Forum posts

Posted 11 years ago2013-06-27 16:09:24 UTC
in SDK Broken Again [FIX] Post #314059
have you tried going into the hammer properties and modifying those settings?
Sorta like the Hammer 3.x initial setup
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-27 11:25:51 UTC
in SDK Broken Again [FIX] Post #314053
Yeah i feel your pain.
I actually havent USED hammer yet but i did get it to at least launch. If this doesn't work i'm gonna be pisssssssed
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-27 02:13:44 UTC
in SDK Broken Again [FIX] Post #314045
SO I'm sure a few of you know already that valve decided to put your game folders into the blend-o-matic again.

Apparently they moved everything from under your login name to a more structured layout with everything in the Common folder.

Here's the fix for the SDK.

1) Launch the SDK
2) Edit the game configuration for whichever game you choose
User posted image
3)Click through whatever warnings they send at you
User posted image
4)Choose your game again and click edit
User posted image
5)You have to now find where the gameinfo.txt file is located. Navigate to the Common folder in your steamapps folder. If you're running any version of HL2, it will be in that same directory. As an example, HL2:Ep2 is located here:
C:/Program Files (x86)/Steam/steamapps/common/Half-Life 2/ep2
User posted image
Also the buttons are broken (for me) so just follow the highlights.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-25 12:54:34 UTC
in The minimum REAL step Post #314028
This all makes me think of the Galaxy around the cat's (Orion) neck from Men in Black.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-24 01:48:52 UTC
in A Hat in Time on Kickstarter Post #314016
everyone's growing up and doing wonderful things!!!!
good luck on this!
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-19 17:28:22 UTC
in HL2 Need help with Custom Textures/Model Post #314005
yeah that got me the other day while trying to pop in a new Half-Life Map
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-12 19:03:20 UTC
in mtv cribs, of your room Post #313966
Yeah i'm in once i clean XD
Or i can just NOT clean and then show ya'll how messy i am
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-11 19:58:02 UTC
in How does one Source? Post #313960
they're used the same exact way
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-11 11:11:37 UTC
in Adding sound to a map Post #313952
the way zopha91 said will work if the audio file has no cues in it.
loops won't work without audio cues
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-10 19:08:07 UTC
in How does one Source? Post #313937
Scotch,
First you have to choose what game you want to map for.
-You must own the game
-You must have it installed
-You must have played it BEFORE opening the SDK (Its just easier this way)

Download the Source SDK (Not the sdk base) Pick your game, double-click on on Hammer, and you're good to go.

If you just want to mess around with things, i suggest placing the 'box' prefab and hitting the compile button.

When you click on the block tool, there will be a list of primitive types you can make. Choose prefabs, select box, and press insert prefab to place a leak-free playground.

So i'd say those are some good first steps.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-08 23:53:20 UTC
in Resolution glitch? Post #313904
try running it in a window?
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-08 14:44:13 UTC
in Models disappear and appear Post #313893
To add to backup's post, most likely, the tree model's origin is at the base of the trunk. If you put the into_overview_point entity right next to the base of the tree you will be able to see it.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-08 03:21:58 UTC
in Skyscraper Co-op Project Post #313874
YES
SOHL or NOT it doesn't matter.
Create create create!
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-08 01:33:39 UTC
in Post your screenshots! WIP thread Post #313871
needs moar grunge :-P
lookin sharp though
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-08 00:53:04 UTC
in MAX_MAP_CLIPNODES Post #313869
or you could func_illusionary things and use simple, larger clip brushes to define what the player can and cannot walk on.

For instance, that screenshot you posted, you can make ONE clip brush occupy the space of all three of those boxes to simplify things.

Any space that the player cannot walk in - clip brush it.
Have a 16 sided cylinder? Make it a func_illusionary and and put a 6 or (even better) 4-sided clip brush in its place

Anything you can do to make the compiler's job easier is a good idea
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-06 22:35:20 UTC
in Plane aligning CTRL+M Post #313847
what happens if you control-B it after rotating (snapping brush to grid)
?

Also.

What made you investigate? J/w
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-05 00:41:24 UTC
in Post your screenshots! WIP thread Post #313825
bitmaps!?
ack!
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-03 00:16:43 UTC
in Skyscraper Co-op Project Post #313811
well then if its that easy, fuck it,
Spirit it is
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-02 23:34:50 UTC
in Skyscraper Co-op Project Post #313808
I just think that if we want people to download this and play it, they shouldn't have to download and install/configure a different mod or version of half-life.

