Forum posts

Posted 18 years ago2006-01-19 16:16:35 UTC
in switching MDL sequence#in maps Post #158663
Wrong forum, can a mod move the thread please?
Posted 18 years ago2006-01-19 16:14:57 UTC
in Huntey tries art ^_^ Post #158661
Ok I'll stop now, it's quite stupid to fight on such stuff, and on the internet...

The blood stains look like gunman's blood stains, try using a darker color, like Hl1's decals. :)
Posted 18 years ago2006-01-19 16:09:41 UTC
in looking for HL solo missions... Post #158659
Posted 18 years ago2006-01-19 14:33:29 UTC
in Huntey tries art ^_^ Post #158639
See! I didn't mean that!! :x
Posted 18 years ago2006-01-19 14:24:54 UTC
in Huntey tries art ^_^ Post #158635
No use talking to you guys, you just don't understand me, you never do. And that music is just noise, even the good music.(good noise but still it's not music)

I hate the people that have no talent and doesn't even try to be better then they say they are just as good as the talented ones. Art is self-expresion but still every artist got to know how to be talented.

Fearian why should I? Will you spam my PM? :D
Posted 18 years ago2006-01-19 10:41:59 UTC
in Most Ridiculous Way To Die In HL & HL2 Post #158602
Hl1: Get mixed up between slime and healing water.
Posted 18 years ago2006-01-19 07:18:17 UTC
in Huntey tries art ^_^ Post #158583
Too bright and the colors are too sweet. I still don't call it art. You can never comper it to the things a skilled hand can do. :)
Posted 18 years ago2006-01-19 06:43:18 UTC
in Clipping tool...Need help using it... Post #158580
Carving is good for begginers for it's simple to use, and so is hollowing. But carve/hollow only with simple blocks, other wise is will be messy. Carve tool is unprodicible too, you can't tell how is will split the carved brush and sometimes it carves brushes it doesn't even touch. Beware of those tools and when you are exprienced enough with the besics learn how to use other tools to do the same things. :)
Posted 18 years ago2006-01-18 18:56:08 UTC
in Huntey tries art ^_^ Post #158535
If they are doing something bad then should it give you an excuse to do something bad?
Posted 18 years ago2006-01-18 18:49:11 UTC
in Huntey tries art ^_^ Post #158533
Nice. The blood on the eyebrow doesn't look good and the scretch on the leg doesn't look good either, too red and it's only one color.

P.S: Photoshoping isn't art in my opinion so don't insult art by calling it like that.
Posted 18 years ago2006-01-18 18:41:02 UTC
in Clipping tool...Need help using it... Post #158530
Clipping isn't bad, hollowing and curving are bad. With bad use of clipping you can create subverticals (verticals that aren't even on the 1 unit grid) while with vertex manipulation can't. Smart use of all the tools is the best(exept curve and hollow tools which are obselet). If you aren't sure where you should move a vertical, try to find a diffrent way to create the brush, wrong placement of verticals might cause invaild solids/melformed faces.
Posted 18 years ago2006-01-18 16:28:46 UTC
in DMC.wad - where? Post #158512
I got mixed up with nem... : My bad.

Edit:

Wait a minute I got mixed up between nem and jed... jed made the model viewer and nem mad GCF scape and BSP viewer.
Posted 18 years ago2006-01-18 16:25:49 UTC
in DMC.wad - where? Post #158510
Jed made tons of usefull stuff! A model viewer, GCF scape, mapviewer and bsp viewer, there are probebly more like the program you mentioned that I don't know of.

The tools you should have are wally, which is a good wad editing program, GCF scape for GCF viewing, a model viewer for viewing models and sprview for viewing sprites. All of these programs can be found on slackillers programs(link page), the 67the valtitude(link page) also has usefull stuff, like pakexplorer which is a great for exploring and extracting stuff from the pak.
Posted 18 years ago2006-01-18 08:16:00 UTC
in mixed face contents Post #158410
Clicky

Edit:

Ok I read that page, it's a simple one. One side of your brush has a water texture and the other a solid one. Brushes can't have them both, change the texturing. For more information read the page I linked you to.
Posted 18 years ago2006-01-18 08:07:21 UTC
in Compile log freeze and LONG compile. Post #158408
Skybox two is the best! Then you can place an helicopter/alien controllers in there. :D

Didn't you just ask that question before a few days and I told you to remove the skybox?

