Forum posts

Posted 8 years ago2016-03-02 17:28:10 UTC
in Dumb Entity Game Post #329131
And...gonna' shoot for yours here...Server_Register_Scene....? Is that even a thing?
Posted 8 years ago2016-03-02 17:25:01 UTC
in Dumb Entity Game Post #329129
Nope. I.R. dumb. But me know now! I cannot get Dr. Orange's...
Posted 8 years ago2016-03-02 17:17:11 UTC
in Dumb Entity Game Post #329127
Posted 8 years ago2016-03-02 15:13:07 UTC
in Dumb Entity Game Post #329118
Yeah, go ahead and expand it! Imagination is the limit! We can also bend the rules a little bit to allow for ambiguity. Like, "Func" can also be "Funk".
Posted 8 years ago2016-03-02 05:20:53 UTC
in Dumb Entity Game Post #329104
Seeing Urby's Avatar gave me an idea, not sure if anything like this has been done on the site before, but thought it would be a fun little game. Basically, guess the entity being referenced based on the images. Hell, create your own representations of any entity you wish and we'll try to guess them.

Mine's easy. "Info_Player_Start"

http://www.moddb.com/members/half-rats/images/stupit#imagebox
Posted 8 years ago2016-03-02 05:01:05 UTC
in Just a Little Ditty I Wrote Post #329103
That's awesome! What part of Michigan you from? My parents live in the Thumb area.
Me, too! Northwest of Port Huron.
Posted 8 years ago2016-03-01 22:26:26 UTC
in Face light? Post #329093
Nope, it shouldn't. Try it out anyway!
Posted 8 years ago2016-03-01 20:07:33 UTC
in NEED TUTORIAL URGENTLY Post #329088
Tetsuo can help you more in-depth with that. He's got a tutorial on youtube.

https://www.youtube.com/playlist?list=PL9CPpo_1svGNnZI1iPL2peExsuPk3gYWN
Posted 8 years ago2016-03-01 18:43:00 UTC
in NEED TUTORIAL URGENTLY Post #329081
If I had more time, I was going to write an entire guide dedicated to making a GS mod in the late aughts.

But, yeah, plenty of tutes here. If you have any further questions, add me on steam: "Half-Rats" This would be the best possible time to contact me, as I'm in a bit of a lull, but that won't last.
Posted 8 years ago2016-03-01 18:37:06 UTC
in Just a Little Ditty I Wrote Post #329085
Thanks muchly! Going to need to get a new straight razor though...That one's had it.

There's many more songs where that came from. But they are quite different from one another.
Posted 8 years ago2016-03-01 18:09:20 UTC
in Just a Little Ditty I Wrote Post #329080
Yep, I actually am. And thanks!
Posted 8 years ago2016-03-01 16:06:12 UTC
in Just a Little Ditty I Wrote Post #329077
https://www.youtube.com/watch?v=7jztWQU0QVM

Played in Detroit at the Hastings Street Ballroom, filmed it.
Posted 8 years ago2016-03-01 16:03:21 UTC
in Sounds playing when loading a save game? Post #329064
Oh, check the "not toggled" flag in the properties of all of your one-shot ambient_generics! This happened to me before.
Posted 8 years ago2016-03-01 07:03:32 UTC
in How to prevent entities from crossing a Post #329066
I believe Spirit will allow you more flexibility with things like this.
Posted 8 years ago2016-03-01 06:55:17 UTC
in Good looking textures Post #329065
The thing about re-sizing textures...is that the flashlight beam will appear smaller on brushes with down-scaled textures. I relegate this to small boxes/posters/knick-knacks. I don't have to worry as much because Parasomnia uses an oil lantern, but something to bear in mind for all your freaks who like flashlights.
Posted 8 years ago2016-03-01 06:42:23 UTC
in Proximity fade effect. Post #329063
Spirit MIGHT be able to do something like this...or at least better facilitate.
Posted 8 years ago2016-03-01 06:40:15 UTC
in Playing music in Half-Life Post #329062
and hope they dont go out of sync
That would make for an interesting Phaser effect. Might be neat to experiment with out-of-phase sounds for non-musical applications.
Posted 8 years ago2016-02-29 18:37:37 UTC
in Is the site dead? Post #329059
I'm constantly directing new members to this place. After releasing HRAFD, and the release of Military Duty and Arctic Incident, all that got a few folks interested in Goldsource again. I usually have folks come to me for help, and that inevitably means, they end up coming to all of YOU! Bwahaha. Great power, great responsibility, dig it?
Posted 8 years ago2016-02-29 18:25:44 UTC
in Modeler/s, Animators Needed! Post #329058
Alright, my friend. But there's no turning baaaack...I know you're a modeling kinda' guy, and I've seen you do world objects. PM me with your skillset and a portfolio, and let's see what we can do if you're game. This is going to be a commitment. just letting you know now!
Posted 8 years ago2016-02-29 15:06:13 UTC
in Modeler/s, Animators Needed! Post #329052
No, it's not going to be fun. It will be terrible. You interested?
Posted 8 years ago2016-02-28 16:41:09 UTC
in Modeler/s, Animators Needed! Post #329043
Well, Half-Rats: Parasomnia has been chugging forward at an alarming rate, but we only have one modeler, who also rigs and animates, places events and compiles all by himself. Since this is a total conversion mod, he has quite the job ahead of him. I wish to avoid a potential bottleneck/dead mod and I'd like to offer some relief to our long-suffering modeler. We have half of our monsters completed already, as well as our pickup items. We have a couple of animals and npcs to get out of the way, as well as the rest of our monsters, including the bosses. And then there's the weaponry. Any help would be greatly appreciated.