I understand that there are advantages to SOHL, i'm not denying the usefulness of it, i'm just saying it's simply EASIER to stick with vanilla half life.

Everybody who uses Steam half-life will all have the same version of the game and thus the same limitations and entity sets. From what i understand there are multiple versions of Spirit floating around and it would be a shame to lose time or get frustrated over version inconsistencies.

Like TMA said,
it doesn't need fancy entity contraptions. What are we focusing on anyway? Brushwork, right? Eye candy.
I don't want to be a jerk, i don't want to force people to live in the past, but things are simpler this way, not just for me (because i don't have SOHL) but for anyone else wanting to play this who does not already have SOHL.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-02 17:51:39 UTC
in Skyscraper Co-op Project Post #313801
It's been SoHL since the beginning, lol.
False.
From original Thread:
So if i'm managing, here's how it is because a decision needs to be made.

Engine
Goldsource (Vanilla)
Vanilla.
There's no reason to go SOHL.
Not everyone has it, not everyone has mapped for it.
Let's keep things simple.

Even if people have started mapping for SOHL, all the brushwork can just be copied.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-01 15:13:04 UTC
in Skyscraper Co-op Project Post #313781
Who changed it to SOHL?
Vanilla HL peoples.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-30 14:40:37 UTC
in Trigger_once to be turned off by button Post #313746
It's been a while since i've played with GoldSource triggers but this may work:
Have a multisource act as the trigger_once's master.
somehow set the multisource on with another trigger so the trigger_once can function properly.

If you use the button, use a trigger_relay to send an Off command to the multisource to de-activate the trigger_once.

Again, i'm not 100% sure that will work. I'm also away from any testing rig at the moment.
Good luck
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-30 01:05:38 UTC
in TWHL Coop Ideas? Post #313728
And we all wonder why governments can't decide on anything..
Obviously we cannot include everyone's idea and compromises have to be made.

I'm holding to the central elevator shaft idea, and i counted more votes for me than anyone else.

So.
If anyone would like to begin under my organization, grab the base map and feel free to do so.

User posted image

Example Map

RULES
  • Cannot Change dimensions of the Elevator
  • null every exterior surface
  • You CAN include outside decorations outside of your windows: this doesn't have to make sense, its a fun project not a realism contest
  • Maximum (interior) vertical dimensions of 1024 units. Feel free to connect any other 'floors' within that height limit with stairs, lifts, etc.
  • There are no X or Y limitations, but be reasonable.
  • HAVE FUN!
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-26 01:22:26 UTC
in TWHL Coop Ideas? Post #313690
I could probably take care of the organizational sides of things.
Castle disposed went relatively smoothly.
So if i'm managing, here's how it is because a decision needs to be made.

Engine
Goldsource (Vanilla)

Scope of project:
Each person makes a floor focusing on the internal area of the skyscraper.
The outside will not be rendered due to engine limitations.
The mapper can do whatever he/she desires on that floor so long as there is a standard elevator/central column dimension.

Maybe someone can design a central column/elevator combination as a standard starting point for each member. The only thing that needs to be the same about the elevator is the interior.

I'll take care of level transitions etc..

Vote for me.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-22 01:27:46 UTC
in Post Your Photos Post #313652
Took this with my phone today. (Samsung Galaxy S3)
Her name is Jolie; She's 6 year old Golden Retriever.
User posted image
The filter is called blue point. Turns everything grayscale except for objects with blue in them. I love modern technology.
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-21 01:07:04 UTC
in TWHL Coop Ideas? Post #313639
digglet shrine ftw
User posted image
digglet.
dig.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-19 19:07:18 UTC
in TWHL Coop Ideas? Post #313622
Methinks this is getting complicated.
Let me know when the rules are concrete :-P
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-17 20:02:59 UTC
in Black Mesa: Hazard Course Post #313597
... with a crowbar
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-13 17:49:31 UTC
in TWHL Coop Ideas? Post #313513
How about we just make 2?
one for source and one for goldsource?
but then on that note.... which source engine release?
i prefer latest and greatest with HL2:EP2
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-13 12:46:57 UTC
in TWHL Coop Ideas? Post #313506
How about we do whatever the hell we want?
If each mapper has his/her own level, we can make the floors have their own style based off what the mapper wants.
These collaboration projects are for no people other than us, so let's just do what we all want?

We could have each floor have a different theme or a set of puzzles or combat etc, the only stipulation is that there's windows overlooking an outdoor area simulating a skyscraper environment.

