Forum posts

Posted 20 years ago2004-08-14 07:53:31 UTC
in Aim Map nublets.. Post #50897
i thought i'd try and lighten your work load 7th, keep up the good work, the example maps section is almost a shrine to your abilities =)
Posted 20 years ago2004-08-14 07:52:35 UTC
in CS Weapons Post #50896
Posted 20 years ago2004-08-13 23:08:22 UTC
in Camera appearance Post #50841
is that snippet of information in any of the 'setting up hammer' tutorials?
i've seen it asked alot..
Posted 20 years ago2004-08-13 20:10:50 UTC
in hooking up hammer 3.5 beta Post #50811
get 3.4
set it up with steam (i imagine you're using steam)
don't worry about build programs or in fact anything else except game configurations.
drag and drop your 3.5 (after making sure it has nothing in the Tools/Options menu) over the 3.4.exe

now (like 7th nicely intercepted there) set up ZHLT for the compiling.
make sure you get the fgd required for model support, and make sure you have no other fgd's in hammer's Tools/Options menu.

gl
Posted 20 years ago2004-08-13 19:56:51 UTC
in light wad.file Post #50809
you can use valve.rad anyway, it has the textures for most useful lights in there, and adding your own is easy, paste the texture name.. hang, do i need to explain this?
Posted 20 years ago2004-08-13 19:55:36 UTC
in Aim Map nublets.. Post #50807
Too many aim map questions

Sort it out tbh
Posted 20 years ago2004-08-13 19:54:05 UTC
in CS Weapons Post #50806
I made one out of boredom...

Map Vault Example Here
;)
Posted 20 years ago2004-08-13 16:52:01 UTC
in error Post #50752
i think he should learn the way hammer is used.
it's only possible to make certain shapes. so read the tutorials on this site, and try making a small cube for your first map. just to learn some basics.
keep trying and don't try and get in over your head just yet, it'll come young jedi..
Posted 20 years ago2004-08-13 11:55:36 UTC
in Steam Problem (what else is new) Post #50648
ask steam.
Posted 20 years ago2004-08-13 11:54:57 UTC
in Favourite THREE bands Post #50647
That's right, you only get three choices, so make 'em count ;)

Mine are:

1.Sublime
2.Primus
3.Wishbone Ash

and that's in order, and it took me way too long to wittle the list down to three :
Posted 20 years ago2004-08-13 11:52:05 UTC
in Generic Song Lyrics Post #50646
lol coolfat, how true.. how true

what about the Satanic Surfers classic?

I got a skateboard
skated day and night
bombing down the street
and everything felt so right

(or something very similar)
Posted 20 years ago2004-08-13 11:44:28 UTC
in Jokes. Post #50644
um, i just beat my d*ck, and that's ten times longer... ;)
Posted 20 years ago2004-08-13 11:40:23 UTC
in Counter Strike admin question Post #50643
is it really that simple? i was of the mind you needed to d/l the 'dedicated server' patch from steampowered, and set up a server that way?
Posted 20 years ago2004-08-13 11:38:20 UTC
in hooking up hammer 3.5 beta Post #50642
for hammer 3.5 i'm sure you need hammer 3.4, it's just a beta, and you drag and drop it over your 3.4.

also, build programs is for compiling, don't compile with hammer. it's 6 years old.
use Batch Compiler, i do believe there is a tutorial about it in the tutorial section.
Posted 20 years ago2004-08-13 11:36:23 UTC
in CS Weapons Post #50641
say... there's been an influx of aim maps recently! i hope this one's better!