http://www.moddb.com/mods/half-rats-parasomnia
Posted 8 years ago2016-02-15 23:27:57 UTC
in Set maximum Hz for better quality sounds Post #328896
FMOD's documentation illustrations scare me...use WWISE. That being said. 22K or bust, motherfuckers!

...and 11025, too....yeah.
Posted 8 years ago2016-02-15 23:24:41 UTC
in Confused trigger_camera on a track Post #328897
In future, also remember these golden rules:

1. If you activate a trigger_changelevel while a camera is still active - bad things happen.

2. The func_train needs to be faster than the camera.
Posted 8 years ago2016-02-13 22:16:54 UTC
in Set maximum Hz for better quality sounds Post #328865
8-bit 22k sounds fine provided you tweak the EQ, and have a strong signal to begin with. What sounds are you trying to work with?
Posted 8 years ago2016-02-13 02:01:08 UTC
in The Official HRP "Halp!" Threa Post #328843
Ah I see. The cameras have different names. There's pubcam and introcam.

Pubcam 0.1
Pubcam 9.9

Introcam 10

That's how I set it up after what you just told me.

And it worked! Thank you very much!
Posted 8 years ago2016-02-13 00:27:06 UTC
in The Official HRP "Halp!" Threa Post #328840
Well, I'm triggering multiple cameras at different times. The player spawns into the map, right inside of a trigger_once...that trigger_once activates a multi_manager, which immediately activates the first camera...in the multi_man, I set the second camera to start immediately after the hold time of the first camera has elapsed. The second camera never activates. Despite having an entity to look at as a target, and being situated East/West...the cameras that DO work refuse to look in the proper direction.
Posted 8 years ago2016-02-12 23:38:13 UTC
in The Official HRP "Halp!" Threa Post #328835
Yeeep! Lots of new features. Inventory system...storing notes, blocking and kicking with melee, drunkeness, monetary system with shops and the like...lantern with fuel. All sorts of shit! Just need to get these cameras working. God, I hate these things.
Posted 8 years ago2016-02-12 22:48:21 UTC
in The Official HRP "Halp!" Threa Post #328831
Ah! my latest problem that's got the whole team stumped...First off, has anyone worked with Spirit of half-Life?

Ever since I set my mod's dlls to the spirit ones, the info_player_start doesn't work and I'm spawning at the origin...god, I thought I was done with this.

Whoops, nevermind. Just found that it was simply my cameras going haywire....basically not working at all...or pointing wherever they want.
Posted 8 years ago2016-02-08 22:20:16 UTC
in The Official HRP "Halp!" Threa Post #328780
Well, anyway - 3DS max was exporting empty frames that screwed everything up. Problem solved! I noticed day of defeat had color decals. Decals are killing me. I'd like to do full color decals for bullet holes. Day of Defeat had them...anyone know how they did that?
Posted 8 years ago2016-01-08 20:10:45 UTC
in The Official HRP "Halp!" Threa Post #328158
Update:

When the model is decompiled in milkshape, then recompiled, the QC changes and it suddenly works...

The hitbox definitions are added.

The models work in Half-Life.

