Forum posts

Posted 20 years ago2004-08-24 17:28:21 UTC
in Question aboot the glass contest Post #53665
You can enter, but don't expect to win (But if its good, maybe Andy will post it as a highlight entry)
Posted 20 years ago2004-08-23 21:45:37 UTC
in Question aboot the glass contest Post #53366
When I say two hours, I don't mean its shit. I just managed to pop out ideas and build it right the first time.
Posted 20 years ago2004-08-22 18:46:56 UTC
in The Horror! Competition... Post #52950
Just fill it with doom monsters, those flaming zombie heads made my friend shit himself when one came out of the wall
Posted 20 years ago2004-08-22 18:14:10 UTC
in gl_wireframe Post #52943
Make sure -dev is in your compile parameters/ half-life shortcut.
Posted 20 years ago2004-08-22 18:02:56 UTC
in Question aboot the glass contest Post #52942
Well, as long as the map isn't supposed to be superior in visual appeal, mines pretty good... Especially for aboot 2 hours of work
Posted 20 years ago2004-08-20 19:40:57 UTC
in Question aboot the glass contest Post #52339
Yeah, there's interactivity to play with the glass, but the way I have it set up is really just a lot of various tricks that can be done with glass in a single old looking room, and a small yard.
Posted 20 years ago2004-08-20 17:16:11 UTC
in Question aboot the glass contest Post #52316
It says single player map, but it doesn't elaborate. What I'm wondering is if it needs to be a full scale single player map, or something simple that just showcases things that can be done with glass?
Posted 20 years ago2004-08-07 23:40:59 UTC
in Help With Architecture..... Post #48886
Just some advice, setting your ZHLT lightflags on those func_walls that would normally block light (But don't due to them being entities) should b set to opaque
Posted 20 years ago2003-11-22 23:56:15 UTC
in Acces denied!? Post #5420
Check to see if you have access to the compiler tools outside of hammer. Maybe someone changed the security tab options
Posted 20 years ago2003-11-22 23:52:26 UTC
in magic wall Post #5419
One sided glass takes a lot more brushes, 1 sided walls takes 1. Wall, with {blue on the side you want to see through, and set up as a Func_wall with the standard transparicy settings
Posted 20 years ago2003-11-22 23:49:57 UTC
in where do i find those car prefabs? Post #5418
Prefabland sucks. Its worse than Gamespy/fileplanet. Ther are 2 hour lines for 100kb files
Posted 20 years ago2003-11-22 23:48:34 UTC
in The extra compile option Post #5417
Because then I will have to distribute a huge file. Some of my maps use a LOT of textures.
Posted 21 years ago2003-11-22 02:09:51 UTC
in The extra compile option Post #5300
why am I down as anonymous, I am logged in
Posted 21 years ago2003-11-22 01:41:53 UTC
in The extra compile option Post #5298
Basically what I mean is that they are included with the bsp. I know you use the line -nowadtextures (no wad textures, all are bsp textures)
But where do they go

Its not the command line I need, it how to enter it. The tutorial on this site doesn't help either
Posted 21 years ago2003-11-22 00:20:47 UTC
in how?.. Post #5295
Make the actual visible ladder into a func_wall, fx mode to solid, fx amount to 255

(Then the func_ladder stick 1 unit out) from it)

This applies to any brush that starts with {
Posted 21 years ago2003-11-21 23:56:28 UTC
in Hint brushes? Say what?! Post #5292
Forget HINT textures; what re SKIP textures used for (Also in the zhlt.wad)
Posted 21 years ago2003-11-21 23:53:31 UTC
in ultimate leak Post #5291
Start up the game via compiling in Hammer, and add the following to the additional game parameters:

-particles 50000

Ingame, bring the console up and type:

pointfile

Now goto the entity causing the problem (If its a path entity, MAKE SURE IT ISN'T TRIGGERED, or half life will crash when it gets activated. Same forother entities (Which I don't have a list of yet)

Follow the line, it bounces everywhere, and where is appears to go through the wall is where th leak is occouring.

Leaks are very common when you carve in, or with non cubed objects, or when you make a room open up into a cylinder. Also remember that any brushes that are entities don't exist is a sense. Treat it as if they aren't there, and it they connect the inside to the outside (A func_door with no hallway on the otherside), place a bloc bigger than the door in the widdle of it. Same goes for glass.
Posted 21 years ago2003-11-21 23:46:03 UTC
in The extra compile option Post #5290
I goto all these sites for the the compile options because I'm looking for the option to make the wads in the bsp files (since I use combined and specail wads that very few others have, and that are huge in size)

So I find it on tonnes of sites, but every single one is a copy of the vlatitude one, which doesn't say WHERE you input these options

I am guessing you can do it from normal mode and just place it in the Additional Game Parameters, but I don't want to waste an hour compiling unneccessarily. Must you creat an extra expert thingy, or is it done the way I assume?