Forum posts

Posted 8 years ago2016-06-03 11:36:48 UTC
in 2 textures with one name Post #330324
Same as the editor. I believe one will be selected at random when you compile the map. Best to rename one of them.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-06-02 19:15:27 UTC
in {blue ... Post #330319
Photoshop is probably one of the best programs you can use. Just ensure that you save your BMP as an indexed image. (Top menu: Image > Mode > Indexed Color) which should let you save as a 256 colour image by default. That's the best way to ensure consistency between the two programs, but that's not to say that transparency won't still be an issue. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-06-02 05:10:58 UTC
in {blue ... Post #330309
Best solution would be to change the colour at index 255 to something else like bright green. If the colour in the image itself doesn't change, then it's not using that index.

If it isn't, you can then use the fill tool to make sure that it is, then change the colour back to solid blue.

@Jessie I'm not so sure if compile tools affect it. With TWHL Tower, I had to edit one of JeffMOD's textures which was using pink for transparency. Did not work for me until I changed it to blue.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-06-01 21:33:55 UTC
in {blue ... Post #330304
Any chance of getting the .wad? Everything above should be all you need.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-31 19:38:06 UTC
in ~0Light texture's light... Post #330274
They're commented out. Remove the //
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-31 19:21:39 UTC
in Hi Post #330272
Howdy.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-31 19:20:11 UTC
in Post your screenshots! WIP thread Post #330271
Obviously.

Also FYI, the total area of 512x512 is the limit, meaning you can have 256x1024 for example.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-25 13:41:13 UTC
in Half-Rats: Parasomnia Demo Out Now. Post #330227
I've managed to net myself a day off tomorrow, so whenever my daughter goes down for a nap I will jump in and do a preview playthrough of sorts. That way you can get my thoughts as they happen. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-24 16:47:35 UTC
in Half-Rats: Parasomnia Demo Out Now. Post #330219
Nope. My Internet speed would mean abysmal quality.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-24 07:11:48 UTC
in Half-Rats: Parasomnia Demo Out Now. Post #330213
Will check this out. Expect a playthrough. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-21 23:48:22 UTC
in Post your screenshots! WIP thread Post #330189
That crate texture is way too basic at the moment Dr.Orange.

It looks very much like an MSPaint job next to the standard textures.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-21 18:16:13 UTC
in HL3 Post #330182
Urgh, clickbait articles.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-13 07:42:32 UTC
in Post your screenshots! WIP thread Post #330108
... Why? :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-09 21:43:09 UTC
in Now Playing: ... Post #330081
Love the BATMETAL and BATMETAL RETURNS vids :glad:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-04 22:01:10 UTC
in TWHL World - Community Project Post #330044
I'm still about 75% done. Life and The Core are taking up a lot of time right now. I intend to finish my part soon though
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-02 18:40:22 UTC
in Monster properties Issue Post #330024
If I recall, monsters just jump right back up if you trigger a death animation.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-02 07:30:00 UTC
in Monster properties Issue Post #330019
One method is to place a trigger hurt around the monster. Then, make sure it's set to be deactivated by the monster's death.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-18 06:46:19 UTC
in I need my heartbeat. I need music... Post #329932
Do we not have a thread for this already?
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 8 years ago2016-04-13 14:00:19 UTC
in TWHL World - Community Project Post #329882
I think this is probably one of my largest maps... and I'm about 75% of the way done
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-13 07:05:53 UTC
in Post your screenshots! WIP thread Post #329876
O-ho. The doing there has been seen by me.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-12 20:56:13 UTC
in Post your screenshots! WIP thread Post #329871
Yeah, modding is purely a hobby for me. I would love to make money designing games, but it would need to be from the ground up.

I'd never charge for a mod for Source or Goldsource considering how much is already out there for free. Not to mention the hefty cost for the Source license.

You'd need to make something really special to make that money back, considering Steam's refund policy could very easily destroy you.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-11 19:45:20 UTC
in Post your screenshots! WIP thread Post #329831
You see about Urby has baby and he hasn't problem with money? If he releases free games than he doesn't know about money. Haha how does it happen with Urby's baby? Baby need foods, clothes and going to kindergarten than school.
Not sure if I misunderstood what you mean... I've never charged money for a game :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-10 20:39:46 UTC
in Sprinkel Water... Post #329782
Spirit of Half-Life has a particle entity (env_particle) with a setting called "Fountain" which I believe is what you are looking for.

If you're talking Vanilla Half-Life entities, probably going to need a lot of entity work with sprites or a model or some combination of the two. Not sure to be honest.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-09 13:13:40 UTC
in Post your screenshots! WIP thread Post #329744
You can just use the "lip" field on func_door to do that...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-04 19:33:36 UTC
in TWHL World - Community Project Post #329663
Lighting can be a bear. The trick is to keep it varied. There's nothing majorly special in terms of lighting in my map.