I think I will have them tested in the Parasomnia .dll.

The animations are moving away from the origin in the model editing program, 3DS Max 8 and it is done exactly the way it should be.

Here is what the new QC Looks like:

/*
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

clwnofdky.mdl

Original internal name:
"clwnofdky.mdl"
*/

$modelname "clwnofdky.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000

//reference mesh(es)
$body "reference" "reference"

// 25 hit box(es)
$hbox 0 "SPINE1" 0.000000 -9.420000 -11.250000 14.502832 10.550000 11.450000
$hbox 0 "SPINE2" 0.000000 -7.550000 -10.560000 11.577699 11.170000 10.760000
$hbox 0 "SPINE3" -1.140000 -8.220000 -4.020000 10.909124 10.870000 4.220000
$hbox 0 "NECK" -0.510000 -10.610000 -5.870000 8.858741 11.840000 5.740000
$hbox 0 "HEAD" -5.640000 -11.280000 -6.570000 27.540001 11.610000 6.720000
$hbox 0 "R_clavicle" 0.000000 -10.170000 -6.980000 12.490000 8.380000 9.480000
$hbox 0 "R_ForeARM" 0.000000 -4.240000 -4.140000 15.734390 5.120000 3.650000
$hbox 0 "R_ARM" 0.000000 -4.760000 -4.140000 17.569532 4.590000 3.650000
$hbox 0 "R_HAND" -0.020000 -1.950000 -3.560000 9.030000 2.150000 6.000000
$hbox 0 "R_FINGER" 0.000000 -0.830000 -3.850000 10.101518 0.860000 1.940000
$hbox 0 "L_clavicle" -0.390000 -8.410000 -6.980000 12.290000 10.190000 9.480000
$hbox 0 "L_ForeARM" 0.000000 -5.240000 -4.140000 15.734391 4.130000 3.650000
$hbox 0 "L_ARM" 0.000000 -4.700000 -4.620000 18.040001 4.650000 3.650000
$hbox 0 "L_HAND" 0.000000 -2.290000 -3.570000 8.100000 1.900000 6.000000
$hbox 0 "L_FINGER" 0.000000 -0.860000 -3.850000 9.670000 0.830000 2.140000
$hbox 0 "R_pelvis" 0.000000 -8.990000 -9.880000 11.140000 6.340000 10.160000
$hbox 0 "R_UpperLeg" 0.000000 -5.800000 -8.140000 23.511890 6.550000 10.160000
$hbox 0 "R_leg" 0.000000 -4.660000 -6.090000 29.700001 5.630000 8.190000
$hbox 0 "R_FOOT1" -3.200000 -6.060000 -4.710000 10.496496 6.590000 4.850000
$hbox 0 "R_FOOT2" 0.000000 -2.400000 -6.690000 11.910000 4.620000 6.830000
$hbox 0 "L_pelvis" 0.000000 -5.840000 -9.880000 11.000000 8.860000 10.160000
$hbox 0 "L_UpperLeg" 0.000000 -6.750000 -8.140000 23.511896 5.600000 10.160000
$hbox 0 "L_leg" 0.000000 -5.830000 -6.090000 29.700001 4.460000 8.190000
$hbox 0 "L_FOOT1" -0.550000 -6.590000 -5.020000 10.496497 5.350000 4.540000
$hbox 0 "L_FOOT2" 0.000000 -4.620000 -7.000000 11.910000 2.400000 6.530000

