Forum posts

Posted 18 years ago2006-03-02 16:02:27 UTC
in [WIP][HL1] Xen Assault Post #165984
Do you use texture lights or point lights? The rooms are just blocks with detail in them. The detail is nice... but look in rimrook's, captain P's maps and kasperg's maps, they might give you ideas for artitecture.
Posted 18 years ago2006-03-02 15:09:45 UTC
in [WIP][HL1] Xen Assault Post #165973
Arghh... too bright! Can't you do something to spicen up the artitecture? Looks a bit blocky... can you take the screeni a bit farther away from the corridor that leads to the room? :quizzical:
Posted 18 years ago2006-03-02 15:04:08 UTC
in New Mod: "Turnstile" Post #165971
someone to animate it and compile it for use.
I know abit about animation, skinning and bone making. :) The only draw back is- I only have gmax, and I never compiled anything! I need to gain abit more expirience in building models acording to a skatch though.

If you need a skatch don't hesitate to come to me! :badass: Give me something to draw and I'll draw it from the top,side and front! :)

BTW: should a skatch be just the basic form of the model not with all the detail and textures? Cause that just makes it easier!
Posted 18 years ago2006-03-02 11:19:23 UTC
in New Mod: "Turnstile" Post #165943
Never! Even the quickest scatch should be currect! :badass:
Posted 18 years ago2006-03-02 10:44:48 UTC
in Scary results from typo's Post #165939
Mwhahaha! I was right!
Posted 18 years ago2006-03-02 04:05:12 UTC
in How can I make stuff fall on me? Post #165895
To evoid many errors that might happen without them. A train that spins with the angular velocity must have an origin to spin around or it will spin around the map's origin!(position 0,0,0)
Posted 18 years ago2006-03-02 04:00:32 UTC
in New Mod: "Turnstile" Post #165893
The name of the doctor is Dr.Paul Richer and the drawing and anatomy lacturer's name is Roberts Beverly Hale.

A good cartoon still has to have good proportions. Bad ones don't and most of the cartoons are bad! Well at list where I live.

The head is really enormous... fix it or don't do it next time.
Posted 18 years ago2006-03-02 03:41:36 UTC
in New Mod: "Turnstile" Post #165890
Neat map and nice models, they look too strange to me, I can already see how you made them. BTW: How can you make the extruded parts look smooth too?

As for the drawing, all I can say it's not too good. There are many problems like disproporsions and stuff. Try making the neck shorter and thicker, looks unhumenly thin and long. The nose is too long and the head is too big for the sholders and neck(maybe thats the problem with the neck), make it smaller or else the scientist is going to need a really strong neck! ;) I advice you to get some anatomy books. I have an astounding book of anatomy called 'artistic anatomy' made by a french doctor and artist and interpited by an amarican(I think he was american).. anatomy lucturer... don't remember anything else he did. It is one of the greatest anatomy books.(maybe the greatest, I was only told that and it is much much better then the other anatomy books I saw)

I can be a mapper, and I quite good in it.
Posted 18 years ago2006-03-02 03:11:17 UTC
in How can I make stuff fall on me? Post #165888
If you want to make it fall vertically down use a func_train.(they don't return after hitting you) If the area is underground add abit of dirt to the train right above the broken tile. You can make the last path_corner,the train uses, kill the train(path_corner's killtarget value, write the name of the train) and make it target a func_wall_toggle.(that starts invisible(it has a flag that controls that)) The func wall toggle will be just like the train only more borken and debris all around it.

Look in rimrook's test chamber he once submitted in the vault.(not his compo entery) There is a nice pipe in there that smashes the wall, when it gets to it's final path_corner the path_corner making func_wall_toggle disapear. See for your self, if you want the train to spin abit before it hits the ground make sure you do the same as rimrook did.

DON'T FORGET TO ADD AN ORIGIN BRUSH TO THE TRAIN!
Posted 18 years ago2006-03-01 20:24:22 UTC
in The price of a map Post #165851
Capitalistic swines!
Posted 18 years ago2006-03-01 18:31:22 UTC
in Could Someone Explain This? Post #165823
The ones who build maps.
Posted 18 years ago2006-03-01 18:16:26 UTC
in Configueing Valve Hammer Editor Post #165819
No! The directories you need are in <steamfolder>/steamapps/<username>/<game name>/
After that it's just like with regular Hl1. Valve folder is hl1's mod folder.