I am sticking to the following however:

Yellow Lighting - Large Interior Spaces / Accessible Doors
Red Lighting - Inaccessible areas / Locked Doors
Green Lighting - Temporarily locked doors / Inaccessible Areas
White lighting - Exterior sections
Blue lighting - Small Interior Spaces

I'm also being careful not to have one type for an entire room / hallway, to ensure there is always some form of blending light colour. If an area still isn't too interesting to look at once the main lighting is in place, I throw in a screen or a small light just to add something to break things up.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-03 19:56:21 UTC
in Post your screenshots! WIP thread Post #329655
I don't think you will legally be able to sell a GoldSource mod. Not without licensing the engine, if that is even possible these days...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-03 09:13:48 UTC
in TWHL World - Community Project Post #329646
I've been a little naughty. I am working on my entry during work breaks only, which is 2.5 hours a weeka at most... but I've been on holiday this week and kinda pushing to get this done. I've been on the Core primarily, but I should be done with my entry today, and if not I'm back at work tomorrow so will be done by next weekend at the latest.

I've only compiled a couple of times since my work PC uses Ubuntu so can't run any of the tools. I'll post screenies soon

Edit: Soon is upon us!
User posted image
User posted image
User posted image
User posted image
User posted image
I should note that all of the custom assets here are remnants of past projects or outdated Core stuff. I have quite a massive catalog of unused custom stuff. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-03 08:30:39 UTC
in Post your screenshots! WIP thread Post #329645
Those are some lovely hallways!
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-20 03:46:35 UTC
in Half-Life: The Core Post #329470
This video was shot after moving house. Half of our stuff was still in boxes, we'd lost the house that we originally went for because the landlord pulled out but we'd already given notice to move out of our old place. All this with a three month old baby and generally not giving a shit how i look resulted in my looking like that nine months ago. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-16 23:36:10 UTC
in Half-Life: The Core Post #329400
Posted 8 years ago2016-03-16 07:47:43 UTC
in Alien Shock Post #329385
What's the problem? No time or something?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-11 15:11:47 UTC
in Lighting problem Post #329321
I'm going to say software, based on the pixellation of the textures (unless he's disabled the OpenGL filtering in the console)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-11 00:51:31 UTC
in Lighting problem Post #329315
Well, what you've outlined in that second shot is a shadow, I assume from the lantern style frame around your light. If you don't want the shadow, you'll need to change the frame to an entity such as a func_wall
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-11 00:46:29 UTC
in Can we... Post #329313
The .fgd is purely for how things render in Hammer / Jackhammer / Sledge.

It's to make things easier for you when making the map and doesn't concern other players.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-10 16:53:24 UTC
in Hello... English inarticulate again... Post #329297
No worries. :D
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 8 years ago2016-03-10 16:42:37 UTC
in Hello... English inarticulate again... Post #329294
You don't need multiple entities for this.

func_rotating with the 'not solid' Flag checked.

Boom. Done. :)
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 8 years ago2016-03-08 11:21:38 UTC
in TWHL World - Community Project Post #329258
TWHL Tower taught me that people are a pain.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-07 20:11:07 UTC
in Face light? Post #329250
Maybe there's a way making a texture emit light? Or something like that?
Texure lighting? You mean the ONLY way you SHOULD be lighting maps in Goldsource?

In your compile tools folder, you should have a "lights.rad" document that controls the texture lighting values when you compile your map. You can edit this with notepad. It will have lines like this:

TEXTURENAME 255 255 255 2000
TEXTURENAME2 128 255 0 200
and so on.

Seriously though you using texture lighting for most of your map. Entity lighting in Goldsource rarely looks good.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-04 15:01:10 UTC
in Dumb Entity Game Post #329184
Yeah. Zoner's is correct. Never would have got it.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 16:51:12 UTC
in TWHL World - Community Project Post #329171
I think it's been well established that any Source projects are doomed to fail here, so Goldsource is the sensible choice
I'm also just gonna put this here. Unless the Source team is gonna pop up with a surprise map pack that they have been working on behind the scenes... :rly:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 14:01:45 UTC
in Dumb Entity Game Post #329164
I know it, but I aint talkin'
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 13:03:08 UTC
in Now Playing: ... Post #329160
Deadmau5 - Professional Griefers

@work: Hammering my eardrums while I hammer out code :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 12:06:37 UTC
in Face light? Post #329158
Yeah, I'm basically a God damn genius. :P

Modest too
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 08:57:20 UTC
in Dumb Entity Game Post #329148
First one is definitely xen_plantlight as DiscoStu said
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 07:51:24 UTC
in Dumb Entity Game Post #329146
Second one could be Source (sauce)

Last one... Not sure. Deathmatch?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-02 18:21:02 UTC
in Dumb Entity Game Post #329138
Nope.
Perhaps expand it a bit beyond just entities? Mapping-related things in general?Perhaps expand it a bit beyond just entities? Mapping-related things in general?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-02 15:58:09 UTC
in Dumb Entity Game Post #329120
Haha! Load pointfile!

(This probably shouldn't be this much fun)
User posted image
Go bitches!
monster_urby monster_urbyGoldsourcerer