30 12:05:43 UTC
in func_train with a rotating-door attached Post #100128
You could make a .mdl of the propellers with a rotating animation, and then use a monster_generic with some scripted_sequences I think.
Posted 19 years ago2005-03-28 19:49:07 UTC
in env_render? Post #99776
Thanks. :)
Posted 19 years ago2005-03-28 18:59:29 UTC
in env_render? Post #99768
What is the HL2 version of the env_render? I want to make a func_wall_toggle slowly fade. And is the logic_relay the equivalent of a basic multi_manager?
Posted 19 years ago2005-03-28 14:10:35 UTC
in New mod... New models... New problems... Post #99734
I don't model myself, but I would have thought there would be a property of how fast the model should move when walking and running. After all, in HL monsters did move at different speeds. If this property is not part of the .mdl file, then perhaps it's in the game code itself. :confused:
Posted 19 years ago2005-03-26 09:39:22 UTC
in Rimrook's Belated HLSP Post #99171
You could see if anyone here would volunteer to do some voice-overs. I'd help you out but I don't have a microphone.
Posted 19 years ago2005-03-24 20:45:41 UTC
in Scripted seq's, env_fog, combine bal Post #98904
Well, one out of three. And I had been trying to get the sequence working for the last two days (not all of them obviously :D ) and it was sheer chance I solved it then. Sorry though- any chance of some advice on the fog and generator? :D
Posted 19 years ago2005-03-24 20:42:48 UTC
in Missing monsters Post #98903
I think most of it's from the book they mention. Presumably then these 'synths' were dropped from the final version. Shame, that.
Posted 19 years ago2005-03-24 20:30:27 UTC
in Scripted seq's, env_fog, combine bal Post #98896
Hey, I just worked out the scripted sequence. Woo!
Posted 19 years ago2005-03-24 19:42:43 UTC
in Scripted seq's, env_fog, combine bal Post #98891
Evening everyone. I can't get a scripted_sequence, targeted by a trigger_once, to make a combine soldier walk across a room. Any ideas? I'm sure the solution will be glaringly obvious.

Also, some questions about the env_fog_controller.
1)How does the Primary Fog Direction key work? And does 'Use Angles' mean this key or the Pitch Yaw Roll key?
2)What do Fog Blend, Fog Start, Fog End, and Far Z Clip Plane do?

Also, how do I make a moving combine generator ball?

Ta.
Posted 19 years ago2005-03-24 01:33:15 UTC
in Missing monsters Post #98785
I was looking on this website about the Combine http://www.freewebs.com/benefactors/index.html
and I found two monsters described which I didn't see at all: a 'crab synth' and 'mortar synth' which were apparently found in the Citadel. What's going on?
Posted 19 years ago2005-03-23 22:12:37 UTC
in What is the env_cubemap for? Post #98762
Thanks for the help all. I do see how in certain circumstances one would have to choose the surfaces manually. But according to the SDK docs the cubemap will associate with nearby faces, which saves a bit of work.
Posted 19 years ago2005-03-23 21:31:13 UTC
in Your Nasty Mapping Habits... Post #98756
Not eaten for two days. Must... finish... ma MORPHINE ADMINISTERED Oh no not again! :P

PS. Why isn't Gordon tripping by the end of the game after all that morphine?
Posted 19 years ago2005-03-22 11:14:22 UTC
in What is the env_cubemap for? Post #98569
OK cheers. I don't have to do this manually if I use the buildcubemaps command though do I? And blackravent where is your avatar from? Looks a bit like the game MDK.
Posted 19 years ago2005-03-20 19:04:37 UTC
in What is the env_cubemap for? Post #98266
Thanks everyone. Rabid, I changed tex to nodraw, still no joy. I'll try one of the other methods. Okay, another question on env_cubemaps. Is it desirable to place more than one in a single room with different lighting conditions in it?
Posted 19 years ago2005-03-20 18:29:28 UTC
in Your Nasty Mapping Habits... Post #98261
I am a proficient mapper but I very rarely finish a map, I don't know why but I just run out of ideas and have to start a new one. I have been mapping since HL1 came out, but have only ever released one map, and that was unfinished. (You can find it in the vault under the LlamaRama username (I keep forgetting my password, if any mods read this please delete my first and second accounts!)) This is rather infuriating and embarrassing, but I am getting to grips with Source editing at the moment and would like to join a HL1/2 mod to provide me with some motivation! I'll post some more maps soon. Sorry for the long email but no-one on TWHL knows anything about me yet :P
Posted 19 years ago2005-03-20 18:19:44 UTC
in individual glass pieces? Post #98254
I had trouble with this. You need to put nodraw on all but one of the brush faces- counter-intuitive I know but your glass will be see-through each way- you can see in Hammer. If it's still not working try a different texture e.g. combineglass001a is one that's definitely translucent.
Posted 19 years ago2005-03-20 14:28:32 UTC
in What is the env_cubemap for? Post #98190
I found a tutorial on HL2world, but haven't come away enlightened... Source editing is so much harder than HL1! I still can't get a flippin window to work- can someone assist? I have a func_breakable_surf with nodraw on all sides but two, which have glasswindow32a on them. But they aren't there in-game and the console says 'rejected func_breakable_surf because it has multiple faces with nodraw'. This still happens when there aren't any faces with nodraw on!!!

Also, how do you create an area of volumetric light? I tried using the func_smokevolume but I get a load of spinning black & pink squares. Oh dear.
Posted 19 years ago2005-03-20 12:13:26 UTC
in What is the env_cubemap for? Post #98152
err... yeah. :D
Posted 19 years ago2005-03-19 09:21:50 UTC
in Hammer 4 probs! Post #97854
Sorted my tree problem by making it a prop_static... duh.

