Forum posts

Posted 14 years ago2010-04-24 10:29:19 UTC
in What version of hammer allows sprite mod Post #280756
Don't think that would work.
Posted 14 years ago2010-04-22 15:41:32 UTC
in What version of hammer allows sprite mod Post #280709
Yea im just trying to make them passible. Cyclers don't do that. I'll try the monster_furniture real quck. Yea in old versions of hammer I could make an env_sprite and in its sprite field put a model.mdl file but now in hammer 3.4 it crashes. Prolly because of 3d viewable sprites in hammer...

Edit, yea the monster furniture doesn't work in dm.
Posted 14 years ago2010-04-21 19:37:53 UTC
in What version of hammer allows sprite mod Post #280685
So... Did you have any idea? I'd use monser_generics but someone said they didn't work in dm. Unless maybe mp_monster allow or whatever. I just can't even find a link to hammer 3.3 to dl it and see if it would work. Or any of the other versions, anyone know where I can find them to try them out?
Posted 14 years ago2010-04-21 15:53:38 UTC
in What version of hammer allows sprite mod Post #280665
Which version of hammer allows you to make an env_sprite a model without crashing hammer? I mean creating an env_sprite and in its sprite name field putting a model.mdl file. I used to do this to make sprited that were illusionary. Does anyone know?
Posted 14 years ago2010-04-07 19:45:55 UTC
in microchallenge Post #280343
You should turn to modeling for things like this. Looks awesome!
Posted 14 years ago2010-04-06 13:39:38 UTC
in TWHL Cubicles Post #280289
I just don't have the urge to work on my cubicle. I want to start on a bigger project like a new competition. I had a few ideas for the cubicle but they just don't seem worth the effort.

If I could model better I would probably make one because I was planning on making an outdoor area with a bridge over a stream that opens up to a big under water scene. It would have fish swimming around in it but I want them to actually be models and not just flat masked textures.

We need another competition!
Posted 14 years ago2010-03-31 03:14:37 UTC
in TWHL Cubicles Post #280139
uh...512x512x512 Only rule to follow.
Posted 14 years ago2010-03-29 21:27:10 UTC
in TWHL Cubicles Post #280111
Wow that looks good darkie. I got my idea "FINALLY"
Posted 14 years ago2010-03-25 14:44:30 UTC
in Favorite Band? Post #279992
Oceans between us is their newest album its really awesome. All of there stuff is good thow. They may have if even one song I don't like a lot. I like them because not one or a few but all of their songs are great.
Posted 14 years ago2010-03-24 20:12:25 UTC
in Map ideas for twhl dm server Post #279981
Stockhouse is finally in the vault. Check it out!
Posted 14 years ago2010-03-20 19:47:48 UTC
in Favorite Band? Post #279848
As I Lay Dying
Posted 14 years ago2010-03-19 01:38:13 UTC
in Map ideas for twhl dm server Post #279811
I like the good old simple method used by day of defeat. Capture them all and you win and thats it. Its almost hard to get people to cooperate on rim's beer fort little alone something so complicated. Not saying it isn't a good idea though. Btw im finished with my map, just have to finish the secret. And im wating for a day off to submit it so I can be the first to play test it in the server...
Posted 14 years ago2010-03-16 01:10:15 UTC
in TWHL Cubicles Post #279727
Are you kidding? Its friggin awesome.
Posted 14 years ago2010-03-15 03:59:19 UTC
in flash sprite not working in dm for turre Post #279703
Thanks, Finally someone tested it for me. Yea I guess not than, oh well... I'll experiment more with it.
Posted 14 years ago2010-03-14 20:31:03 UTC
in flash sprite not working in dm for turre Post #279618
Can anyone do me a quick favor and test stalkyard on the server or just in deathmatch and see if the turrets have a flash sprite when fired. They don't on my computer but do in single player and im not sure if its just my computer.
Posted 14 years ago2010-03-11 01:19:06 UTC
in flash sprite not working in dm for turre Post #279616
I made a turret and its flash sprite is "muzzleflash2.spr". It works but not in deathmatch. I noticed that the turret flash in stalkyard works when tested in single player but not in deathmatch as well. Can I get it to work in dm? Other wise it looks weird. Do the turrets in stalkyard have a flash for you in dm?
Posted 14 years ago2010-03-08 21:16:07 UTC
in Map ideas for twhl dm server Post #279570
I vil I vil, I have a test and work tom. I'll try to finish it this week!
Posted 14 years ago2010-03-08 20:35:09 UTC
in Map ideas for twhl dm server Post #279405
Edit:
User posted image
Wow I just came up with an amazing discovery finishing up my map! It will be a surprise.
Posted 14 years ago2010-03-08 18:09:05 UTC
in hl1 buttons... Post #279566
lol im sure its possible. Try using change targets. As for the door closing when button is pushed just make the door delay before closed a few seconds so it always closes but is only openable while the button's target is the door.
Posted 14 years ago2010-03-07 19:49:38 UTC
in TWHL Cubicles Post #279539
Good to hear no rush, I have such a busy schedule and i'm trying to finish my deathmatch map before anything.
Posted 14 years ago2010-03-02 02:35:16 UTC
in Rotating Camera Post #279394
Its a camera in a dm map so it is used over and over again. It can either play out for the 13 seconds or the player can just hit E on it again.