(20 quid says it ain't :P )
Posted 20 years ago2004-08-13 11:34:08 UTC
in Leaks? Post #50640
have you played teh original akcolt map? you may have noticed it is also a big room. and it is also very crap.
what about making an aim akcolt map set in a torn down city? ala terminator meets DoD?
would be much more fun than a hollowed out cube with some cubes inside...
Posted 20 years ago2004-08-12 17:31:04 UTC
in See through sky. Post #50476
sounds like a wierd map... :confused:
Posted 20 years ago2004-08-12 09:57:13 UTC
in Noob Question (scripting lights) Post #50402
multi_manager's etc
Posted 20 years ago2004-08-12 08:16:55 UTC
in Spirit of HL Post #50370
off topic: anyone mapped for DoD, and do you like the gameplay?
Posted 20 years ago2004-08-12 08:11:01 UTC
in Textures Post #50367
yeah, doener's got great textures, try and get hold of the wastefacility wad. it has some nice clean (but dirrty) tex's

good call mik ;)
Posted 20 years ago2004-08-12 08:09:26 UTC
in Scrolling terrain help Post #50366
still need the rocks to move :P
and hl's sky's look fine when the yare used how he wants, so i think if he can sort the rock sizes out he'll be fine
Posted 20 years ago2004-08-12 06:59:01 UTC
in I got an idea(remade) Post #50351
just let me know when I'm up ;)
Posted 20 years ago2004-08-12 06:57:15 UTC
in Scrolling terrain help Post #50350
actually they used a little trick. they had models of the osprey you saw, and the alien ships, which were all tiny, making them seem far away.
and if this is a map for deleted scenes simply make your train over 2 or even three maps, that way you can have a damn long train. is the roof of the train going to be accisable. coz it'd be easier if you cldn't leave the trian at all.
Posted 20 years ago2004-08-12 06:52:59 UTC
in Textures Post #50347
First: GOOGLE @ www.google.com

->

wadfather

countermap forums (check texture forum, DC holds texture comps, and the results are superb)

if you have a server or still have CS 1.4-5, check your Sierra/counterstrike/cstrike folder for all the main map wads

try using Wally to make your own!
Posted 20 years ago2004-08-12 06:14:40 UTC
in Scrolling terrain help Post #50340
now tbh, making a brush that goes from one end of the map to the other isn't a good idea in anybody's book.

the reason the verc rocks were smaller, is also the reason their map worked.
try sizing down your rocks.
Posted 20 years ago2004-08-12 06:12:16 UTC
in Custom Texture Sounds Post #50339
tbh. if you look through the sierra folder, there is teh player folder in sounds (or in the pak file, cant remember), to chnage those sounds you simply change the name of your sound to the corresponding sound, like plmet would be the player walking on metal sound.
i know this to be 100% correct because i use custom skins/sounds and i've had numerous packs which i've used for all sorts of sounds, such as hurt sounds, fall sounds, you could even have a gun sound when you run (why you would, i don't know; but the point is that you can)
all can be acheived without coding, simply renaming things. gl
Posted 20 years ago2004-08-12 06:07:46 UTC
in Invisible Walls Post #50337
rofl, kinda strayed off topic a little there lol :P
Posted 20 years ago2004-08-12 06:03:17 UTC
in Where do I find my models and sprites? Post #50334
no problem. sometimes you get good advice, sometimes you get bad advice.. if you listen to me you'll be fine :P ;) :nuts:
Posted 20 years ago2004-08-11 13:59:59 UTC
in Diagonals - Newbie Question Post #50173
rotated crates are better than vertexed crates at angles, simply because rotated is more square than you're going to get with VM.

nice mini-tutorial on ramps there 7 =P
Posted 20 years ago2004-08-11 13:55:15 UTC
in speech Post #50172
use Wally to explore the pak0.pak file

and omg "i can't find steamified" :|

also, floater619, ur avatar offends me, as i am of a disproportionate height, and i feel offended by that picture. :
Posted 20 years ago2004-08-11 13:48:19 UTC
in silos and bombs and lockable doors! Post #50171
omfg. first up on your list of things to do:
read the guide to mapping in the Begginer tutorial section. if you carry on like this, honestly, you'll be asking how to make the taj mahal next, and if it's possible to have teh kremlin and area 51 right next to it too... :x
Posted 20 years ago2004-08-11 13:44:52 UTC
in Where do I find my models and sprites? Post #50170
that is the error you get when you havent got the windows update. just get the damn file they asked you to get (23mb one)
and if you don't want this for multiplayer why in god's name are you getting steam, why not just use Wally and unpack the pak0.pak file in Sierra/Half-Life/valve ??!?!?!?!!!?!?!?! :
Posted 20 years ago2004-08-11 13:41:00 UTC
in Guns Post #50169
did you download the map i posted for you?
Posted 20 years ago2004-08-10 09:27:16 UTC
in Guns Post #49719
please learn to type you ***** *** ;)

