Forum posts

Posted 14 years ago2010-04-09 18:41:48 UTC
in [UTILITY] Compilator 3 Public Beta Post #280383
Version 3 will have that.
Posted 14 years ago2010-04-09 18:00:17 UTC
in Compiling doesn't love me Post #280379
Im glad its working for you know. If you have any other issues, pm me or use the Compilator development thread. :)
Posted 14 years ago2010-04-09 15:18:45 UTC
in Compiling doesn't love me Post #280377
There will be the TWHL skin as well as default Windows scheme.
Posted 14 years ago2010-04-09 14:20:06 UTC
in Compiling doesn't love me Post #280375
What if you abort the call on error, or put a "launch game after compile" checkbox?
Fine.
Posted 14 years ago2010-04-09 14:09:08 UTC
in Compiling doesn't love me Post #280373
You know what I think would be even more useful? One userdefined keyboard combination to compile your map and launch the game/mod and your map (if hl.exe is not already running).
Nah, what if you don't want to launch after compile? What if there was a compile error?
So, no, im not doing that.
Posted 14 years ago2010-04-09 11:06:29 UTC
in Compiling doesn't love me Post #280369
What is the error that you're getting, DiscoStu?
Posted 14 years ago2010-04-07 18:52:51 UTC
in Compiling doesn't love me Post #280340
Posted 14 years ago2010-04-07 18:52:13 UTC
in Compiling doesn't love me Post #280338
Wait till you see version three!

By hitting a userdefined keyboard combination you can start a compilation process and start a map without having the Compilator be the active window, even if it's minimized, it'll respond to the keyboard combinations. So basically, here's what it'll be like:

1. You map stuff.
2. You hit Ctrl+S to quick save.
3. You hit the userdefined keyboard combination to begin the compilation process for the map you're working on (provided that the Compilator has been correctly set up).
4. After hearing the compilation successfull sound queue, you hit another keyboard combination which will launch the game/mod and the map.

All without leaving Hammer's focus.
Posted 14 years ago2010-04-07 12:34:45 UTC
in Now Playing: ... Post #280327
Aliz?e - Eden Eden
Posted 14 years ago2010-04-07 10:48:03 UTC
in Compiling doesn't love me Post #280325
I already wrote I use The Compilator only in final compiles.
Which is really pointless. Use the Compilator for all your compiles, to get the same results everytime (compile setttings and such), plus, its faster too.
Posted 14 years ago2010-04-06 13:58:50 UTC
in PQL/Issues/ReIssues Sequel forming up! Post #280291
I guess im in! And this time im not going to drop out (did that last time due to too many other projects that i had going which is still the case though).

Mail on the way! :D
Posted 14 years ago2010-04-03 11:53:18 UTC
in TWHL Cubicles Post #280225
I've released mine:
http://twhl.co.za/vault.php?map=5472

Bigger screenshot:
User posted image
Posted 14 years ago2010-04-01 18:44:03 UTC
in twisted tunnel? Post #280178
Here's our "Expert" The_(c)Striker to the rescue!

Har!

One other way to do it, is to use temporary cillinders and use the vertices as temporary placeholders for the tunnel parts. It's pretty complex and time consuming.

I used this method in my map for the TWHL Rooms coop project.
Posted 14 years ago2010-04-01 10:15:51 UTC
in Half life 1 - map question... Post #280162
No, you can not. But maybe server mods like AdminMod or AmxModX allow you to do that, but only if the server has given you sufficient privileges to use such commands.
Posted 14 years ago2010-03-29 13:36:38 UTC
in TWHL Cubicles Post #280097
How about now?
Posted 14 years ago2010-03-28 17:40:36 UTC
in TWHL Cubicles Post #280073
I'm 75% sure that Captain Terror will be the first to post something about my map =)).
Nope, me. :)
That is one messed up map. Messed up as in weird, but neat. Though I've noticed some issues in your map that should require attention:

1. Spelling errors and weird dark rectangle:
User posted image
2. Make it so that the water in the crate with the creature can slosh out and make the floor wet (or just lower the value of the wave height property):
User posted image
3. Fix face splitting and change clock texture to CLOCK2C:
User posted image
4. If the player is not supposed to go outside the walkable portions of the map, add CLIP brushes to prevent that:
User posted image
5. Looks weird:
User posted image
But if you fix problem 4, this one should be automatically fixed as well.
Posted 14 years ago2010-03-27 14:19:27 UTC
in TWHL Cubicles Post #280047
Same here. Restarted three times over. I just can't create something that i like...
Posted 14 years ago2010-03-26 18:00:27 UTC
in TWHL Cubicles Post #280027
Those little green pointlights above the steps of the stairs, do they have any kind of dynamic animation applied? If yes, then there's the problem.
Posted 14 years ago2010-03-26 16:38:43 UTC
in TWHL Cubicles Post #280021
Yup, those texers are in lights.rad by default.
Posted 14 years ago2010-03-26 15:17:18 UTC
in TWHL Cubicles Post #280019
"I wil promote two of my favorite programs in my map. :)"

Fixed.
Posted 14 years ago2010-03-26 14:18:54 UTC
in TWHL Cubicles Post #280015
It begs for an ingame screenshot.
Posted 14 years ago2010-03-23 14:45:41 UTC
in Post your screenshots! WIP thread Post #279949
Looks good there, Joe.
Normally, you should avoid having textures stretch that much, but in your case, it makes the map look good, in a shiny metal kind of way.

But i agree with TJB that you should use texturelights. Its very easy to make your custom textures emit light. It's just up to you to decide whether you want to use the info_textlights entity or use a rad (radiosity) file. If you need help with this, pm me on Steam and ill help you out.
Posted 14 years ago2010-03-23 12:50:14 UTC
in Why isn't this texture transparent? Post #279948
No striker, the color that's going to be transparant ingame, has to be on index 255 and not on another index number. And it does'nt nessecarily have to be blue, it can be any color. Heck, you can even make the background pure red and it'll be transparant, as long as it is on the last index of the palette, which is index 255.
Posted 14 years ago2010-03-22 18:29:01 UTC
in Why isn't this texture transparent? Post #279919
It was an example of checking the color index, not checking if the color is right in that screenshot
That screenshot only showed the RGB values, not the actual index! You can only check the index in Wally.

Plus, the index was not the problem at all, it was the { character that was missing from the texturename.
Posted 14 years ago2010-03-22 16:31:03 UTC
in Why isn't this texture transparent? Post #279915
The { character is required for textures that are supposed to be transparant ingame.

@Striker: did you take a screenshot of a screenshot to check for the index? Jezus what!
Posted 14 years ago2010-03-22 11:25:55 UTC
in Post your screenshots! WIP thread Post #279906
Your intuition is correct, Urby, it is the Nerd's basement, better known as the Nerd Room:
User posted image
User posted image
User posted image
I have a lot of work to do...
Posted 14 years ago2010-03-22 11:14:22 UTC
in Why isn't this texture transparent? Post #279905
That should'nt matter, Jeff.
What entity is it?
Posted 14 years ago2010-03-21 19:50:32 UTC
in Post your screenshots! WIP thread Post #279884
GoldSource.
Posted 14 years ago2010-03-21 19:25:32 UTC
in Post your screenshots! WIP thread Post #279880
User posted image
Coming soon...
Posted 14 years ago2010-03-21 10:57:25 UTC
in Progress on project Post #279861
Entity colors are defined in the fgd, not in Hammer, so it does'nt matter which version of Hammer he's using.

Player start locations are green by default so yeah, he's probably using a modified fgd file.
Posted 14 years ago2010-03-15 11:22:00 UTC
in TWHL Cubicles Post #279714
Im pretty sure that only one cue point is needed to make a wav loop ingame, and it needs to be placed at the start of the wav, not at the end. Try it out.
Posted 14 years ago2010-03-13 08:57:04 UTC
in TWHL Cubicles Post #279657
Include it.
Posted 14 years ago2010-03-12 18:25:29 UTC
in TWHL Cubicles Post #279650
I have an example map of the copy brush entity here: http://www.twhl.co.za/vault.php?map=5307
Posted 14 years ago2010-03-11 20:51:42 UTC
in Migrating Steam Content Post #279631
1. Goto File menu, Backup games.
2. Check the games/applications you wish to backup.
3. Select destination folder.
4. Enter the backup filename and select a filesize. If you plan to use an external harddrive for transfer, make sure that you know what the filesystem of your disk is (FAT32 or NTFS). If its FAT32, then make sure that you split the backup file in chunks that are no larger than 4 gb, as FAT32 cannot handle files larger than 4 gb.

On your new computer, simply run steambackup.exe to install the games/applications.
Posted 14 years ago2010-03-11 13:10:50 UTC
in Delete brushs? Post #279627
Why not make an actual door that can only be opened when you have the suit.
Posted 14 years ago2010-03-10 18:43:51 UTC
in TWHL Cubicles Post #279606
You beter be using it from now on, because my Cubicle map uses a new entity that was introduced with 3.7, the phlt_copy_brush entity.
Posted 14 years ago2010-03-10 17:37:47 UTC
in TWHL Cubicles Post #279602
Rim, are you using SHLT 3.7?
Posted 14 years ago2010-03-07 09:15:19 UTC
in Another Trigger_changelevel thread Post #279534
Some more tips:

Move all the dialogs and panels to the left (provided that your screen resolution is sufficient). This makes the grid wdinows larger.