Edit: Problem solved. I had to make the button trigger a mm that triggered both the camera and the func_train the camera followed and set the starting speed for the camera to 0 and "freeze player" flag for it to work!
Posted 14 years ago2010-03-01 20:56:47 UTC
in Rotating Camera Post #279384
Alright, I know i've done this before but I can't seem to get it working properly. I want a camera to be triggered by pressing e on a screen and it rotates left to right through about 80 degrees. I created a func_train that is auto triggered that goes from path_corner to path_corner in front of the trigger_camera. The Trigger_camera's target is the func_train. Every other time i press E on the screen the train that the camera follows is turned off. Than next time it is turned on. How do I make it to where it never turns off and always rotated when viewed?
Posted 14 years ago2010-03-01 19:12:09 UTC
in Map ideas for twhl dm server Post #279381
Alright, i'll mess with it if I begin a map for it. As for my stalkyard map i've added boxes and got rid of my sky box. Its almost dones just have to add weapons, spawns, a few more things and of course "secrets".
Posted 14 years ago2010-02-26 03:51:03 UTC
in TWHL Cubicles Post #279294
Lol rim that would be so cool! I was thinking of making a micro awp map for counterstrike, I know it sounds retarded but it would be fun. Now im probably going to make a deathmatch map. I had alreasy started a really cool map but it may change.
Posted 14 years ago2010-02-26 03:42:30 UTC
in Map ideas for twhl dm server Post #279293
Rimrook, im very interested in creating a level where say three or more areas of the map are made and one is played at a time for a while and than the next area is played and so on. I've played a cs map like this and it was lots of fun. Also the idea of different weapons only in each area is a great idea. Could you do this?
Posted 14 years ago2010-02-25 02:34:15 UTC
in TWHL Cubicles Post #279257
Alright but it would help to know because if I do it im going to rape shat in that little area. Haha hilarious avatar lol!

Edit: I just got a sick idea! woot!
Posted 14 years ago2010-02-25 01:59:12 UTC
in TWHL Cubicles Post #279255
Wait, so are these all going to be in the same map or seperate maps? Because theres no way it could handle all those textures. And, "512" units is the outside dimmensions of the cube? I just might make my walls 1 unit wide lol.
Posted 14 years ago2010-02-23 14:25:01 UTC
in TWHL's Classic DM Server Post #279199
That doesn't sound like the best idea because it would probably split the few players there even are. Is there some other way to lower your ping in the server? Ie. something soup could do. Maybe hosting wise. I haven't been playing much in the server because im trying to get my deathmatch map "stockhouse" done for it and i've been working full time and have school. When I did play I think friday morning or maybe saturday it was a lot of fun and a lot of people were in the server. We played tp_beerfort and a few dm maps. My rats room map was really fun too.
Posted 14 years ago2010-02-23 02:32:09 UTC
in Map ideas for twhl dm server Post #279188
Thanks, I took darkie's advice and will experiment with the lighting a lot. To make it resemble stalkyard more. I'm also going to add shooting stars in the sky if I keep it a night map. Thanks for the inspiration to hurry and get it done guys!
Posted 14 years ago2010-02-23 02:28:44 UTC
in Castle Disposed Post #279184
This is cool, I love going through my old forgotten unfinished maps. You should get a key in each area that opens a door to the next and tells you what door it goes to.

Penrhyn castle is a pretty cool place to look for inspiration. And dont forget moats and bridges.

Edit: oh collect twhl emblem, got it, thats way cooler.

