Forum posts

Posted 14 years ago2010-10-18 12:38:12 UTC
in Time in hammer (hammertime?) Post #286470
nain! ich bin tomatoes!
Skals SkalsLevel Designer
Posted 14 years ago2010-10-18 12:35:57 UTC
in Lets All Be Awesome Post #286469
Noooo! Rimrook do you realise what you have done! You just let the whole internet, (and that includes the anal spam troll) know your gf's email address! :(
Skals SkalsLevel Designer
Posted 14 years ago2010-10-18 09:10:59 UTC
in Post your screenshots! WIP thread Post #286464
Looks good IngSoc, It looks a lot like quake, in a good way.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-17 09:54:14 UTC
in Grenade Launcher Post #286443
that actually would be really cool. puzzles could be solved by launching grenades through windows, over walls, ect. to activate/kill, ect.
This isn't portal, puzzles are common in hl2 but I wouldn't expect many grenade launcher solved traps in my way in that game, It sounds so dull and random "Oh no, there's a massive brick wall in front of me with a small hole in it that leads to a flipping storage room full of c4, but how convenient, I've got this grenade launcher here, and I'll do the exact same thing I did the last 10 times -.-".

But yeah, I would Quite love it if they did something similar to the Resident evil 5 grenade launcher, It had many different types of ammo for that one gun, I believe there were explosive shots, corrosive shots, cryo shots, flashbangs etc. They could give the player an advanced type of grenade launcher in some place within the game, and let you switch between what kind of ammo you use, if you have it ofc.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-15 12:11:32 UTC
in Grenade Launcher Post #286384
Plx no more granade launchers!
Skals SkalsLevel Designer
Posted 14 years ago2010-10-15 07:42:21 UTC
in TWHL's Got Talent Post #286377
What is it with you and never providing links?
Skals SkalsLevel Designer
Posted 14 years ago2010-10-14 13:46:50 UTC
in How to make trampolines? Post #286356
Yeah. A tiny trigger_push brush that pushes the player up, constantly active and not fast enough to actually make him go WOOSH into the air, but rather as it pushes the player up, the player is still falling but at a much slower pace, lowering the falling damage.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-14 08:20:01 UTC
in How to make trampolines? Post #286353
Water stops you from taking fall damage because it stops you from moving properly, he wont be able to make the player jump properly if the player is in water.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-14 02:39:26 UTC
in How to make trampolines? Post #286350
Discostu why would you suggest water? -.-
Skals SkalsLevel Designer
Posted 14 years ago2010-10-13 11:48:43 UTC
in How to make trampolines? Post #286333
^ pwnd himself.
xzec the trigger_push is not the entity that stops the player from dieing, it's the one that lowers the gravity. If he does not hit the gravity trigger he will die, so you will have to find a way to make sure he hits it or he doesnt go too high.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-13 11:45:37 UTC
in Looking for an artist - will pay. Post #286332
Learning photoshop right now in college, maybe I'd be able to do it in 1 or 2 years time easily, but unfortunately you're 1 or 2 years too early :(
Skals SkalsLevel Designer
Posted 14 years ago2010-10-12 16:02:24 UTC
in Mist of Stagnation Post #286320
The idea is real good and I think this would be pretty successful if done correctly, but the amount of coding required for it would be massive. If you've got the knowledge to do all that why don't you just do the whole thing in unreal engine and then sell it? :P
Skals SkalsLevel Designer
Posted 14 years ago2010-10-12 10:16:40 UTC
in Mist of Stagnation Post #286309
concept art looks real nice.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-12 10:13:27 UTC
in How to make trampolines? Post #286308
thats not how you do itttt!! You have to do it the same way the xen pusher is made, you make an invisible door, or even one the same colour as the trampoline, make it be exactly where the trampoline is but go up when triggered, make the trigger ontop of the trampoline, and make a trigger_push brush with about 2000-3000 speed, now make the trigger trigger a multi_manager which triggers the func_door and the trigger_push at the same time, and make the trigger_push turn off in 2 secs, so the person gets chucked in the air by the door and the push makes him go even higher than usual, and the trigger should be a multimanager so it can be re-triggered, so now every time he will just bounce up like on a trampoline. Ofc he will get damaged if you make him fly too high and then fall, so you can also add a little trigger_gravity thing at the bottom of the trampoline, so that when he falls against it he will slow down before he hits it and not take damage.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-10 11:20:19 UTC
in Colony 42 Post #286260
It looks a bit blocky.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-10 11:19:41 UTC
in Competition 29 Voting Thread Post #286259
I demand a voting poll first!
Skals SkalsLevel Designer
Posted 14 years ago2010-10-08 15:13:41 UTC
in tank with gun Post #286223
Depends how you want to use this. If you want a player to control it then it is impossible, but If you want simply a tank with a gun to drive by and shoot at you or something you can pretty much do that.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-07 17:37:12 UTC
in Minecraft Post #286211
Hey guys, I was at the London BAFTA place today for a lecture by one of the main creators of little big planet, he was talking about stuff like what inspired him to create the game and how he went about with it etc etc... and along the lines he actually mentioned Minecraft and that exact picture muzz posted in this thread. Pretty cool huh?
Skals SkalsLevel Designer
Posted 14 years ago2010-10-06 16:04:21 UTC
in Minecraft Post #286181
wauw.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-05 13:52:29 UTC
in Post your screenshots! WIP thread Post #286162
Well you always need some places to hide, If the player ever needs to reload or has the gun disadvantage inside one of those rock alleys, he should ideally be able to find a place to hide, or he will die. They don't have to be crates... heres an idea: You can add rocks the size of the player in some places of those alleys and make them look like they fell from the cliffs, that could work well.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-05 13:36:53 UTC
in Post your screenshots! WIP thread Post #286159
it looks really sexy, the cliffs for the most part at least, way better than your last map on twhl. As for advice, I can't give you much regarding the environment, but since it is a css map, it would be useful if you gave this map some more hiding spots and objects to hide behind, like crates or other stuff, since you don't want snipers and rifles to over power everything else.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-04 15:24:17 UTC
in Forum bugs. Post #286105
What does windows theme have to do with this topic?
Skals SkalsLevel Designer
Posted 14 years ago2010-10-04 07:22:13 UTC
in Minecraft Post #286089
what is this?
Skals SkalsLevel Designer
Posted 14 years ago2010-10-03 16:18:16 UTC
in Post your screenshots! WIP thread Post #286057
You cant walk through the bevel texture at any point, but if there is a texture on the other side of the bevel face you wont get through, you'll only get half way, but ofc if there is a bevel texture on both opposite faces you'll get through.