Your grid setting is a mess. You'll never able to place objects accurately that way. Enlarge it, and make sure that object always snap to the grid when you move things around.

Finally, it is not recommended to use capital character for entity strings (names, targetnames and all that). Use lowercase and underscores (instead of spaces) characters only.
Posted 14 years ago2010-03-06 10:30:58 UTC
in Transmission Received Post #279517
Posted 14 years ago2010-03-05 18:47:57 UTC
in Portal 2 Post #279497
So we get to play Portal in a jungle environment?
Posted 14 years ago2010-03-05 16:50:03 UTC
in Portal 2 Post #279488
Valve, creators of best-selling game franchises (such as Left 4 Dead, Counter-Strike and Half-Life) and leading technologies (such as Steam and Source), today announced Portal 2 for shipment this coming holiday season.

Portal 2 is the sequel to 2007's Portal, which won 70 industry achievement awards.
Posted 14 years ago2010-03-03 23:44:53 UTC
in Transmission Received Post #279451
Yay! Found all the radio's and received all the transmissions!
User posted image
Posted 14 years ago2010-03-03 22:20:39 UTC
in Transmission Received Post #279447
Really?

I bet you only see it once you get all the transmissions.
I've just found another radio that i missed in previous playthrough. :)
Posted 14 years ago2010-03-03 15:47:33 UTC
in Transmission Received Post #279440
Just completed Portal but i've missed 5 transmissions. Darn.
Posted 14 years ago2010-03-02 21:46:55 UTC
in Transmission Received Post #279425
This is why i like Valve. I just love the suspense.

Im at User posted image
Posted 14 years ago2010-03-02 19:38:20 UTC
in Compilator wont start up Post #279422
It wasn't in "AtomTools" but under Software.
Posted 14 years ago2010-03-02 18:27:42 UTC
in Compilator wont start up Post #279410
That's one reason why i stopped using the registry to save application settings to.

You can fix it by going into the register and delete or edit the entry.

But its best that you remove the entire Compilator key and its subkeys from the registry to get the Compilator back into its factory default settings.
Just search the registry for "AtomTools" and delete the Compilator key that's underneath it.

Sorry for the inconvienence...
Posted 14 years ago2010-02-28 19:54:59 UTC
in Filter Forge Post #279359
Here, have some bugs:
User posted image
Posted 14 years ago2010-02-28 18:34:25 UTC
in Filter Forge Post #279357
I came across this tool called Filter Forge. With it, you can change all kinds of parameters like colors, brightness and size but also how the texture looks. Take a look at these screens:
User posted image
This is one of the original textures that comes with the application.

Now, by checking the Row Shift checkbox, you get this:
User posted image
Row Shift off, 40 Chaos:
User posted image
Tiles are now placed more randomly.

Tiles too big for your taste? Make em bigger!
User posted image
Repositioning colors:
User posted image
Different colors:
User posted image
Some more tweaks:
User posted image
Alien-ish texture:
User posted image
Note that those smaller images on the bottom left are all different variation of the base (default) texture, so there's a lot you can modify.

You can also mess with lighting but that's not what i did with these.

Filter Forge isn't free, but there's a 30 day trial available on the Filter Forge website: http://www.filterforge.com/
Filter Forge is also available as a PhotoShop and Paint Shop Pro plugin.

You can also create your own filters for your own textures by using the filter editor:
User posted image
(Rimrook can do it, he has tons of texers anyway :D)

Here's a list of key features:

? Filter editor
? Online filter library (browse and download over 6000 free filters!)
? Seamless tiling
? Bump and Normal maps
? HDRI Lighting
? 16- and 32-Bit Image Modes
? Floating-Point File Formats
? Smart Anti-Aliasing
? Dual-Core CPU Support
? Huge Resolutions (Max 65536*65536 pixels ? and it worked!)
? Standalone Version
? Adaptive Previews
? Presets
? Randomizer
? Favorites

So, if you're lazy and don't want to spend hours photoshopping, try out Filter Forge to create the texture you want, or go online and browse over 6000 filters and see what you like and begin modifying it in Filter Forge.
Posted 14 years ago2010-02-26 13:19:09 UTC
in plane with no normal - wtf? Post #279305
Ill look into that.