// 25 animation sequence(s)
$sequence "idle" "idle" fps 15 loop ACT_IDLE 1
$sequence "idle1" "idle1" fps 30 loop ACT_IDLE 1
$sequence "idle3" "idle3" fps 30 loop ACT_IDLE 1
$sequence "surprise" "surprise" fps 30
$sequence "attack" "attack" fps 30 ACT_MELEE_ATTACK1 1 { event 3 0 } { event 2010 0 }
$sequence "RUN2" "RUN2" LX fps 30 loop ACT_RUN 1
$sequence "walk1" "walk1" LX fps 30 loop ACT_WALK 1
$sequence "range" "range" fps 30 ACT_RANGE_ATTACK2 1 { event 7 0 }
$sequence "die_simple" "die_simple" fps 25 ACT_DIESIMPLE 1 { event 11 0 } { event 2001 0 }
$sequence "die_violent" "die_violent" fps 25 ACT_DIE_HEADSHOT 1 { event 11 0 } { event 2001 0 }
$sequence "turn_left" "turn_left" fps 25 ACT_TURN_LEFT 1
$sequence "turn_right" "turn_right" fps 25 ACT_TURN_RIGHT 1
$sequence "big_flinch" "big_flinch" fps 25 ACT_BIG_FLINCH 5
$sequence "die_onbigflinch" "die_onbigflinch" fps 25
$sequence "flinch_A" "flinch_A" fps 25 ACT_SMALL_FLINCH 5
$sequence "flinch_B" "flinch_B" fps 25 ACT_SMALL_FLINCH 5
$sequence "crouch_idle" "crouch_idle" fps 15 loop ACT_IDLE 1
$sequence "crouch_die" "crouch_die" fps 25
$sequence "crouchmeele" "crouchmeele" fps 25
$sequence "runcrouch1" "runcrouch1" fps 25
$sequence "gocrouch" "gocrouch" fps 35
$sequence "crouch_range" "crouch_range" fps 30 ACT_RANGE_ATTACK2 1 { event 7 0 }
$sequence "crouch_flinch" "crouch_flinch" fps 25 ACT_SMALL_FLINCH 5
$sequence "crouch_t_right" "crouch_t_right" fps 25 ACT_TURN_RIGHT 1
$sequence "crouch_t_left" "crouch_t_left" fps 35 ACT_TURN_RIGHT 1

// End of QC script.
Posted 8 years ago2016-01-08 17:52:26 UTC
in The Official HRP "Halp!" Threa Post #328153
Yeah, so far, enemies running in place is the only hurdle we have. They jump and crouch and attack, but they just can't reach the player, haha. And remember, we're not editing models, we are flat-out starting from scratch - so there's places where things can go wrong. My modeler/animator, Alejandro is making an account here to better explain his situation and what he did.

"Reading the main conversation, seems that the animation loopback at the end, I checked the animations in max and they are right but the animaiton in the compiled model ends 1 frame before the real end :S"

Here is the QC:

$modelname "clwnofdky.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1
$cliptotextures

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
$origin 0 0 0
//reference mesh(es)
$body "reference" "reference"
// 1 animation sequence(s)
// 2 skin families
$sequence "idle" "idle" fps 15 loop ACT_IDLE 1
$sequence "idle1" "idle1" fps 30 loop ACT_IDLE 1
$sequence "idle3" "idle3" fps 30 loop ACT_IDLE 1
$sequence "surprise" "surprise" fps 30
$sequence "attack" "attack" fps 30 ACT_MELEE_ATTACK1 1 { event 3 14 } { event 2010 14 }
$sequence "RUN1" "RUN1" LX fps 30 loop ACT_RUN 1
$sequence "walk" "walk" LX fps 30 loop ACT_WALK 1
$sequence "range" "range" fps 30 ACT_RANGE_ATTACK2 1 { event 7 36 }
$sequence "die_simple" "die_simple" fps 25 ACT_DIESIMPLE 1 { event 11 3 } { event 2001 10 }
$sequence "die_violent" "die_violent" fps 25 ACT_DIE_HEADSHOT 1 { event 11 1 } { event 2001 20 }
$sequence "turn_left" "turn_left" fps 25 ACT_TURN_LEFT 1
$sequence "turn_right" "turn_right" fps 25 ACT_TURN_RIGHT 1
$sequence "big_flinch" "big_flinch" fps 25 ACT_BIG_FLINCH 5
$sequence "die_onbigflinch" "die_onbigflinch" fps 25
$sequence "flinch_A" "flinch_A" fps 25 ACT_SMALL_FLINCH 5
$sequence "flinch_B" "flinch_B" fps 25 ACT_SMALL_FLINCH 5
//crouch animations
$sequence "crouch_idle" "crouch_idle" fps 15 loop ACT_IDLE 1
$sequence "crouch_die" "crouch_die" fps 25
$sequence "crouchmeele" "crouchmeele" fps 25
$sequence "runcrouch" "runcrouch" fps 25
$sequence "gocrouch" "gocrouch" fps 35
$sequence "crouch_range" "crouch_range" fps 30 ACT_RANGE_ATTACK2 1 { event 7 36 }
$sequence "crouch_flinch" "crouch_flinch" fps 25 ACT_SMALL_FLINCH 5
$sequence "crouch_t_right" "crouch_t_right" fps 25 ACT_TURN_RIGHT 1
$sequence "crouch_t_left" "crouch_t_left" fps 35 ACT_TURN_RIGHT 1
Posted 8 years ago2016-01-08 02:32:17 UTC
in The Official HRP "Halp!" Threa Post #328142
Qc's? My coder is talking about "Lock X".
Posted 8 years ago2016-01-08 00:43:01 UTC
in The Official HRP "Halp!" Threa Post #328138
Alright, now for a little more trouble of a different sort. How do you properly inplement walking and running animations for your NPCs and monsters? I have custom creatures that are being coded, but they run in place. The coder has stated that they must move forward within the animation, so the modeler/animator made them move forward in a way that they actually walk/run almost off-screen in HLMV, then reset at the starting point and begin again. Not sure that is the correct way. Anyone have experience with this? My monsters won't be very scary if they are running in place.
Posted 8 years ago2015-12-25 02:11:46 UTC
in The Official HRP "Halp!" Threa Post #327910
I'm addicted to transparent textures now...Spider webs, fallen leaf cover...YOU NAME IT! I can't stop making them!
Posted 8 years ago2015-12-24 06:59:14 UTC
in The Official HRP "Halp!" Threa Post #327894
I can try that last one! I may end up starting over from scratch with some.