There needs to be no logic between floors except for a common elevator design. (IMO)
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-12 12:09:41 UTC
in TWHL Coop Ideas? Post #313476
Goldsource for the win!
Haven't done anything with it in ages.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-12 03:32:51 UTC
in TWHL Coop Ideas? Post #313467
Skyscraper.
Everyone does a floor in their own theme.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-06 01:48:13 UTC
in Anyone ever notice NPC's Eyes? Post #313423
They follow you through the 3D viewport. Somewhat unnerving...
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-05 19:10:27 UTC
in Reliable Channel Overflowed Post #313418
We would be able to troubleshoot the problem a bit easier if you supplied the rmf or map files. I understand there might be some hesitation to share your source files, but it would help moreso than the bsp.
Without actually looking at the bsp or rmf, have you checked your map for errors? (alt+p)
Which compile tools are you using? Valve's? Zoner's?
How many player starts are there?
Have you enabled dev mode while running the map to check trigger status' in the console?
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-05-03 16:07:35 UTC
in ambient_generic for only one player Post #313415
i'm thinking its gotta be something code related.
anything that's a part of the level will be experienced by everybody because the level and all the entities exist on the server.
there needs to be code somewhere to specify which client to send it to and i'm not sure something like this exists within the vanilla code

I can't code either so idk if i'm even right.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-29 11:09:11 UTC
in Door with code lock Post #313382
Short vague questions get short vague answers
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-28 18:16:50 UTC
in Door with code lock Post #313374
Posted 11 years ago2013-04-28 13:20:42 UTC
in Last movie you saw? Post #313372
That is correct!
I was WAY into that movie and the Japanese culture in highschool.
Those interests have faded but the name stuck.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-26 18:39:44 UTC
in Last movie you saw? Post #313359
Hooray for Akira!
On that thought, hooray for every movie on that list.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-22 03:43:33 UTC
in Post your screenshots! WIP thread Post #313350
Sketched this up a while ago. I want to try to model it.
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-19 01:12:36 UTC
in Now Playing: ... Post #313337
Posted 11 years ago2013-04-10 23:37:32 UTC
in How to set up Hl-2: Ep 1 Post #313300
How'd you fix it?
Usually you need to run the game first before you attempt to fiddle around with the SDK
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-07 15:14:01 UTC
in CS:S Content In a HL2 Mod Post #313277
I thought this was actually illegal..
Well, so long as you're not distributing the individual models i think you're fine. The legality issues come along when you're handing out copyrighted property.
As JeffMOD said, the people are going to need both games in order for everything to run smoothly.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-07 14:03:00 UTC
in Post your screenshots! WIP thread Post #313275
Please finish that because i want to paint those beautiful walls with blood.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-02 18:32:49 UTC
in Question about env_beam Post #313250
I'm glad you got it working.

Thank you for posting the solution!!
This will help others in the future.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-02 16:03:46 UTC
in Question about env_beam Post #313248
It's not so much making the env_beam reset each round,
What if you manually turn it on, and then off, with a multimanager? (triggered by the door?)
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-02 10:32:37 UTC
in Question about env_beam Post #313246
I'm Assuming this is for Counter-Strike?
I believe all doors reset upon round start.
So if you make a player spawn on a door, the player will trigger the door (if set to touch)
Make the door move 1 unit down, stay there (delay before open: -1), and then have it trigger your env_beam random generator?

Or make the entire spawn site a giant door? Idk
Just a thought. I'm at work and can't test this hypothesis.

What i DO know is that it's tricky to get round-resettable triggers in CS 1.6
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-01 23:41:14 UTC
in trees problem in my map? Post #313244
Annnnnnd we're both correct, Atom =]
He was referencing a download folder instead of the steam directory & subfolders.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-03-31 20:39:24 UTC
in trees problem in my map? Post #313236
I'm not home right now so i don't have access to steam or anything.
Is this a custom model you're trying to use?
If it's a default model then you just have the pathname wrong :-/
If you haven't unpacked the main content file, (can't remember the name at the moment) PakScape will allow you to unpack the bigass file containing all the content (models, textures, sounds, etc..)
Then just make sure you have the pathname correct stemming from the valve folder
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-03-31 20:20:17 UTC
in trees problem in my map? Post #313233
Where is your model located? It should be halflife/models.
If it is, models/pi_tree3.mdl should work.

If even one model has the wrong pathname, the game will crash, so make sure they all match.
Tetsu0 Tetsu0Positive Chaos