Forum posts

Posted 17 years ago2007-09-23 03:01:30 UTC
in Gyradell: Node6 Post #234801
Hmm. yes. Maybe just a robo-cat. Nah, hate those things. :cyclops:
Posted 17 years ago2007-09-21 22:33:35 UTC
in ValvE Employment Post #234707
From what I gathered, game design is big business and education and training organizations are opening up courses in video-gaming and programming. I haven't learnt much about about what they contain but you have to admit, this is big business now.
Posted 17 years ago2007-09-21 22:24:24 UTC
in Gyradell: Node6 Post #234706
Kittens! Yes!!! I wont pay for freight and you'd better pack plenty of supplies cause I don't want that kitty turning into a fluffy carcass by the time it gets here. Wait...what about air holes?
Posted 17 years ago2007-09-20 01:17:11 UTC
in Gyradell: Node6 Post #234572
That's a difficult concept really. I have noticed there are several design styles that differ between different mappers and interchange in maps.
There is Smooth: eg, hallways that are pleasant to look at and are consistant with no holes in walls or broken trims.
There is Natural: Outdoor settings, non man-made, very hard to pull off in the Half-Life engine but when done right is exceptional.
There is (as Habboi says) Dirty: Scattered objects such as trash, crates, debris
There is Rough: Sharp edges and large bold trims that may or may not be regular. Heavy trim counts and regular breaks in flat surfaces

So I suppose Clean would be: A modest amount of the above in a realistic and purposeful map. Not some warehouse that stores toxic waste. Nothing from the future or past. In other words: REALISTIC in every possible way. The map would have to have a purpose for every box on the floor, a trashcan sitting in the corner, a door that leads somewhere and if not why doesn't it. A clean map needs a story and a purpose for every part of it.

Anyway, I'm babbling on, thats what i think a "clean" map should be defined by.
Posted 17 years ago2007-09-20 01:03:40 UTC
in Func_train that follows player ? Post #234571
That one is not too hard, make a func_tank but set firerate to 0 and bullettype to none, Just make sure you set the correct turning angles because I made one once and it followed the player and showed through the wall :P

As for everything else, it is possible in Spirit. I just hacked away at the spirit engine and the entity guide and you can get SOME entities to 'stick' to the player. I got a parachute model to stick to the player in Santa's Revenge 2 but remember that the Spirit engine is buggy.
Posted 17 years ago2007-09-16 21:37:13 UTC
in Func_train that follows player ? Post #234398
Impossible (full stop) Unless you code but you've already said you don't want to so again: Impossible (full stop)
Posted 17 years ago2007-09-16 21:34:50 UTC
in Double lengthconstraints? Post #234397
You might be able to parent the second phys_lengthconstraint the end of the first phys_lengthconstraint. Just a guess though. If this doesn't work parent a func_brush or something to the end of the first phys_lengthconstraint and then parent the second phys_lengthconstraint to the block and give the block the "nodraw" texture
Posted 17 years ago2007-09-16 21:26:13 UTC
in buying a laptop Post #234396
Well, I've been looking into buying a new laptop because my current laptop chokes on the high-end graphic effects in CSS and HL2 + Ep1 and it then spits them out as white colours. Your budget is unreasonable. You will not be able to get a powerful enough computer to run the high-end graphics of HL2. And Episode 2 looks like it is going to kill your machine (and mine). I am looking at getting at least a 2 Ghz Dual Core Processor, at least 1gb ram, and aim for a 100gb-min harddrive + then attaching my current 80gb external harddrive, dvd player/burner, USB optical mouse, headphones+microphone, external LCD screen (45cm min). Don't look into buying a laptop with a large screen. After examining the prices, you are looking at an extra $1000(australian) just for a larger screen. You can then go buy a decent Plasma or LCD flatscreen monitor for about $300-$800 dollars. This setup will probably cost me around $2500-$3000 but you need to look at spending at least $2000 for a decent machine.
Posted 17 years ago2007-09-13 23:17:36 UTC
in Gyradell: Node6 Post #234070
I have picked this up and am turning it into a HL2DM map.

