Forum posts

Posted 17 years ago2007-10-20 18:09:47 UTC
in The orange box again. Post #236744
So install XP.
Posted 17 years ago2007-10-20 17:59:01 UTC
in The orange box again. Post #236742
Best suggestion evar. Vista doesn't even exist to me.
Posted 17 years ago2007-10-20 17:32:59 UTC
in Op4/BS content in mods Post #236740
Valve likes its modders, fortunately. They aren't about to do something that'll piss them off.
Posted 17 years ago2007-10-20 17:11:15 UTC
in Op4/BS content in mods Post #236735
Lulz, saw...

Yeah, and they've been used a whole lot before in other mods too. If Valve ever cared at all about it, they certainly don't care anymore.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-10-19 19:32:26 UTC
in Dynamic lighting and "r_speeds" on HL2 Post #236695
You could map with the ridiculous complexity of 3DS Max, and exclude a huge number of modders out there that Valve has worked so hard to obtain! Amzing!
Posted 17 years ago2007-10-19 02:03:01 UTC
in Lighting Issues Post #236638
I personally think the tutorial you were reading here is very well written, and it certainly includes everything you need to know, so maybe you didn't read it carefully enough or something.

All you need is a lights.rad file, with the correct info in it, placed in Hammer's tools folder along with your compile tools. When you compile the map it'll just use that file to get the texture lighting info from. That's a simplified explanation, but you can get the specifics from the tutorial.
Posted 17 years ago2007-10-19 01:28:39 UTC
in Lighting Issues Post #236636
I think you missed the part in the tutorial where it told you to turn off SmartEdit and add a custom attribute...

However, you do realize that this whole ordeal is unnecessary just to get texture lights working, right? I mean, all I've ever used is the lights.rad file. There are certain situations where this other method might be useful, but I really don't see the need for it if you're new to texture lighting.
Posted 17 years ago2007-10-18 20:24:42 UTC
in The orange box again. Post #236617
Luke doesn't have a vendetta against you...he has a vendetta against everyone.
Posted 17 years ago2007-10-18 19:31:48 UTC
in The orange box again. Post #236615
Ownage, etc.
Posted 17 years ago2007-10-17 21:26:57 UTC
in HL mod not working Post #236549
Quite a coincidence. ;)

Are you running Half-Life through Steam, or do you own the original? If it's the original, do you have it patched to 1.1.1.0?
Posted 17 years ago2007-10-17 18:48:04 UTC
in HL2 Performance sucks Post #236539
Thank you for emphasizing my point with bold letters, Zombie. :)
Posted 17 years ago2007-10-17 02:11:31 UTC
in HL2 Performance sucks Post #236505
Everything not related to gaming (steam, xfire, etc) or is a critical program (firewall/ anti-virus/ wi-fi manager) should be closed.
Yes, definitely close Steam. Resource hogging programs like that are non-critical to running games like Half-Life 2: Episode 2.
Posted 17 years ago2007-10-16 19:10:48 UTC
in 2 questions. One expert, and 1 noob Post #236495
Noob question: No, it just starts wherever the first path_corner is.

So-called "expert" question: I'm pretty sure it's impossible to make your weapons empty on start, but I know there's no way to put ammo in, since as you might have noticed, CS doesn't allow you to pick up ammo like that...which is why there aren't any ammo entities.
Posted 17 years ago2007-10-15 19:29:42 UTC
in Who remembers "The Challenger Deep" Post #236433
The new version looks quite well made in most places. Your choice of ceiling textures is a bit wacky, though.

I first read about the original here. Actually, that's where I've heard about most mods, aside from PlanetPhillip.
Posted 17 years ago2007-10-14 22:35:54 UTC
in gif Post #236387
And I will like if your avatar was can never upload in the first place, you lingually challenged Nazi.

In before Truck of Fail.
Posted 17 years ago2007-10-14 22:33:17 UTC
in The orange box again. Post #236386
Nobody cares about your abnormally frequent sugar highs, or your apparent ADHD.
Posted 17 years ago2007-10-14 22:30:27 UTC
in color number Post #236383
Don't be a hater.
Posted 17 years ago2007-10-14 22:27:09 UTC
in The orange box again. Post #236382
...
Posted 17 years ago2007-10-14 21:30:38 UTC
in The orange box again. Post #236371
Funny, I didn't actually mind the coast, but everyone else seems to think they were shit. Sure they were mostly empty, but it was realistic.
Posted 17 years ago2007-10-14 18:33:57 UTC
in Wally good looking.How? Post #236366
Yeah, if you've saved all your textures as jpeg...well, you pretty much ruined them with a little thing called compression. Good job.

By the way, MuzzleFlash's first post was an attempt to illustrate how you should use spaces after the period in your sentences. ;)
Posted 17 years ago2007-10-14 05:39:21 UTC
in Sonic map Post #236343
Well... that is really strange. But I've somehow never used this particular entity in my life, and I'm unsure as to whether it behaves like most other brush based entities or not. Perhaps it doesn't like angled surfaces, or you should only tie one brush at a time to it, or it has a specific incompatibility with trigger_pushes. I know some entities don't work together too smoothly, especially if they effect movement.

Like Biax said, could you try simply using multiple trigger_pushes with varying angles along the curve instead of any func_friction at all?
Posted 17 years ago2007-10-13 18:13:38 UTC
in The orange box again. Post #236328
I lol'd at those, Espen. They were pretty random.

Now, slight spoilers ahead:

I'd like to say that I played through the whole thing in one sitting with almost all the settings turned up to max, and resolution at 1440x900, and the only time I EVER encountered slowdown was if I had my flashlight on, or when the portal blast things swept past. Valve did an incredible job optimizing this game, although it came at some costs. You'll notice throughout that they've used some rather cheap outdoor mapping techniques that are reminiscent of GoldSrc maps, including those damned 2D transparent trees, and some pretty obvious skybox blending. This is no ET:QW, and it's still outdone in the graphics department by Counter-Strike Source's Militia.

Still, barreling down old roads in that bastardized Charger, I could hardly care how fake the distant trees looked. :)
Posted 17 years ago2007-10-13 02:51:29 UTC
in The orange box again. Post #236261
And "a certain micro-wave casserole." Anyone remember that?
That was probably the biggest loose end to be cleared up in Episode 2. I always wondered whose casserole (erm... alien gib) that was...
I think the one in the microwave was actually a tea cup
Well, you're wrong...

By the way, I wonder if the Antlion caves will have any effect on how Xen will look in Black Mesa? I'm sure everyone knows from the videos that they're very similar to the Xen caves in Half-Life.
Posted 17 years ago2007-10-10 23:51:21 UTC
in The orange box again. Post #236120
I'm waiting for Duke Nukem Forever.
Posted 17 years ago2007-10-10 21:04:05 UTC
in Your Gaming History? (Long Post) Post #236110
I collected Legos when I was a kid for the most part...
Amen to that. I don't think I'd be as enthusiastic about mapping as I am now if it wasn't for them.
Posted 17 years ago2007-10-09 18:54:08 UTC
in Outdoor roofs Post #236066
Roofs like this?
User posted image
Roofs like this?
User posted image
Roofs like this?
User posted image
It's hard to help you without knowing what you want.
Posted 17 years ago2007-10-08 19:20:32 UTC
in Don't Drive Fast Post #236005
Oh right, sure, yeah... no.
Posted 17 years ago2007-10-08 18:54:20 UTC
in Don't Drive Fast Post #236003
Erm... how so?
Posted 17 years ago2007-10-08 18:52:29 UTC
in Getting textures from cs Post #236002
You need to open the Counter-Strike GCF in GCFScape, and then extract the different WADs. There's not just one main Counter-Strike WAD with all the different textures in them.
Posted 17 years ago2007-10-07 04:09:15 UTC
in Competition 24: Map from Layout Post #235909
Biax:
...on your screenshot, the crates are stacked to the very top of the ceiling: how did they get there? Does the roof retract and does a crane drop them in? Adding small touches like that will make a scene make more sense (even in a surreal scene) and will give a better sense of realism.
Haha, there are a ton of places like that in Opposing Force, and even some in Half-Life 2 if I remember correctly. Rooms with only small doors and a ceiling just barely high enough to fit a container. Makes no sense.

And Ghetto, those stair railings might have been acceptable in Half-Life, but in Source they look wayyy too thick. You should also make the steps thinner unless you want to rebuild them as concrete stairs.
Posted 17 years ago2007-10-07 01:45:39 UTC
in Competition 24: Map from Layout Post #235903
fluorescent lightbulbs produce purely white light.
The one next to my bed right now has a slightly yellowish tone to it, but I've seen blueish ones before too.
I think those energy efficient lights product white light.
We have one an energy efficient light in our house that produces a deep orange/yellow color.

So basically, any light can be any color, and I believe it usually only depends on the color of the glass. Debate over.
Posted 17 years ago2007-10-06 16:00:22 UTC
in New "fy_reflective" Post #235878
I can't say I have much respect for fy maps, considering how they usually turn out, but... okay.

Something other than a single textured box with fairly random brushes in it would be nice, though (I know I'm asking for a lot here.) :roll:
Posted 17 years ago2007-10-06 15:08:50 UTC
in Help me again plz Post #235873
Yeah, you can find simple stuff like this out just by reading through Hammer's help file, which every noobie should do when they first get it anyway. It's more useful than you think.
Posted 17 years ago2007-10-06 14:02:42 UTC
in Flat-Life (HL2D) Post #235861
But it still should have wall jump, long jump, and double jump.
Wait, wasn't I the first one to suggest that?
Posted 17 years ago2007-10-06 14:00:10 UTC
in Now Playing: ... Post #235860
alexb911:

'Twas simply called "Tokyo Drift", by the Teriyaki Boyz.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-10-05 23:33:34 UTC
in Don't Drive Fast Post #235795
That's probably how I'll die.
Posted 17 years ago2007-10-05 12:51:38 UTC
in Help me plz! Post #235745
What a horrible thread name.
Posted 17 years ago2007-10-05 02:44:15 UTC
in Your Gaming History? (Long Post) Post #235695
That helps a lot now.
Posted 17 years ago2007-10-04 00:28:28 UTC
in How to reduce R_speeds in large map Post #235623
Hey! Listen!
AHHHH! It's in my head!
Posted 17 years ago2007-10-03 22:57:57 UTC
in cheese Post #235620
I agree with Tacgnol 100%
Posted 17 years ago2007-10-03 19:57:11 UTC
in map file question Post #235601
Posted 17 years ago2007-10-03 19:22:06 UTC
in map file question Post #235597
It's funny how the purpose of .maps isn't actually documented anywhere, and I just learned this stuff over time.

aaron, the RMF is a file format made to be worked with in an editor. The .map format was designed to be compiled, but that doesn't mean they're going to restrict you from viewing these files in the editor... it's just not ideal.

Also, considering how large RMFs can grow to be, it's possible that there were technical limitations at the time regarding how much memory was being used to compile. Thus, the .map format may have been easier for the computer to work with since it's significantly smaller. Remember, GoldSrc is based off the Quake engine, which started being used in 1996. Back then, RAM wasn't plentiful, to say the least.
Posted 17 years ago2007-10-03 18:55:01 UTC
in map file question Post #235589
Yeah, and I think when it's converted to .map that's when all the vertices are locked onto the grid... which is why you may see invalid solid errors and stuff when you look at the .map that was generated, while the RMF is fine.
Posted 17 years ago2007-10-03 18:35:13 UTC
in map file question Post #235584
I don't think the RMF is actually used during the compile process, right? It's just converted to a .map and that's what it uses.

Edit: Apparently I'm right.
Posted 17 years ago2007-10-02 02:52:14 UTC
in Half-Life: Hostage Situation Post #235438
I think we've officially taken longer to make this small mod than it took Valve to make Half-Life.