Forum posts

Posted 18 years ago2006-06-30 01:32:01 UTC
in Testing Post #187543
Check/post your compile log. If it looks the same, it means it's probably not compiling.
Posted 18 years ago2006-06-30 01:23:26 UTC
in Sweet mother of God... Post #187541
Nice Muzzie!

You should put it in the vault and add a quick walkthrough, because I'm too lazy to figure out exactly how you did it ;)

VOX: Add yours to the vault...It would be interesting to see how your method differs from the rest of ours, too.

Elon: Where's yours, BITCH?! ^_^
Posted 18 years ago2006-06-29 05:19:53 UTC
in Now Playing: ... Post #187423
Paul Westerberg - Knockin' On Mine
Posted 18 years ago2006-06-29 04:31:07 UTC
in Editing the HUD? Post #187420
You got it to work that's the important thing ;)
Posted 18 years ago2006-06-29 03:39:36 UTC
in No info_teleport_destination entity Post #187417
YaY! you figured it out and let us know How you did it!

Whoo goat-man!

Wecome btw! :)
Posted 18 years ago2006-06-29 03:37:32 UTC
in Editing the HUD? Post #187416
Have you seen This by ChickenFist? I'm pretty sure it covers it, though I've never tried it in steam.

If you're using WON by chance, the old "minimod" tutorials covers this I think.
Posted 18 years ago2006-06-29 03:14:19 UTC
in Sweet mother of God... Post #187415
BOW DOWN TO A TRUE PIMP!

^___^ !
Posted 18 years ago2006-06-29 02:48:17 UTC
in Sweet mother of God... Post #187413
You win this time... BITCH! ^_^
Posted 18 years ago2006-06-29 02:15:02 UTC
in Sweet mother of God... Post #187411
Posted 18 years ago2006-06-29 01:58:50 UTC
in Sweet mother of God... Post #187409
Posted 18 years ago2006-06-29 01:37:13 UTC
in Now Playing: ... Post #187407
Paul Westerberg - It's A Wonderful Lie

repeat [on] off
Posted 18 years ago2006-06-29 01:30:30 UTC
in Sweet mother of God... Post #187406
Posted 18 years ago2006-06-29 00:46:50 UTC
in Kasperg Projects! Post #187404
Truly breathtaking :)

The lighting in the first is a little flat, bue superb nonetheless.

And knowing you, no need to even ask about the wpolys... there always sub 500 on your maps anyway :P
Posted 18 years ago2006-06-29 00:28:02 UTC
in Yet another mapping query... Post #187403
Yeah, I didn't realize I wrote that until hours later. Notice it wouldn't really make sense for me to say "(or at least not without spirt.)" if it was something the engine couldn't handle ;)

Too much coffee, typing too fast, thinking too little :P
Posted 18 years ago2006-06-28 14:38:25 UTC
in Sweet mother of God... Post #187344
It's got to be simpler than that... we just haven't figured it out yet ;)
Posted 18 years ago2006-06-28 13:29:56 UTC
in Sweet mother of God... Post #187341
Are you using teh CTRL-M thingie to rotate?

If you try to rotate too many complex objects, hammer craps and creates lots of invalid errors. If this is the case, just free rotate, and shore up with VM.
Posted 18 years ago2006-06-28 13:03:07 UTC
in Sweet mother of God... Post #187336
Looks like it to me. For all we know, Skarrj's all had errors too...

Unless somebody comes up with a better one, VOX wins the Internet!(though, you were almost disqualified for the ImageShit hosting lol :P )
Posted 18 years ago2006-06-28 12:03:10 UTC
in Sweet mother of God... Post #187330
Habboi: Talk is cheap, like your mom :P (Just kidding, but seriously)
Posted 18 years ago2006-06-28 11:39:58 UTC
in Sweet mother of God... Post #187324
I'm still waiting for somebody to tell us how dto do those pillars... it hurts my brain to think of how he did it. I tried to decompile for clues, but alas, it doesn't seem to work.

So, the race is on! First to figure it out wins the internet! :P
Posted 18 years ago2006-06-28 10:58:09 UTC
in Now Playing: ... Post #187318
Ani DiFranco - Untouchable Face

repeat [on] off
Posted 18 years ago2006-06-28 09:45:21 UTC
in Now Playing: ... Post #187308
R.E.M. - Eponymous (LP)

repeat [on] off
Posted 18 years ago2006-06-28 08:57:56 UTC
in Kasperg Projects! Post #187301
Beautiful custom textures!

It's stuff like this that makes me realize that I have to break away from the stock HL textures someday...you can only do so much with brushwork!
I had also tought of including it in the Star Trek minimod, but somehow I think it would feel way too much like StarGate
Who cares if it parallels SG1... I think it would be pretty dam cool if you incorporated these with the minimod!
Posted 18 years ago2006-06-28 08:46:50 UTC
in compile-error(says theres no .bsp) Post #187300
Without trying at all to sound condecending, WAD Merging all your wads is idiotic, at best. (you will look back at this post someday and laugh your ass off!)