Also guys I need some help: I have a problem in my map, For some reason when I am now recompiling the 1st mission of my competition map, I'm using the entire same compiler setup and texlights values for the hammer entity, but for some reason the map is a lot darker, and some of the texlights are lit in my map but emit absolutely no light! Any ideas what might be causing this? Again I'm using proper texlight entity values and extra rad.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-03 16:04:23 UTC
in How to set health on respawn? Post #286056
Trigger_hurt maybe?
Skals SkalsLevel Designer
Posted 14 years ago2010-10-03 14:54:09 UTC
in Post your screenshots! WIP thread Post #286049
then how come you can walk through bevel?
Skals SkalsLevel Designer
Posted 14 years ago2010-10-03 13:59:31 UTC
in Funny internets Post #286047
I rofled, nice going gramps!
Skals SkalsLevel Designer
Posted 14 years ago2010-10-03 13:14:16 UTC
in Post your screenshots! WIP thread Post #286045
Muzz the glossary doesn't actually say what it does, it's supposed to be the same as null only it does not create the solid face, which it doesn't state.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-03 12:10:39 UTC
in Post your screenshots! WIP thread Post #286036
Are those custom hl textures?
Those buildings look weird, dunno what they're supposed to be, but pretty creative. Are they from beta/alpha hl?

Edit: Hey guys, look what I found in my mapfiles folder:
User posted image


It's an entrance for my comp28 map I created some time ago, I'm putting it in my final map I've just recreated (it's finished), It's a sort of rail-way station.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-03 07:15:54 UTC
in Competition 29 Voting Thread Post #286041
I made one of those before, never finished it. I like the idea.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-03 04:27:56 UTC
in Funny internets Post #286037
He has been sterilised. Great success!
Skals SkalsLevel Designer
Posted 14 years ago2010-10-02 16:34:14 UTC
in HL1: my own flashlight Post #286005
I believe the flashlight is a simple coding trick that makes the one targeted area illuminated when it is active. You can tell it's not a proper spotlight because when you view the playerfrom someone elses perspective, you can see a light_spot glow around his feet, facing downwards rather than where he is pointing the flashlight. So I believe that when Valve made the game, they ran into some problems with the moving light_spot entity and instead of allowing others to view it as you would view it, they just illuminated the player whenever he activates his flashlight.
I'm not saying it's impossible to properly code a constantly moving light_spot, but the engine is quite old so you will most likely hit a brick wall.