I will renovate the outside but most of the inside will remain the same besides adding props, decals, textures, ect. The layout story will be still be called "Node 6"

City 17 is divided into sectors, each sector is supplied with electricity, water, gas though each node. There is one node for each sector. If a sector get out of hand this gives the Combine the power to cut resources to help squash the resistance. You play in "Node 6" where rebels fight to take control of the Node from the Combine.

Here are the current pics:
User posted image
:
User posted image
:
User posted image
:
Posted 17 years ago2007-09-13 22:43:46 UTC
in Map/Mod of the Month : August Post #234067
Or maybe I reversed the reverse psychology???? Now nobody knows! Even me! :nuts:
Posted 17 years ago2007-09-13 22:27:10 UTC
in Map/Mod of the Month : August Post #234065
Well, I am gonna say nobody is allowed to vote for Fathom 2.4 because I don't want it to win. It doesn't deserve to because it already won in the comp. Two awards for one map is not necessary. So PLEASE don't vote for it. :glad:
Posted 17 years ago2007-09-11 21:52:04 UTC
in Map/Mod of the Month : August Post #233927
Yeah! You can't vote for my map 'cause that was in the comp so you have to pick something else.
Posted 17 years ago2007-09-11 21:48:06 UTC
in error compiling map >< Post #233926
Okay...

Located with the compile tools is a cfg file called valve.cfg
Open this and in it you'll see paths to the default half-life wad files.
NOTE! This directory may not be correct! It is only a default.
Add new lines that link to the directory of your new wad file eg:

Original:
C:/Sierra/half-life/valve/halflife.wad
New:
D:/myfiles/newwad.wad

Then, when you go to compile the map, select expert compile and add the parameter: -wadconfig valve
To the CSG compile line.
Posted 17 years ago2007-09-10 01:41:16 UTC
in The Chasers Motorcade Stunt Post #233795
I think that was an early end of the new season!!! :lol: They can't do the show with half the cast in jail!
Posted 17 years ago2007-09-10 01:38:03 UTC
in Map/Mod of the Month : August Post #233794
Oops! I didn't actually play any maps from august. Most were CS maps which I don't play since my CS exe got "modified" and now it won't run but I can't be bothered setting it up again. But I will vote for de_mon 'cause the screenshots looked good.
Posted 17 years ago2007-09-10 01:32:49 UTC
in model skin problem. Post #233793
It's actually a lighting effect. No lighting = no lighting colour effects on models Do you notice how it will blend between red-blue-green the most, the basic colours? The models are not receiving lighting data because there is none so it attempts to create one, with wacky results. Just compile it with lighting and this is fixed, however, you still need the cubemaps for the correct lighting affect to apply.
Posted 17 years ago2007-09-10 01:28:42 UTC
in Ep1 Core Texturing Post #233792
I recently played Ep1 for HL2 and noticed that the core model (how you couldn't notice I have no idea) was textured with a wireframe texture. So you could see through it but it only had white lines. Also, why doesn't my flashlight work on brush faces as well as models. At the moment it only lights up models. Imagine playing Ep1 and Combine Destiny without a working flashlight!!! Ep1 one was very difficult without it, but Combine Destiny, it certainly intensifies the scare factor. Perhaps I shouldn't have played it after watching the remake of "Dawn of the Dead?? :D
Posted 17 years ago2007-09-10 01:22:41 UTC
in error compiling map >< Post #233791
Create and specify a new cfg file in the compile tools that links to the exact location of the wad files, This is how I do it. Use -wadconfig yourcfgfilenamethathastobelocatedwiththecompiletools on the CSG compile parameter. Or modify a premade cfg file and add the directory to the new wads.
Posted 17 years ago2007-09-04 02:47:58 UTC
in Questions About .res Files Post #233456
You don't need any program. Just edit one already made is easiest.
Posted 17 years ago2007-09-04 02:47:11 UTC
in trigger_push and func_water Post #233455
I wanted to do the same effect but you can't have a trigger_push move a player while in water. I hate to say it but it is impossible. They fixed this in Opposing Force I think but this is HL. I had to settle for splitting the water brush in two and adding a trigger_push in the middle (ie, like a sandwich) and then add a trigger_hurt to do drowning damage (I was trying to create a whirlpool). Unless someone cracked this. Alas! Another limitation for HL! :roll:
Posted 17 years ago2007-08-31 01:47:28 UTC
in Questions About .res Files Post #233189
1. Half-Life is not smart. You usually have to tell it to do the obvious, so you will need to have a .res file in the maps folder with the same name as your map. Half-Life (without a res file) only downloads the bsp file and so it will crash as soon as it trys to run it saying cant find "model.mdl"