Merging an entire wad for a couple, or even one texture is ridiculous, let alone merging all your wads, jeez!

I would recommend doing as I said in the previous post, and copy only the textures you need into one wad. Then, wadinclude the one custom wad only to your map.

This does not include the standard ones like: half-life, decals, liquids, xen--everybody already has these stock with the game.
Posted 18 years ago2006-06-28 08:34:27 UTC
in Yet another mapping query... Post #187297
If your talking about the APC that drives out and starts shooting at you from c2a5e, the "moving tank" is simply a func_train.

After it moves into place it's rendered invisible, while simultaneously the invisible--not to mention quite stationary--func_tank is rendered visible/activated.

Is this what you were talking about?
Posted 18 years ago2006-06-28 01:32:19 UTC
in compile-error(says theres no .bsp) Post #187250
<edit blocked again, srry you BITCH :P >

In Wally, you literally "copy" the textures you want and paste them into one wad. Here's what I would du:

1. Open any wad file, and "save as" a name of your choosing--"mapname.wad".
2. Delete all the textures out of that wad, except ones you need.
3. Open up additional wadfiles, and copy/paste additional textures to your mapname.wad, but only the ones you need ;)
Posted 18 years ago2006-06-28 01:20:39 UTC
in compile-error(says theres no .bsp) Post #187247
Holy crap don't "WAD merge" them, only add the textures you're using in the map...unless you want a wadfile that is going to be 50MB!!

Wally is pretty self-explanatory. You should really try some of this stuff on your own before asking for help.

We're more than willing to help you, but you have to do some work too ;)
Posted 18 years ago2006-06-28 01:17:02 UTC
in compile-error(says theres no .bsp) Post #187245
If you don't even know how to add/remove wadfiles, then I would recommend reading the Mapping With Steam Tutorial, and then all the "In the Beginning" tutorials.
Posted 18 years ago2006-06-28 01:14:42 UTC
in .fgd files? Post #187244
Jeez, maybe you could give him an older link!?

I would suggest going to the Links page, and downloading the latest cs 1.6 FGD from Tommy14.
Posted 18 years ago2006-06-28 00:58:44 UTC
in compile-error(says theres no .bsp) Post #187241
[quote]Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetspldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsspecialists.wad
  • Contains 3 used textures, 13.04 percent of map (116 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifevalvetempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscs_cbble.wad
  • Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsde_aztec.wad
  • Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
  • Warning: Larger than expected texture (348972 bytes): 'THANKS'
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsde_vegas.wad
  • Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsdecals.wad
  • Contains 0 used textures, 0.00 percent of map (239 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsshb.wad
  • Contains 1 used texture, 4.35 percent of map (17 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsts_ph.wad
  • Contains 4 used textures, 17.39 percent of map (126 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING'
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscs_dust.wad
  • Contains 1 used texture, 4.35 percent of map (28 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscs_office.wad
  • Contains 1 used texture, 4.35 percent of map (102 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscstrike.wad
  • Contains 1 used texture, 4.35 percent of map (123 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsfonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetshh3_broken.wad
  • Contains 2 used textures, 8.70 percent of map (67 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsitsitaly.wad
  • Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetstempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetstm_harbor.wad
  • Contains 5 used textures, 21.74 percent of map (125 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsts_paintball.wad
  • Contains 1 used texture, 4.35 percent of map (8 textures in wad)
Warning: More than 8 wadfiles are in use. (20)[/quote]

Yikes! Under no circumstances do you ever use more than 8 wad files... I barley ever use more than 4 or 5!

You can use textures from all those wads if you absolutely have to, but just copy/paste them into one wadfile using wally.
Posted 18 years ago2006-06-28 00:49:03 UTC
in Now Playing: ... Post #187237
The Kinks - Picture Book

repeat [on] off
Posted 18 years ago2006-06-28 00:05:57 UTC
in Sweet mother of God... Post #187229
Um yeah no shit... notice the <downloading> from my post? (Just Kidding elon, but seriously :P)

+8000 wpolys!

Suprisingly similar to Rimrook's style, but Rim's maps are better imo because they are completely playable. Still, I'm completely impressed by this guy's work, and you can bet I will be studying some of his techniques.

The biggest thing I'm impressed by so far about this map, is how smooth everything looks... really, really cool stuff.

edit:That second map is worth a look too... ultra-hi r_speeds, but completely inspiring just the same :)
Posted 18 years ago2006-06-27 23:41:49 UTC
in Sweet mother of God... Post #187226
<downloading>

Looks very similar to Rimrooks work, but even more detailed, and with ultra-smooth rounded edges.

Can't wait to play this!
I MUST KNOW I will kill to know.
LOL!
Posted 18 years ago2006-06-27 23:31:15 UTC
in Now Playing: ... Post #187221
Cat Power - The Greatest (LP)
Posted 18 years ago2006-06-27 23:28:55 UTC
in Yet another mapping query... Post #187220
If it's so impossible how did they do it in half-life eh?
Um, really?! What level precisely are you talking about that illustrates this?
Posted 18 years ago2006-06-26 23:47:53 UTC
in Any Help Appreciated Post #187064
You're right, after thinking about it a little more, it doesn't seem too complicated.

My apologies to Elon and VOX.

Why not post a simple map to shush us detractors once and for all :P Methinks it would make a very interesting example ;)
Posted 18 years ago2006-06-26 23:30:10 UTC
in Phantom Brush Post #187062
Do you use the IG button? The "hide selected items" button is right next to it. Sometimes when your working to fast, you hit the wrong button :P

You don't really need visgroups if you working with a simple map, but they become irreplaceable if you map is big, or you have tons of entities invloved.

The more stuff you visgroup or hide, the smoother Hammer renders stuff for you as well--makes it much easier to view big/busy maps in Hammer, because the camera movement is smoother, less-erratic.
Posted 18 years ago2006-06-26 23:03:29 UTC
in Yet another mapping query... Post #187060
is possible to have a turret that moves along a horizontal plane, while simultaneously have a barrel that can move up and down without moving the rest of the turret?
As Seventh-Monkey alluded to early in this thread...THIS IS NOT POSSIBLE IN HALF-LIFE ENGINE! (or at least not without spirt.)

Jimmi/Gargy: Seriously, you two should know better than this after all this time. If either of you are so convinced you can do this in Half-Life, I challenge you upload a working example.

/rant
Posted 18 years ago2006-06-26 04:05:14 UTC
in Now Playing: ... Post #186950
The Replacements - Stink (LP)
Posted 18 years ago2006-06-26 04:02:52 UTC
in I need some models Post #186949
Maybe if you make some specific requests, some of us Milkshape nubies will make some for you for practice ;)

These two, more experienced modellers make prop models by request too:

NemoStein

Rimrook
Posted 18 years ago2006-06-26 02:04:07 UTC
in Now Playing: ... Post #186936
The Replacements - Unsatisfied <ending>

Olivia Newton John & Andy Gibb - Suddenly <beginning>
Posted 18 years ago2006-06-26 01:06:29 UTC
in Any Help Appreciated Post #186932
Elon, it's pointless anyway, because how in the hell do you propose we "check the items a player is carrying" not to mention change the monsters... seriously :zonked:

NOT feasible unless you modify HL's original source code afaik.
Posted 18 years ago2006-06-25 23:47:48 UTC
in Now Playing: ... Post #186922
Hussalonia - Souvenir
Posted 18 years ago2006-06-25 23:10:56 UTC
in GoldSource Mapping Tips Post #186915
LOL it's not you... it's everybody, including me, and I just added more spam, gah :nuts:
Posted 18 years ago2006-06-25 23:02:49 UTC
in Any Help Appreciated Post #186912
@Clueless (and welcome btw! :) )

Tutorials: I know this isn't what you want to hear, but I would recommend reading all the "In the beginning" tutorials again, followed by the HL entity guide here as well. Some of this stuff isn't gonna make very much sense to you until you're a little more familiar with Hammer, but like anything, there is a learning curve of some sort... So don't give up! HL Mapping is pretty easy once you get over the little hump ;)

Decompiling: Decompiling allows you to see exactly how entity setups are done, in a real-world example. Decompiling destroys the brushes, so NEVER try to compile a decompiled map...just us it for learning how to do things. (Note: The aim of decompiling is not to steal people's work, but again, as a learning tool.)

Example Maps: There are tons of valuble examples to search through in the Map Vault here. I found this example map by Seventh-Monkey that addresses BOTH questions #1 and #3. (#2 as others have already told you is impossible without coding)
Posted 18 years ago2006-06-25 22:53:50 UTC
in How did you find TWHL? Post #186907
Similar to this thread too lol :)
Posted 18 years ago2006-06-25 22:43:35 UTC
in GoldSource Mapping Tips Post #186903
Seriously, can we, delete all the worthless comments--including this lol--, and actually just simply have, ohmaigosh... Mapping Tips?!

Maybe we should more strictly moderate this to only the tips, and maybe a few relevant replies.

/rant
Posted 18 years ago2006-06-25 04:07:33 UTC
in Now Playing: ... Post #186784
Coast To Coast AM With George Noory
Posted 18 years ago2006-06-25 00:19:34 UTC
in Now Playing: ... Post #186775
Nice new av, bitch!

The Replacements - Sorry Ma, Forgot To Take Out The Trash (LP)

repeat [on] off
Posted 18 years ago2006-06-24 20:24:51 UTC
in Now Playing: ... Post #186760
062306_mix

repeat [on] off
Posted 18 years ago2006-06-24 20:20:35 UTC
in Short 'X number of' surfaces Post #186759
This thread concerning disappearing brushes may hold some answers for you.

I'm not sure this is the same thing, but I was running into this problem at the end of my compo 20 map.