However there is a way to create the same effect using simply hammer and no codes which I just taught of... But I believe simply using a moving func_illusionary is the best way.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-02 15:49:52 UTC
in Competition 29 Voting Thread Post #286001
good idea.

& Crollo shut up.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-02 15:05:48 UTC
in Competition 29 Voting Thread Post #285998
Lol! Crollo is still trolling even after being told off by most of twhl... -.-
Skals SkalsLevel Designer
Posted 14 years ago2010-10-02 12:11:56 UTC
in Post your screenshots! WIP thread Post #285994
Rimrook, how am I supposed to levitate a model? Plus those sinks looks even worse than the ones I made in the first place lol.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-02 11:39:01 UTC
in HL1: my own flashlight Post #285992
It can probably be easily done with the help of coding, but I'm not quite sure how hlrad will react to it. I mean you can turn lights on and off already but if they move how will hlrad properly texture the light faces?
Skals SkalsLevel Designer
Posted 14 years ago2010-10-02 10:48:08 UTC
in HL1: my own flashlight Post #285988
I'm not even sure the flash-light uses a sprite, I always taught it was an actual coded light entity, but if it does have a sprite however, you should check the hl/valve/sprites directory for anything the flash-light might be using, then make your own sprite and replace the flash-light one with your own sprite and it should change.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-02 06:57:12 UTC
in Competition 29 Voting Thread Post #285984
I clicked the link expecting something good, but what I saw was so terrible I dare not speak of it.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-01 15:49:21 UTC
in What's the origin of your username? Post #285954
Kraken is basically this massive best Poseidon creates that could destroy the entire world if Poseidon or anyone else for that matter ordered him to. At least I think that's what he is supposed to be...
Skals SkalsLevel Designer
Posted 14 years ago2010-10-01 14:42:19 UTC
in Desktops of October Post #285949
Kurosaki, what I'm interested in is why you have coh CHEAT MOD on your desktop? Naughty Naughty.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-01 12:46:58 UTC
in What's the origin of your username? Post #285941
Luke backwards in Latvian is ekuL.
C what I did ther?

I had to, but you can't stay mad at me when I have this avatar!
Skals SkalsLevel Designer
Posted 14 years ago2010-10-01 11:16:09 UTC
in What's the origin of your username? Post #285938
Yeah ok sure, now tell us the ACTUAL story behind it.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-01 06:01:33 UTC
in Mapping pseudo-challenge Post #285932
I dunno, looks pretty easy to make. Won't enter though since this is pointless.
Skals SkalsLevel Designer
Posted 14 years ago2010-09-30 16:34:48 UTC
in Half Life: Potential Study Post #285891
you are not really good at names are you?
Skals SkalsLevel Designer
Posted 14 years ago2010-09-30 15:24:14 UTC
in Post your screenshots! WIP thread Post #285889
Thanks, also I ran into some big-ass problem, zeeba-g I took your suggestion and tied some func_walls together.... and now my whole map is fucked up and has random invisible walls all over it (this also prevents many things from being rendered). Lol. It will take some additional time to fix.
Skals SkalsLevel Designer
Posted 14 years ago2010-09-30 11:36:08 UTC
in Post your screenshots! WIP thread Post #285886
I suppose I should crop the wood bit of the wall and add a all white texture over it instead (I was actually thinking of doing this already), but besides that, What do you think about the sink itself? I wanted to fix it since it got such bad reviews last time lol.
Skals SkalsLevel Designer
Posted 14 years ago2010-09-30 09:21:45 UTC
in Post your screenshots! WIP thread Post #285883
User posted image
do these sinks look better to y'all?
Skals SkalsLevel Designer
Posted 14 years ago2010-09-29 17:01:13 UTC
in Competition 29 Voting Thread Post #285863
Urby,

you're awesome.
Skals SkalsLevel Designer
Posted 14 years ago2010-09-29 16:08:40 UTC
in Competition 29 Voting Thread Post #285860
look at the top of your browser. spaz. (@ crollo)
Skals SkalsLevel Designer
Posted 14 years ago2010-09-29 15:44:51 UTC
in Competition 29 Voting Thread Post #285857
coding competition on a mapping forum? no.
Skals SkalsLevel Designer