Wrong forum anyway. Do you want to map for source(hl2,Cs:s) or Hl?(Hl1 opfor,CS,dod..ect)
Posted 18 years ago2006-03-01 18:12:28 UTC
in Could Someone Explain This? Post #165816
Place a info_node that has no straight line of view with others
Posted 18 years ago2006-03-01 18:10:57 UTC
in Scary results from typo's Post #165815
Lets test that theory:
1) sdseiwh
2) iolimsbpse
3) hpeanpd
4) eginslh
5) uesneidrd
6) rulset

Try to unscramble these words! If you can't that proves that "theory" is completly wrong!! :cyclops:
Posted 18 years ago2006-03-01 17:58:45 UTC
in The rare awards *not mapping!* Post #165810
Mr.Good Map likes to copy hunter's stuff.
Damn Mr.Good Map you're so indiffrent...I just help you cause I help everybody who needs my help! I don't even know you and you don't even know me.
Posted 18 years ago2006-03-01 14:15:45 UTC
in Could Someone Explain This? Post #165771
The monster is stuck in the wall.
Posted 18 years ago2006-02-28 18:54:09 UTC
in The rare awards *not mapping!* Post #165626
User posted image
Yay, lets confuse him. :P
Posted 18 years ago2006-02-28 18:51:33 UTC
in Who's your daddy? Post #165623
Thats just sick... who's the sick idiot who thought on that?
Posted 18 years ago2006-02-28 17:46:39 UTC
in Psyco test Post #165592
Z. Eat it coated with motor oil and stuffed with bullets... yum yum. :heart:
Posted 18 years ago2006-02-28 12:22:19 UTC
in Quick question! Post #165519
ok sorry, chapternine... :nervous:
Posted 18 years ago2006-02-28 12:20:43 UTC
in The Annual Hunter Awards Post #165518
Did you see any smilies in my post? Do you see any smilies in this post, Freshed?

I use the edit button alot. Mostly to fix little spelling mistakes or add stuff to a post, I usally don't add the 'edit:' bit though! Check if I doble posted even once after the edit option was added.
Posted 18 years ago2006-02-28 12:12:56 UTC
in Quick question! Post #165515
Posted 18 years ago2006-02-27 13:18:37 UTC
in Half-Life: Hostage Situation Post #165346
Then create something! :glad:
Posted 18 years ago2006-02-27 12:18:20 UTC
in I Need Your Face 2 Post #165334
Are these rooms will be made in Source or hl1?
Is habboi a Hl1 mapper? :quizzical: He did make a few hl1 maps but...

Edit:
oh I didn't see the pic you posted habboi! I'll send you a draft of the entrence.
Posted 18 years ago2006-02-27 12:14:33 UTC
in Quick question! Post #165333
Download trapt's original compo entery! He used fish's tree models.
Posted 18 years ago2006-02-26 19:36:33 UTC
in I Need Your Face 2 Post #165237
Well habboi what do you think of the layout? :quizzical:
Posted 18 years ago2006-02-26 18:47:49 UTC
in I Need Your Face 2 Post #165225
Can you make my room a shrine to something evil, like the damned or dead...

After all, I am a demon! :badass:

Hmm... you want a draft?
Posted 18 years ago2006-02-26 18:32:55 UTC
in OH NOES! BEEDOGS! Post #165220
No plupelors? :nervous: Weird anyway...
Posted 18 years ago2006-02-26 18:31:50 UTC
in How many times have you played HL-SP? Post #165219
You must be really bored! I only finished it twice, get a life...
Posted 18 years ago2006-02-26 16:31:12 UTC
in The rare awards *not mapping!* Post #165191
I never met you in HlDm for I map a Hldm map instead. But at DM I usally go to see if the guy lags/talks before I shoot. I lag alot so I know how annoying it is when somebody kills you when you lag.
Posted 18 years ago2006-02-26 16:26:39 UTC
in The Annual Hunter Awards Post #165189
Mr.Good Map use the edit button! It apears next to your name if you're the last one who posted in the thread.

On a quite relevente matter: spamming is nothing to be proud of. (Now nobody has something to say against me for I stopped posting as much as I did)
Posted 18 years ago2006-02-26 16:16:51 UTC
in Solid Models? Post #165188
Is the block an entity? Entities don't block light!(unless you tick the quoque flag)

Use cubes instead of cylinders, you wont see them so why make it harder on the compiler?
Posted 18 years ago2006-02-26 14:51:09 UTC
in SP vs MP Post #165170
Woohoo another quite popular thread by me! :D
There is no skill in multi-player maps - and it is SOOOO REPEATITIVE

oh look i killed you, oh look you killed me. I mean, ffs, give it a rest. Theres no thought in the playing, not like in hl where you where like,
I never mentioned playing DM, only mapping for it. ;) I just like the crazy layouts you can use. :)
Posted 18 years ago2006-02-26 14:43:13 UTC
in Camera Help. Post #165169
Before it turns it deccelerates and after it turns it accelerates. ;)

Just do it!!!
Posted 18 years ago2006-02-26 14:40:43 UTC
in Getting stuck on elevator (func_train) Post #165168
And if you don't have an origin and you want your train to move slowly(below 15 unit/sec I think) these problems might also apear.