Hey, your suggestions of doing a replace color, and color select REALLY helped!
Posted 8 years ago2015-12-24 01:09:39 UTC
in The Official HRP "Halp!" Threa Post #327883
That would be very helpful, Discostu! I was able to get 256 colors working properly in photoshop. I thought I had been working in 256 all along, but it turns out I wasn't. I switched the format to master perceptual indexed color and that gave me the full 256 colors I was searching for. That last color (255)change needs to be done in Photoshop only it seems. I can't seem to swap or translate colors in wally and have it work. The problem I have now, is that the 255th color seems to be a necessary one in some of my darker textures. So, naturally, when I make that blue, it takes a huge chunk out of my image and ruins it. I thought a good fix would be swapping colors in wally, and flooding them. Didn't work oddly. I got a few textures to work, but some aren't going so quietly!

Yeah, fiddled around...on my burned textures, I can't change the last color in the palette to blue because those last colors are black, and...well, they need to stay black in order for the image not to look like swiss cheese. ATM I'm trying to get some masked dead tree textures, and since they are blackened and burned, the dark colors go to the bottom - subsequently where I need to make my transparency color...number 255. If I change it...well, it appears the trees dissappear.
Posted 8 years ago2015-12-23 23:04:32 UTC
in The Official HRP "Halp!" Threa Post #327876
I prefer wetransfer. You can PM me your email! Should take but a moment.
Posted 8 years ago2015-12-23 22:57:47 UTC
in The Official HRP "Halp!" Threa Post #327874
If you could, that would be wonderful, and if you told me exactly what you did, I would be very grateful! Also, it appears I only have 163 colors! Uh oh. How should I send it? So apparently...I have some problems.
Posted 8 years ago2015-12-23 22:49:00 UTC
in The Official HRP "Halp!" Threa Post #327872
I went through and replaced a bunch of pixels in a snap in Photoshop. It's just it appears I'm literally not dealing with a full deck! If you look at the picture I linked, you'll see exactly what I mean. What am I supposed to do with all of those back squares? And, what to do about the transparent part being so far from the 255th slot?
Posted 8 years ago2015-12-23 22:19:03 UTC
in The Official HRP "Halp!" Threa Post #327868
http://www.moddb.com/mods/half-rats-parasomnia/images/tree-problems#mediaform

Alright, I'm this far...as you can see, the part I wish to be transparent is very far from the 255th slot! What should my next step be?

I made the part I want transparent red for convenience.
Posted 8 years ago2015-12-23 20:52:42 UTC
in The Official HRP "Halp!" Threa Post #327864
Alright, so how would I go about making this properly?

Here's another example. I can get rid of all the extra blues...however...the circled color is the one that is supposed to be the background! As you can see, it isn't the last one on the list. Can it be moved?

http://www.moddb.com/mods/half-rats-parasomnia/images/more-woes#mediaform
Posted 8 years ago2015-12-23 18:08:19 UTC
in The Official HRP "Halp!" Threa Post #327862
Posted 8 years ago2015-12-23 17:49:37 UTC
in The Official HRP "Halp!" Threa Post #327860
Well, I went into wally and changed the remaining black spaces into 0,0,255. Didn't work. Going into photoshop. Even when I just simply paint pure blue onto an image and don't start off with a transparent channel in PS, it doesn't wanna' cooperate. Going to try the color palete thing in PS.