2. Yes, the res file is telling Half-Life it needs to download that wad (or wads) from the server to run the map. Although, not so good when you use a few textures from multiple wad files.

3. You don't need to exclude the res file but it really isn't needed. You will have to include the custom content if you upload onto a site no matter what.
Posted 17 years ago2007-08-27 21:52:18 UTC
in Displacement textures inverted Post #233033
I'm not sure what card I have, I'll have to find out but I'm pretty sure it's quite powerful. I can run HL2 with most of the settings on medium but can't go higher because I lack the processor and memory (my laptop is a couple of years old now). Anyway, the level is finished now and it's in the map vault.
Posted 17 years ago2007-08-23 04:10:01 UTC
in Need Help Adding Weapons Post #232660
FileFront. I enjoyed it thoroughly.
Posted 17 years ago2007-08-23 04:00:45 UTC
in Quick (Easy) coding question Post #232658
Uhh. You really need to read the introduction! This tut assumes you have already followed the previous tutorials. There is a link at the start you need to click to go to FIRST AND did you realise this is a Tour of Duty mod tutorial?

By the way, check out this sniper rifle scope I coded (i'm quite proud of it seeing as i'm a noob at coding:

http://hlifehotdog.googlepages.com/scifipic4.jpg
Posted 17 years ago2007-08-20 23:44:42 UTC
in Displacement textures inverted Post #232520
I have made my map with displacements to make the cliffs and ledges, I have painted the textured where rock and grass and gravel meet and they all look nice and neat but when I run it in HL2DM, all my alpha textures are inverted. Where there was rock is now grass and vice versa. I can fix it by selecting all the displacements and pressing "Invert Alpha" but why is this happening?
Posted 17 years ago2007-08-20 23:41:31 UTC
in Performance issues in Hammer Post #232518
Well, it's not a ram issue that's for sure. My laptop is nowhere near as powerful as that but my Hammer is rendering at least 50 displacement textures. Maybe you are selecting the wrong faces to displace?
Posted 17 years ago2007-08-20 23:22:29 UTC
in Hl2 water effects in goldsource Post #232516
Spirit 1.5 alpha 2 is really good, has barely any bugs at all.
Posted 17 years ago2007-08-19 22:38:29 UTC
in Quick (Easy) coding question Post #232461
They should be. Because valve used MSVC++ 6 to make HL and they are located with the code files. And yes, hlife_hotdog is a bit funny but my real nickname is hotdog so I added the hlife 'cause I love mapping for (duh) HL :biggrin:
Posted 17 years ago2007-08-19 22:28:08 UTC
in in-game models arent transparent Post #232459
Alternatively, download the latest half-life patch (1.1.1.0???) Because I run my HL without steam
Posted 17 years ago2007-08-19 22:24:28 UTC
in Quick (Easy) coding question Post #232458
Email muzzleflash. And no, the dsp is a project file. It links the individual .cpp and .h files into one group and compiles the lot and any external files that compiling the code files cannot reach. Example, cl_dll code all some files from the dll code and vice versa.
Posted 17 years ago2007-08-19 22:08:20 UTC
in Quick (Easy) coding question Post #232456
First, what compiler are you using. You really need to use Microsoft Visual C++ 6 as it will compile the dsp project files into a dll. Use of any other program, I cannot help you. With MSVC++6 open the dsp file and click build.
Posted 17 years ago2007-08-16 22:04:55 UTC
in Some Questions about Custom Models Post #232320
You create a .res file and place it with your map. Give it the same name as your map eg mymap.bsp --&gt; mymap.res. Open it with notepad and write the location of every CUSTOM resource you use. Eg:

models/example.mdl
sound/noise.wav
sprites/bright.spr
maps/mymap.bsp
maps/readme.txt
a_wad.wad