Mr.Good Map, what the hell is your problem? I said it might happen! You might have been lucky all these times not to come across such an error but why take the risk?

No need to say fuck you, asshole! :thefinger:
Posted 18 years ago2006-02-25 21:03:39 UTC
in SP vs MP Post #165054
What do you prefer to map for, singleplayer or multiplayer?

Multiplayer maps are fun to map cause you can use crazy circular layouts that doesn't have to be logical. You also don't have to think on the plot.

On the other hand singleplayer maps are fun to map cause they can be splitted into many levels, and it makes the compiling shorter. Multiplayer maps can't be splitted, sometimes it's really annoying!
Posted 18 years ago2006-02-25 20:55:06 UTC
in I Need Your Face 2 Post #165050
Bahh... I'll never see it anyway.

You can use my avatar if you like, I don't really care!
Posted 18 years ago2006-02-25 20:51:42 UTC
in Free games Post #165049
Posted 18 years ago2006-02-25 20:49:56 UTC
in Sprites Post #165048
Remember to add the extension after the sprite's name:
D:/LAN-HL/svencoop/sprites/Slight1.spr
Posted 18 years ago2006-02-25 19:36:49 UTC
in Camera Help. Post #165038
In the 'Acceleration units/sec^2' and 'decceleration units/sec^2' values make sure you write it like this: speed in units/time in seconds
Example: 10/2

This is the cause of most of the problem with cameras.
Posted 18 years ago2006-02-24 20:00:18 UTC
in Getting stuck on elevator (func_train) Post #164907
Many people think that func_trains don't need origins- but they do! If not you might get stuck in them, they might hit you, the solid part will leave the textures behind and maybe more problems.
Posted 18 years ago2006-02-24 18:04:00 UTC
in Problem using "light_spot" Post #164896
Captain P start using batch compiling. I used nem's batch compiler yesterday and it's awsome. It reduced the virtual memory use by 6 or something so the computer could still oporate normally and I could still use other programs. Not to mention that it really saved up alot of time.
Posted 18 years ago2006-02-23 18:29:36 UTC
in Rolling Marble Post #164708
Really buggy, it also lagged in my computer.

Basicly this is just a skyroads version. I prefer the original ones:
  • It's not buggy and laggy
  • You can see your ship, and I like that cute little ship.
  • More cool stuff like gravity
  • Special kinds of floors like explosive, slippry, sticky...ect
  • Better gameplay.
  • More kinds of floors and walls like raised floor and tubes. In the first sky roads you couldn't jump on the higer floors, it's fine both ways.
  • Fuel and oxegen.(There wasn't oxegen in the first one)
Edit:

For those who are wondering which three versions I meen:

Kosmo Skyroads
User posted image
Skyroads 3D
User posted image
User posted image
Skyroads Christmas Special
User posted image
Posted 18 years ago2006-02-23 18:06:42 UTC
in The Annual Hunter Awards Post #164700
I'm offended! :cry: Don't know why though...

BTW: You didn't see newer my maps yet! ;)
Posted 18 years ago2006-02-23 16:44:49 UTC
in Competition 19 Post #164691
Yay It's over! Now I'm no longer stressed to get it in time. :P
Posted 18 years ago2006-02-22 18:43:19 UTC
in Sprites Post #164542
Just post the directory so we'll all be happy.
Posted 18 years ago2006-02-22 14:50:31 UTC
in Raising the bar Post #164521
Lets all gather around and bash JC for only reading the topic. Actually when I see long post like that I usally don't read it. :P
Posted 18 years ago2006-02-22 14:39:21 UTC
in Sprites Post #164519
In which directory did you place the sprites?
Posted 18 years ago2006-02-22 14:35:59 UTC
in B&W blood problem Post #164518
WON= Non steam HL1

If you want to spary decals in the middle of the game just name the decal and when it's triggered it will show up. I did it in breen's house with the wine bottle
Posted 18 years ago2006-02-22 12:49:24 UTC
in Easy,Normal,Difficult-different start Post #164489
Disagrees with ant. Quake 2 has nice AI(for it's time, don't comper it to hl2) in it but it's just funner to fight against many enemeies instead of one enemy that is almost impossible to kill. I don't actually see how is it comunicated with AI. With a bit of coding you can do it in Hl1 and still have the same AI. And in some prespectives Quake 2 has a much better AI then Hl1's AI.