It would probably help to know how many rooms it needs or atleast about how many.
Posted 14 years ago2010-02-22 13:34:35 UTC
in Map ideas for twhl dm server Post #279164
I'll try, so far its pretty much all lit really bright. I'll try to include more dark areas. Maybe i'll make the sky night instead of dusk like in stalkyard.
Posted 14 years ago2010-02-22 13:32:45 UTC
in Castle Disposed Post #279162
I have lots of unfinished maps, most of them are on old computers that probably got trashed by now. I'll get something together for this once I get a chance. Oh cool, well what do you need the castle to do, Ie. player starts out in courtyard, and can reach all teleports at same time but only go in some until others are unlocked, how many teleportedrs?, etc.
Posted 14 years ago2010-02-22 04:28:03 UTC
in Map ideas for twhl dm server Post #279098
I'd show more screenshots but I might as well just wait untill I submit the map. Its looking pretty good. I have to work the next few days and have lots of homework so progress will go a little slow but i'll get it done. I really want to play it in the server!
Posted 14 years ago2010-02-20 17:52:08 UTC
in Problems with Valve Hammer. Post #279125
Are you using hammer 3.4? If not you should be.
Posted 14 years ago2010-02-19 03:51:22 UTC
in Map ideas for twhl dm server Post #279089
Some progress after today, should explain the weird L shape thingy.
User posted image
User posted image
User posted image
User posted image
Bout done with the layout. Now its time for detail and yes... BOXES!
Posted 14 years ago2010-02-19 01:26:18 UTC
in Map ideas for twhl dm server Post #279084
Thats why we need to plan on playing through some maps together at a certain time, im off tomorrow.
Posted 14 years ago2010-02-18 21:15:06 UTC
in Map ideas for twhl dm server Post #279072
I'm going to use them pretty soon rimrook.
Posted 14 years ago2010-02-18 21:07:23 UTC
in Map ideas for twhl dm server Post #279069
Omg ya'll didn't know that? ? ? Mappings so slow without it.
Posted 14 years ago2010-02-18 17:24:21 UTC
in Map ideas for twhl dm server Post #279056
Lol its a hallway and stairs. It looked better in the floorplan on paper, im trying to figure out how to make it work the best. And yes things are floating, the map is far from finished. Back to work :hammer: Texturings a pain in the 455 right now because my right mouse button isn't working so pay no attention to it.
Posted 14 years ago2010-02-18 16:38:46 UTC
in Map ideas for twhl dm server Post #279053
I thought of the same thing!

Nefarious, it sorta goes underground.
Posted 14 years ago2010-02-18 04:48:26 UTC
in Map ideas for twhl dm server Post #279044
I don't know but your starting to make me think out side the box :glad: Really though maybe it will be a certain type of ware house other than just one filled with boxes though I am sorta remaking a new version of stalkyard, we'll see...
User posted image
User posted image
Done for tonight. Wow I mapped a lot for one sitting. Must have been that monster I drank! :plastered:
Posted 14 years ago2010-02-18 01:51:09 UTC
in Map ideas for twhl dm server Post #279040
Hahaha you guys are retarded as sheeyot. Yea i'll put a sh#& ton of crates. And other stuff as well. Im going to make it look really old and run down. I'll post another wip b4 I quit for the night.
Posted 14 years ago2010-02-18 00:38:04 UTC
in Map ideas for twhl dm server Post #279037
User posted image
This is the start of my stalkyard based map. Its very small and will have cat walks over the main storage area. Much more vertical gameplay will be included than the original stalkyard. I just sketched out a quick floorplan so the entire map is pretty much layed out already.
Posted 14 years ago2010-02-13 01:50:19 UTC
in CP Castle Post #278889
Sweet, cp maps are freakishly fun, me want to makey one.
Posted 14 years ago2010-02-08 15:51:40 UTC
in Models turning out solid black Post #278783
Sweet, that was the problem, didn't know about that. Thanks!
Posted 14 years ago2010-02-08 15:19:40 UTC
in Models turning out solid black Post #278781
I added some tree models to an architectural map I made to get some screen shots of it but when I compile it they turn out solid black. They work in other levels. Im using zhlt with standard settings. Any ideas of whats wrong?
Posted 14 years ago2010-01-27 19:00:08 UTC
in Why is it.... Post #278476
What I think he meant by that is, you are granted permission to make pointless threads if you gain member's respect by making and posting good maps.

I know where he's coming from. everytime I read through one of your threads I feel like I just wasted part of my life.
Posted 14 years ago2010-01-27 18:21:08 UTC
in Map ideas for twhl dm server Post #278140
Well I was inspired by a dream to begin making a map where each different section has its own music. I'll either make the music in fruity loops or just get it from somewhere. I was also inspired by captain terror's intro to my rooms entry. I will probably include more certain aspects to abide by for the map. I really want to make a dance club but that could possibly be the next competition if we decided on it... Oh yea I must have been really inspired by disco stu's room and the tribute room map as well.
Posted 14 years ago2010-01-27 18:13:05 UTC
in Why is it.... Post #278471
If you like Obama than you might not actually be American.
Posted 14 years ago2010-01-22 13:27:44 UTC
in Light Fade On Post #278297
You could probably make 10 glow sprites all in the same splace that each get a little bigger than the last and all start off. Than each is triggered as its previous is triggered off. Or maybe even with a few env_renders that trigger one sprite to get brighter and brighter. Wouldn't really emit light though...You could also have a few lights that get brighter the way I desribed but try putting them really high above everything so the effect doesn't look bogus. :death: