Forum posts

Posted 19 years ago2005-06-09 20:57:38 UTC
in moving cameras Post #113477
thats correct, not a movie just a moving, wall/ceiling mounted camera
Posted 19 years ago2005-06-07 22:46:32 UTC
in .wad Post #113198
"regesturing" :lol: oops, i cant spell all that well sorry
Posted 19 years ago2005-06-07 12:17:40 UTC
in stupid scrolling water Post #113110
i have an example map
http://twhl.co.za/mapvault_map.php?id=3100
quick before it gets removed from the site for some reason :P
Posted 19 years ago2005-06-07 12:13:42 UTC
in .wad Post #113109
u dont need to be regestured, just signed up, ive been on there even before i found TWLH, regesturing only lets you download without waiting lines
Posted 19 years ago2005-06-06 19:25:50 UTC
in moving cameras Post #113013
so what entity shoud it be tied to, if the target is "player"
Posted 19 years ago2005-06-06 16:39:59 UTC
in moving cameras Post #112980
are thoes camers that follow the player (like in CS training) made buy using "func_tank"?
Posted 19 years ago2005-06-06 16:38:07 UTC
in .wad Post #112979
any suggestions on the best place to get .wad files, particulary internal computer parts like the kind on the "computergibs.mdl"
Posted 19 years ago2005-06-06 13:50:16 UTC
in models Post #112934
the file went through, that is one sweet gun :D id like to have one of thoes
Posted 19 years ago2005-06-05 13:33:39 UTC
in models Post #112800
when did you try sending it, because for some reason my e-mail was down for a while, said somthin bout a partents permission, or what ever but it should be working now
Posted 19 years ago2005-06-04 20:58:18 UTC
in models Post #112639
is there a way i can change a models sequences so that i can be used to replace another model without error

(eg. the shotgun from Natural Selection needs to have its animations changed, or renamed so it will work correctly for Half-Life)

can i do that with milkshape or some other program?
Posted 19 years ago2005-06-02 23:47:07 UTC
in models Post #112356
i read the tuts it doesnt make any sense to me, plus it seams that ther program isnt set up very well,.... the controles that is
Posted 19 years ago2005-06-02 08:51:56 UTC
in models Post #112228
its HL1... i tried milkshape, i cant figure it out
Posted 19 years ago2005-06-02 08:50:08 UTC
in ERROR MAX LEAF FACES Post #112227
just name it "NULL" would u need the .wad to run the map on other computers?...sounds like a noob question, but i guess i am 1
Posted 19 years ago2005-06-01 23:12:39 UTC
in models Post #112185
not sure if this belongs in this section but..

i want to make a simple model to replace a headcrab, what program shoud i use to do this
Posted 19 years ago2005-06-01 23:06:08 UTC
in ERROR MAX LEAF FACES Post #112184
do i need to use func_wall or can it be somthin else, cus im using spirit, and i have three 12sided cylinders that will be func_rotating that move with a func_train or maby a func_door. obviously the proble is that each 12 sided circle has a 12 sided hole cut in to it.

and which .wad file has a NULL texture in it?
Posted 19 years ago2005-06-01 19:53:51 UTC
in ERROR MAX LEAF FACES Post #112172
wtf :x i read tut's about it but it still doesnt make much sense, and seeing that in my compile window is really startin to get annoying...how do i prevent/fix this?

Would NULL textures fix this problem, and what exactly are NULL textures?
Posted 19 years ago2005-05-30 14:28:24 UTC
in WATCH THIS Post #111769
:lol: poker...partner...hand good 1
Posted 19 years ago2005-05-30 14:20:53 UTC
in Green Tall Xen thingies... Post #111763
what about that bluish ring beam the travels up the tower and sets the sprite off when i reaches the top
Posted 19 years ago2005-05-28 07:12:59 UTC
in Rats Map Post #111311
the texture needs to be an "on light" its not going to be swithcable,
the exact texture im using is "~LIGHT3C" so what do i do from here?
Posted 19 years ago2005-05-27 19:33:31 UTC
in Rats Map Post #111252
i played MINIMICUS to get some idea about how to do the resizing, great mod, slayerA. i especially like that part where the grunts force big momma into the microwave and fry her. :lol:
Posted 19 years ago2005-05-27 18:58:04 UTC
in Rats Map Post #111251
texture lighting, WTF is that,

and also i tried scaling it 4x and its still to small, (u look more like a midgit instead of a rat....a short midgit) so maby ill go with 5x-6x
Posted 19 years ago2005-05-25 20:36:19 UTC
in Rats Map Post #110926
ctrl+m scales up?!? :o
Posted 19 years ago2005-05-24 22:23:17 UTC
in Rats Map Post #110764
if any one knows what this is, any advice or tips to offer in making one? im not compleatly sure about what im doing, or how to go about making it the correct size

for thoes who dont know what it is, its a map of 1 or 2 rooms but everything is huge ur the size of a rat (or bug or whatever)
Posted 19 years ago2005-05-08 23:19:46 UTC
in Blue Shift Puzzle Post #108432
does anyone rember that one part in Bshift where u had to push a barel over to a wire so you could blow up the door? how do i do somthing like that?
Posted 19 years ago2005-05-03 22:23:11 UTC
in a one way window? Post #107176
im sure yours is better than mine is, unbreakable, but hears mine anyway