Some people use these but it is much easier just to include the custom content with the map as the downloader will have play a game connected to a person who has all this custom content. So if I wanted to play your map with a friend we would need to connect to you to download the content first before we play. Alternatively, if you host a server playing this map they don't need to have the map themselves, the res file instructs their HL to download all files but this will extend connection times.
Posted 17 years ago2007-08-15 22:42:39 UTC
in Mappers...join an SP mod! Post #232203
I really don't have time to to devote to this work so I will give it a miss. I'm too busy coding for Zane and working on Santa's Revenge 2.
Posted 17 years ago2007-08-15 22:31:44 UTC
in Sandwiches Post #232199
Processed cheese on silverside with lettuce and pepper and then microwaved for 45 seconds. Yummy gooey cheese!
Posted 17 years ago2007-08-15 22:21:40 UTC
in Mappers...join an SP mod! Post #232195
Wow! That looks cool! I would love to joint but I feel my HL2 mapping skills are not yet refined enough for this kind of work.
Posted 17 years ago2007-08-15 22:18:00 UTC
in China's Tallest Building Catches Fir Post #232191
Thankyou Strider, please do. This is exactly why I keep out of the 'General Discussion' forums now, because at the end of each and every one, it turns into a squabbling mess of insults. You all disappoint me :cry:
Posted 17 years ago2007-08-15 22:08:17 UTC
in 45* fan Post #232183
Try checking BOTH the x-axis and y-axis flags. Might work never tried something like that.
Posted 17 years ago2007-08-14 02:38:22 UTC
in Design an Emoticon! Post #232043
How's this one?
User posted image
:thatscold:

I tried to make a fire one but it's too small to make a smiley on fire
Posted 17 years ago2007-08-14 02:26:15 UTC
in Making a Zombie Post #232041
CSS has to have a zombie model in the first place, they may not have one available for you to use which means you would have to copy the one from hl2 and put it in the CSS models folder. and so I think you may need to use a prop dynamic.
Posted 17 years ago2007-08-09 21:56:33 UTC
in Making a Zombie Post #231723
You might get away with using scripted_sequences. While these entities are old and rather inferior, they are still useful for basic npc control. I am making a map with many scripted_sequences telling metrocops to walk around and they work fine so I reckon it sould work on a zombie
Posted 17 years ago2007-08-07 23:14:16 UTC
in Map WIP - Skytower Post #231551
I think it would be good to add some energy effects to the tower. Maybe have ring beams pulse out into the sky?
Posted 17 years ago2007-08-06 23:51:35 UTC
in Adding weapons Post #231478
I wish it was that simple. You can't do it just like that, you need to rename function names, create event links, register the weapon and all sorts of other crap. Go to wavelength, there is a tutorial there somewhere about what needs to be done to make a new weapon work.
Here's a link to that tutorial.
http://articles.thewavelength.net/183/
Posted 17 years ago2007-08-06 04:32:58 UTC
in Map/Mod of the Month : July Post #231371
Seeing as it's the only one I downloaded recently I vote for dm_cliff_beta. I found it quite well detailed and fun but just could have gone just a bit further
Posted 17 years ago2007-07-31 01:45:17 UTC
in Beautiful light that I don't want Post #230844
You could...maybe...use a powerful invisible texlight but that would work like normal light...unless you spread really wide above your map? Probably a bad idea though. I wouldn't do it, sounds too dodgy but I've always considered it as an alternative if something went wrong. :
Posted 17 years ago2007-07-31 01:36:33 UTC
in Apache - Trigger Condition Death Post #230843
I had this problem when making Fathom 2.4 That orange rescue chopper was just a apache with a CS model but I wanted Barney to fall off the catwalk when the chopper died but it never happened. The only way to do it was use a timer, which was poor quality because I could never accurately predict or control the apache's movement. I don't think any of the monster triggers work on the apache 'cause I tried 50% health, death, sight the player, take damage and none of them worked. :(
Posted 17 years ago2007-07-31 01:33:04 UTC
in Large Scale Maps Post #230842
When it comes to bridges I reckon Halo 2 had a pretty cool bridge. It was massive! The bridge level on Black was good too but I noticed something on theirs. They had giant barriers blocking the player's view but you had to navigate between them to continue on, here's a crappy example:

| |
--- |
| |
| ------|
| |

See, and I noticed a slight pause as the level transitioned to the next one when you passed through the blockades. In Black, the next level was pre-loaded so it would quickly jump to the next one and remove the last one to save memory, I know you don't want to use change_level triggers but use this method and you wont have to make much of a bridge past the blockade, reducing vis distance and giving you more map space.
Posted 17 years ago2007-07-25 03:35:39 UTC
in Beautiful light that I don't want Post #230207
I don't know if this will help but I studied how a light_environment works and came up with the following:

The light_environment with no modified settings starts at horizontal level and shines at 0 degrees (in hammer that's right). Changing the angle (the black circle) chooses which way the light of all sky textures shines, no bending, directly that line points. The pitch value chooses how high above or below the horizon the light sits from. A number here is an angle. A 45 value will make the light shine 45 degrees BELOW the horizon (unnatural except in a level like yours) and a -45 value places the light 45 degrees ABOVE the horizon. So maybe add a slight angle to your light environment, maybe 5? Hope that helps :)
Posted 17 years ago2007-07-25 03:22:02 UTC
in hmmm. my maps arent saving as .bsp Post #230205
Use 'Alt-P' and check for errors, fix any errors it says and recompile. And remove that @ from the name. It's best not to use symbols in any file name.
Posted 17 years ago2007-07-25 03:04:56 UTC
in "Who the f**k are you?" Post #230204
(Self)
Full Name : Hayden Thomas
Age: 17
Hometown : Bunbury, Western Australia
Born in: (as above)
Self Classification: BusyBody

Education: Done 10th grade, Done TAFE Studies, Now well-paid nursing assisstant

(Interests)
Favourite Films/TV shows:
  • Any "Mr Bean" movies!
  • Stargate
  • Terminator Trilogy
  • Matrix
Favourite Meal: Pizza!!! or apricot chicken with green beans on jasmine rice

Favourite Actor: Will Farrel (he is a complete idiot!!)

Favourite Actress: Can't make my mind up...

Favourite Game to Date: Half-Life!! Duh!

Game your looking forward too: Stuntman 2

Favourite Bands: The Fray,

Favourite Drink (hot and/or cold): Milo and Solo

Favourite Alcohol: I'm not legally allowed to drink

Hobbies: Gaming, computers, collecting Hot Wheels Cars

(Other)

Girlfriend Yes/No?: No

Past Girlfriends: 0

Things that make you smile: Barney (don't know why???)

Things that make you really laugh out loud: My dad, Mr Bean!!!

Things that annoy you: Maps crashing, my sister,

Things that well and truely piss you off: Maps that won't work unless you redo the whole map that took you two weeks to make and then I get so angry I just delete the whole thing and find something else to do...I'm getting carried away.

Photo (optional):
I actually don't have one of me on a computer, only photos in the album.
Posted 17 years ago2007-07-25 02:40:49 UTC
in Your favorite weapon! Post #230201
@saw1833: well, either it does or I got hit several times at once 'cause it happened when I had about, uhh, somewhere between 30 - 40 health. I know I wasn't in the red because the HEV suit hadn't gone off at me yet and the most damage headcrabs cause is usually 10 and I was playing on medium.

I recently played a demo of Hostile Planet on the Xbox 360 and the giant shotgun looks so COOL!!!! I mean, look at the size of that thing!! how could you even carry that thing around. :D