here's your map, i fixed the problem,s the multi managers jey names have to match the entity names. and um, compile it ;) :nuts:

http://cariad.co.za/twhl/mapvault_map.php?id=1788
Posted 20 years ago2004-08-10 04:55:22 UTC
in Guns Post #49546
basically, you cannot 'give' pistols like it was a primary weapon, you'll notice the armoury_entity has no pistol names, nor can you use an armoury_entity to give pistols, try changing the values and it will simply spawn the default (mp5).

deagle only:

entities:

multi_manager
player_weaponstrip
game_playerequip
func_buyzone (x2)

method:

go into your multi_manager, and name it: game_playerspawn. it will now be triggered when the player enters teh game.
give it these new keys/values (by turning Smart Edit off):
key: strip
value: 0.2

key: deagle
value: 0.4

Now, go into the properties of the player_weaponstrip (by selecting it and pressing Alt+Enter), and name it strip

In the game_playerequip's properties, select Give Knife and choose yes.
now turn off Smart Edit, and add this key/value:

key: weapon_deagle
value: 5

the game_playerequip can also give kevlar and all nades too, but be careful overstocking ppl, it can become buggy, try using more than one game_playerequip.

the two func_buyzones go in unreachable places, as the info_map_parameters doesn't always work, which is gay.

and that's how to make a deagle only map, I tell ya, writing that gets easier everytime i do it... :
Posted 20 years ago2004-08-10 04:44:10 UTC
in Science and Industry Post #49545
yes, what a frivilous excercise...
Posted 20 years ago2004-08-10 04:41:56 UTC
in Brush Outside world Post #49543
gj Geek on spotting that, it was late and my head wasn't working great.
basically, you don't have to fill up the whole grid, just coz your mouth can fit your fist inside, doesn't you gotta try and put your foot in it.

here's the link to how you should be approaching this map (i just changed a few things and uploaded it to the vault)

http://cariad.co.za/twhl/mapvault_map.php?id=1786
Posted 20 years ago2004-08-09 20:24:35 UTC
in Science and Industry Post #49487
steam is not this mysterious beast that you seem to think it is, the following can be used for all hl mods:

from the top (in game configurations), as i cant rememebr names and such =/ :
create a new config, like 'sci' for example, put in the appropriate fgd.
now down to the important stuff, the first line you can choose from (game .. something), click browse and search out the main folder for S&I, (psbly: C:/Program Files/Steam/Steam Apps/Science and Industry[whatever folder is called])

next line, (Mod Directory, i do believe), will be C:/Program Files/Steam/Steam Apps/Science and Industry/mod folder name (the folder with all the models maps and sprites folders in it)

third line is exactly the same as the top (C:/Program Files/Steam/Steam Apps/Science and Industry)

and Rmf Directory is your choice.

that's it.

ps, use batch compiler to compile, check the tutorial section for details..
Posted 20 years ago2004-08-09 20:16:59 UTC
in Brush Outside world Post #49483
basically, if you've used clip/vertex manip or any other tool apart from the brush tool and the texture tool on those brushes, then it's due to an invalid shape, to fix it, write down all those brush numbers that have errors, go to 'Map / Go To Brush' and type in those numbers, check for errors, and/or delete them and make it again.

it could also be: that you have made that brush into an entity, like a func_wall (ring any bells); you cannot have an entity outside the world, this means no func_walls closing in your map. to fix, highlight the brush(es) and click 'To World' (next to 'To Entity')

failing all that put a big brush around the outside, select it, right click, Hollow (give it a minus number, like -12), and try compiling it when it's in the good ol' "test box", just remember you can't submit maps like this, it's good for checking errors and such.