I found on a source glass tutorial that you don't need to set render modes etc. for source glass so I set it to normal but it still won't display.

I also now have a problem with my skybox- where the blocks meet I can see a line in-game. How do I prevent this? It didn't ever happen with HL1 engine!
Posted 19 years ago2005-03-19 08:18:38 UTC
in Hammer 4 probs! Post #97849
Hello! I have been mapping for HL1 practically since it came out and consider myself an accomplished HL1 mapper (though I've never released a map : ) I'm having trouble with Hammer 4 though:

1) I made a prop_detail with a tree model but it comes up as the flashing 'error' in-game.

2) I've made a func_breakable_surf, with nodraw texture on the non-visible sides and the building_trainstation_template001 tex on the visible ones. Render mode is texture, render amount is 100, but it's invisible in game... am I using a bad tex or something.

Cheers
Posted 19 years ago2005-03-18 15:29:22 UTC
in Installing a new map Post #97725
Do you mean I put the .AIN file into the maps directory as well as the .BSP?
Posted 19 years ago2005-03-18 13:21:14 UTC
in Installing a new map Post #97704
Hi everyone, just finished HL2 last night on my new laptop, it's exceedingly good. Eager for more, I downloaded Satchmo's map but I don't know where to put the .AIN file. I'm sure someone can tell me that!

Oh, and, just to say, I DID search the forums before posting & couldn't find anything.

PS, before HL2 was released there were screenshots of a snowy landscape and articles spoke of a level in Alaska or somewhere similar... why didn't this make it into the game?

Cheers
Posted 19 years ago2005-02-15 19:15:13 UTC
in adding sub-models Post #90907
How ironic. IEMC was slating me for bumping up my own post the other day. Though at least I only did it once, not twice... :D As for your question, I've no idea! Shame to bump up your post with this comeback (sigh)...
Posted 19 years ago2005-02-14 10:10:54 UTC
in Graphics card 4 HL2... Post #90395
You can get X600 and X500 chips in laptops Riley, at least here in the UK. But I know now to avoid the X600, thanks dajuppi. That has narrowed my search down to two laptops, both with Mobility Radeon 9700 128mb. But I have a new question: which would you pick, between a Pentium 4 3.3mhz with 512mb RAM, and a Centrino 1.8mhz with 1024mb RAM?
Posted 19 years ago2005-02-13 16:54:53 UTC
in Graphics card 4 HL2... Post #90204
Anyone?
Posted 19 years ago2005-02-13 14:57:24 UTC
in Lasers that auto-on after (x) seconds. Post #90164
You just need to have your func_button trigger a multi_manager. In the MM properties, turn off smartedit and add two keys targeting the name of the laser entity. One could be set to 0 seconds, to turn it off immediately, and the other to X seconds, where X is the interval you desire. Make sure you func_button has a reset time longer than the interval, or things could get confusing.

More on multi_managers at this tutorial: http://www.twhl.co.za/tutorial.php?id=37
Posted 19 years ago2005-02-13 14:51:29 UTC
in Crates return to normal. Post #90162
I don't know how you could trigger it from Hammer. There must be some sort of 'event' because func_breakables reappear each round... that's not controlled in the editor though, tis part of the code I think... if no-one can provide a solution in Hammer, you may need someone who can code to make this work.
Posted 19 years ago2005-02-13 13:30:36 UTC
in Graphics card 4 HL2... Post #90137
And what's the difference between a WXGA TFT and WXGA+ TFT?
Posted 19 years ago2005-02-13 13:14:00 UTC
in Crates return to normal. Post #90117
I'm not sure if this would work either, but you could try removing all the crates at the end of each round (killtarget) and spawning new ones... er... somehow! :D
Posted 19 years ago2005-02-13 13:03:50 UTC
in Graphics card 4 HL2... Post #90107
So the 9 series is better than the 10 series... okay. : I am getting a laptop so is there a big performance difference between a Radeon 9700 and a Mobility (ie laptop-designed) Radeon, both with 128mb?
Posted 19 years ago2005-02-12 09:35:16 UTC
in Graphics card 4 HL2... Post #89858
What would people recommend for a laptop? ATI Radeon 9600/9700 or maybe an X600?? What's the difference between the 9000 series and the X00 ones anyhow? Cheers.
Posted 19 years ago2005-02-12 09:14:45 UTC
in Error: SV_StartSound volume = 2550 Post #89853
Just func_doors, a func_door_rotating and some point lights. Some of the func_doors have sounds but I have waited until these are all closed before triggering the func_door_rotating, and still the error occurs. I'd post the RMF but my desktop is f**ked and won't even load windows. Borrowed a laptop for work. :|
Posted 19 years ago2005-02-11 21:06:14 UTC
in Error: SV_StartSound volume = 2550 Post #89787
But there aren't any wav's playing or about to play! I've just installed ZHLT 3.0, if that might have anything to do with it.
Posted 19 years ago2005-02-10 12:54:51 UTC
in Error: SV_StartSound volume = 2550 Post #89454
Hello yall,

there is a func_door_rotating in my map which causes the game to crash with this error when it is halfway through rotating. It has neither a move or stop sound, and I have not yet put any ambient_generics in my map. Can anyone solve this? Do ask if you want the .RMF posting. Cheers,

LlamaRama3 (formerly LlamaRama2, formerly LlamaRama... can't remember passwords...) :D