<Removed ? no clones in the Example Maps>
Posted 19 years ago2005-05-03 09:13:27 UTC
in ambient_generic Post #107084
im geting the sound out of the serria/counter-strike/cstrike/sounds folder
Posted 19 years ago2005-05-03 09:11:06 UTC
in a one way window? Post #107083
I have a small map that demonstrates 1way glass, im in school now so ill post it when i get home later on tonight
Posted 19 years ago2005-04-29 08:05:52 UTC
in Splash Screans Post #106342
Im not using steam, im running half-life on windows, if that makes a differince
Posted 19 years ago2005-04-28 22:25:30 UTC
in Splash Screans Post #106327
How do i make one of thoes altered splash screans and text for a mod?
aloso how do i add it to the custom game list?
Posted 19 years ago2005-04-25 20:38:13 UTC
in ambient_generic Post #105884
im compleatly stumped, i put an ambient_generic into my map, 6 to be exact, but when i run the map none of the sounds work. any ideas of what im doing wrong?
Posted 19 years ago2005-04-17 10:50:37 UTC
in New computer, new problem Post #104478
oh ok, thanks :D
Posted 19 years ago2005-04-17 00:16:57 UTC
in New computer, new problem Post #104415
i finally got a computer thats not a piece of $#!+, and can run HL2, but how do i set up Hammer to make maps for the game, theres no FGD in the folder for Hammer 3.4 do i need to download the file of update hammer or what :zonked:
Posted 19 years ago2005-04-09 22:08:29 UTC
in Adding models Post #102914
how do i add the helicopter from "as_oilrig" to a map (for CS)
Posted 19 years ago2005-04-03 20:53:10 UTC
in breakable door Post #101275
the door that swings down also needs to be breakabe or (appear to break) which would most likley require complicated rendering and relaying entities far beyond my comprension.
Posted 19 years ago2005-04-02 01:27:49 UTC
in breakable door Post #100763
no no, i know how to make the downward moving door. but theres now way the door can also be broken. Spirit is the only way this would be possible. i read over the entities in the guide, and i read the guide for spirit, and thats the only way the door can function like it does in OoT. then agin there might be a way to do it without spirit, Im just not smart enough to figure it out :nuts:
Posted 19 years ago2005-03-31 22:17:48 UTC
in breakable door Post #100454
i looked the whole thing over, its impossible to make the door work exactaly how it should. to get it to work the same way it did on OoT, i think i need to use spirit
Posted 19 years ago2005-03-30 00:04:18 UTC
in breakable door Post #100022
would it work better if i made the trick door a "func_door" rotating that had the origin at the bottom (not the side) rather thatn "func_train", it just seams like that would make more sense, then again you know more than i do.
Posted 19 years ago2005-03-28 02:18:40 UTC
in breakable door Post #99621
im having a bit of trouble, how do i use the trigger_relay
and i cant understand how to use the func_train :zonked:
Posted 19 years ago2005-03-27 14:55:41 UTC
in breakable door Post #99434
ill try, thanks for the help :D
Posted 19 years ago2005-03-26 03:14:16 UTC
in breakable door Post #99141
does any one know how i can make a door rite in front of another other door, but the first door is a trick door that slams down on u and causes damage if a player tries to open it. but if the trick door is destroyed the door behind it (the real one) can be used to gain access to the next room. (the idea is from a Zelda game)
Posted 19 years ago2005-03-23 22:19:59 UTC
in Anti-Gravity Post #98763
i think ill try and find out which works best for this map, thanks for the help :)
Posted 19 years ago2005-03-23 01:00:38 UTC
in Anti-Gravity Post #98649
I making a map that has to have low gravity, how do i do this :
Posted 19 years ago2005-03-15 20:54:15 UTC
in Cant add "env_sprites" Post #97193
how do i fix that problem?
Posted 19 years ago2005-03-14 23:29:58 UTC
in Cant add "env_sprites" Post #96924
When i add a env_sprite to my map and compile it, the map wont run in the game, It says "sprite not found"
WHATS GOING ON :zonked:
Posted 19 years ago2005-03-14 01:10:46 UTC
in Multiple Buttons Post #96736
How can i make multiple buttons, that can be activated in any order, but must all be activated to trigger somthing.
Posted 19 years ago2005-03-11 20:14:48 UTC
in monster clip?...human clip Post #96428
is there a way to use a clip brush or any other method to block only Terrorist and not CT's or vice versa?
Posted 19 years ago2005-03-11 20:12:43 UTC
in specific weapons Post #96427
i think i solved my own problem.....i just need to find out how much damage a grenade does.

What im thinkin is, put tinny func_breakables on the object you want to break with a grenade. They are so small that it would be imposible to hit with a gun, but an explosion would do the trick. Then when 1 or more are destroyed it triggers to break the main structure. :
Posted 19 years ago2005-03-11 00:31:16 UTC
in Timed teleporters Post #96295
on the button or the teleport
Posted 19 years ago2005-03-10 23:58:44 UTC
in Timed teleporters Post #96289
no not once...it would be triggered multiple times, (by a button) but i dont want the trigger_teleport to stay active. it should shut off after about 5 seconds. and then it can be reactivated with the same button.
Posted 19 years ago2005-03-10 22:45:05 UTC
in Timed teleporters Post #96287
how do u make a "trigger_tellaport" activated by a button only work for a few seconds.