OR

pt ya map in the vault like he suggested, your problem is probably simple and easy to resolve. ;)
Posted 20 years ago2004-08-09 04:19:08 UTC
in Jedi Clan Mod- help wanted! Post #49270
rofl. i think you're missing the most valuable point, you'll be able to start making it for hl2, that's not a problem, what s a problem is that you plan to have light sabres and shit, thta's gonna take some serious coding, to remove all the other weapons (well, dont really have to but...) and make a whole new bunch of code for at least three new weapons, hand held light sabres. i mean, its totally possible, but i'd spend more time looking for someone who could code that, rather than getting carried away with tex's model's and mapping.
Posted 20 years ago2004-08-09 04:13:04 UTC
in how do i post pics?? Post #49269
www.imageshack.us easy to follow
Posted 20 years ago2004-08-09 04:12:17 UTC
in I got an idea(remade) Post #49268
finally, i'm back on the list, i couldn't see my posts requesting it, but cool. looking forward to it. my email is rick_u_@hotmail.com in case you can't get it from the website

)

Posted 20 years ago2004-08-07 03:36:40 UTC
in Traps! Post #48648
i think just using a [insert entity name here] triggered by the explosion to 'teleport' the barrel to an unvisible place would work.
I honestly can't remember the name of teh entity, my mind has gone blank.
go look in the key tutorial, it describes a way to remove an entity when triggered by something, the principal should be the same.
Posted 20 years ago2004-08-06 03:49:11 UTC
in Reflective glass Post #48350
to make an object "reflect" you simply copy all the "I wear ladies pink undies on my head and stick pencils up my nose" in front of the reflective surface, paste it and rotate it 180 degrees, line it up behind the reflective surface, and make the reflective surface a func_wall with fx amount about 150+/-
Posted 20 years ago2004-08-03 19:33:00 UTC
in my entities are gone Post #47785
nah I prefer wearing my underpants on my head!!, that thing i posted shld have had a link in it, but i copy/pasted from another post with the same problem. if you have no entities you have no fgd. and it does have to go in the right place (i mean you have to set hammer to use it)

reinstalling, yes, but only if putting an actual working fgd in the right place does nothing. i'm sure you're just making a simple error..
Posted 20 years ago2004-08-03 14:22:03 UTC
in my entities are gone Post #47726
Put this : Game Data File (aka fgd) in your Tolls / Options / Game Comfigurations / Game Data Files menu.
Posted 20 years ago2004-08-03 10:04:52 UTC
in Water! Ocean! Only Water! Post #47703
Pericloso made a copy of it using animated models, and I've never seen anything like it in any of the maps made with normal brush based water.
Posted 20 years ago2004-08-03 10:00:56 UTC
in cameras Post #47701
Put this : Game Data File (aka fgd) in your Tolls / Options / Game Comfigurations / Game Data Files menu.
Posted 20 years ago2004-07-31 04:07:06 UTC
in Water! Ocean! Only Water! Post #46992
this is a bad idea.
such a large body of water is only going to cause a problem.
perhaps the floating rubbish could be big enough to create a "path" from one ship to the other, use an animated water texture but keep it opaque (or pretty much un-see-through-able =P). this way the water doesn't have to be deep.
the "rubbish" could in fact be blocks of ice, and then you place a trigger_hurt just above the 'water' so ppl don't wanna go in there (instant death plz)
large areas of water will be laggy and well, not good

to make it blend to the sky, simply use strips of the water texture but make them more illusionary as they get further out, eventually they will blend into the sky.

but let's be honest, you're not going to finish this map, and if you do it's gonna be crap?

prove me wrong please ;)
Posted 20 years ago2004-07-29 18:34:48 UTC
in Knives only Start Post #46469
tbh. you need three entities.
multi_manager (named game_playerspawn) set to trigger:
player_weaponstrip.
and a game_playerequip.
plus an info_map_parameters, or two func_buyzones.

i won't go into details, because half the fun is working it out for yourself.