Update: That didn't work, either.

Anywhere I can send the textures? I'm still convinced the problem lies in the palete.
Posted 8 years ago2015-12-23 08:35:42 UTC
in The Official HRP "Halp!" Threa Post #327853
Oh boy, he's at it again! Well, I won't be moaning too much here...I've got a team now to share the burden with. Yet there are still some slight hiccups, as I am learning a new skill set. My first question is regarding masked textures. The last color in my pallete or color table is 0,0,255, in Photoshop AND Wally, I have the appropriate texture flag set "{", and I have the func_wall set to Solid, 255.
Is there something I'm doing wrong? I know it isn't my computer settings, either. I can't help but think I messed up somewhere in the process of making it. I did start with an alpha channel, or transparent background in PS, but I used the paint bucket tool to make that pure blue at 0,0,255, then I stuck a stair railing over it that I cut the background out of so the blue would replace the background - leaving just the railing on a blue background. Should I have just used a different method? Just painted straight blue onto the places I wanted it in the beginning? When I finish the texture, it's an indexed .bmp, 8-bit, 256-color, so I thought that would get rid of the alpha channel.

Needless to say, the textures just don't work properly. the blue shows up in-game.
Posted 8 years ago2015-12-13 08:27:26 UTC
in The Official HRAFD Progress/Troubleshoot Post #327771
This is going to turn into the Parasomnia thread pretty soon...But, I thought I'd contribute something, too. I have it in my mind to do a neat little tutorial regarding func_wall_toggles, multi_managers, texture editing, and real-time structural damage from fire as it propagates throughout an area.
Posted 8 years ago2015-11-24 05:38:05 UTC
in One-way level transmission Post #327515
I am ALL over this! Finally, someone I can help! I'm not sure I 100% understand exactly what your problem is, but it SOUNDS familiar.

Sticking the trigger_changelevel in an inaccessible area. Yes, you got that right. You need a trigger in both maps, though. The truth is, you're probably not spawning in the dead center or origin of the map, but rather in the exact coordinates that you were at when you hit the first changelevel trigger. When you hit the trigger in the first map, or map1, your coordinates are "recorded" by the engine on the X, Y and Z axes. You will spawn in that same exact spot in the next map, or map2.

So, to reiterate; Goldsource doesn't care if you have a floor and walls there to receive the player or not. It will spit you out at the exact same grid coordinates that you were at when you hit the trigger in map1. Even if that means placing you in the void in map2.

Or you did something wrong with the landmarks. They need to have the same name in both levels.

The BEST thing to do is place your trigger changelevel and landmark in map1, compile it, then copy map1.rmf, rename it to map2. Open up map2, move the trigger_changelevel to a different spot,(in this case, out of player range)and edit the parameters to enable the trigger to go back to map1...even if it is out of reach. Then delete the old geometry and continue on mapping the rest of map2.

Fun Tip: Trigger_changelevels can be targeted by trigger_once and multi_managers.

(EDIT) Just re-read your post. Yeah, you need landmarks and trigger in BOTH levels, named appropriately, or you will default to the origin of the map and be trapped in purgatory forever. Just stick that trigger_changelevel way out of reach and flag it to "Use only" for extra security. It STILL needs to have the proper information - the same that it would have if it was a two-way change.
Posted 9 years ago2015-11-18 00:27:37 UTC
in The Official HRAFD Progress/Troubleshoot Post #327465
Wally is my go-to. Thank you much for this!
Posted 9 years ago2015-11-17 21:58:38 UTC
in The Official HRAFD Progress/Troubleshoot Post #327463
The other hurdle...I'm going 100% original with everything, down to the sprites and bullet holes...By the way, there any good tutorials on creating decals?
Posted 9 years ago2015-11-09 01:16:58 UTC
in The Official HRAFD Progress/Troubleshoot Post #327432
Yeah, it basically has to be a panoramic image that is seamless. I was just in need of a starry sky with a moon, really, though.
Posted 9 years ago2015-11-08 21:44:15 UTC
in The Official HRAFD Progress/Troubleshoot Post #327430
Are there any tutorials that don't involve TERROR-Gen? Can I just paint my own in photoshop somehow?