In my journal I posted two enteries realeted to you problems, hammer is freezing during compile and skyboxing, why is it bad.
Posted 18 years ago2006-01-18 08:03:22 UTC
in osprey question.... Post #158407
Which entities? Instead of light entities use texture lights and doors turn them to func_trains and the osprey move like an elevator with doors. :)
Posted 18 years ago2006-01-16 18:50:22 UTC
in The Urban Project Post #158195
Nice light source. :)
Posted 18 years ago2006-01-16 15:52:10 UTC
in Competition 19 Post #158163
Great, 75% done! Soon I'll only be left with entitywork, weapon placement, lighting(only 1/3 of it for I already created most of it) and spawn point placements.
Posted 18 years ago2006-01-16 12:36:11 UTC
in osprey question.... Post #158115
Make an osprey from solids! Highlander made one already. :)
Posted 18 years ago2006-01-14 21:12:29 UTC
in The Urban Project Post #157977
Oooo...pink grunts :o

Gay,really gay.
This post was made on a thread that has been deleted.
Posted 18 years ago2006-01-14 19:50:20 UTC
in 16 hour compile time? Post #157968
Yes I know, but if the walls and floors are a bit more complicated then a block, what should I do?
Posted 18 years ago2006-01-14 19:27:16 UTC
in 16 hour compile time? Post #157966
Be carefull with hint brushes, wrong use of them will rize the R_speeds. I don't know how to use them in a detailed room, and the tutorial doesn't really tell me how so for now I ask for help.
Posted 18 years ago2006-01-14 19:18:38 UTC
in 16 hour compile time? Post #157964
No, read the tutorial.
Posted 18 years ago2006-01-14 19:14:29 UTC
in 16 hour compile time? Post #157962
Posted 18 years ago2006-01-14 19:11:40 UTC
in 16 hour compile time? Post #157960
I don't think thats the problem, the skybox is the problem.
Posted 18 years ago2006-01-14 19:02:43 UTC
in 16 hour compile time? Post #157958
Just post the log.

Edit:

Small screeni! Why did you resize it?

There is an edit button next to your name if it's the last post.

Edit#2:

I just noticed you used a skybox.(a huge hollowed box placed around your map) Never do that. Bulid the walls and the cillings only where you can see them.(not below the floor or behind walls) That might be one reason for the long compiling time.
Posted 18 years ago2006-01-14 18:53:16 UTC
in 16 hour compile time? Post #157955
RMF directory= where the rmf are.(rmfs are the maps that you build in hammer)

Please post the log, and don't relay on prefabs, most prefab makers are idiot that don't know a thing about mapping. Some prefabs sometimes have invaild solids too.
Posted 18 years ago2006-01-14 18:40:53 UTC
in 16 hour compile time? Post #157951
16 hours? Post in your compiling log!

P.S: You don't have to compile again, it's in your rmf directory called like your map.
Posted 18 years ago2006-01-14 18:30:34 UTC
in No CS textures? Post #157948
No you don't have to include wads if the player has these wads then you don't. When you include them the player doesn't have to have the wad. To include a wad add a "-wadinclude <wad name>.wad" prameter(without the quotes) to the CSG program.(you don't have to add the wad's extention(.wad) but they did it with zhlt.wad so I do the same)
Posted 18 years ago2006-01-14 14:15:29 UTC
in Most Ridiculous Way To Die In HL & HL2 Post #157909
HL1 : Jump where you're not supposed to and Drown in Sky.
Only happens with Quake compiling tools... zhlt clips the sky.
Posted 18 years ago2006-01-14 07:04:55 UTC
in Repelling Grunts Post #157885
Also search the forums before posting! I asked that question before. :glad:
Posted 18 years ago2006-01-13 17:14:24 UTC
in Opposing Force Single Player Puzzle Maps Post #157767
Good news, I decreased my DM map size alot(3 rooms instead of 6) so I'll be able to help you sooner then I imagend! :)
Posted 18 years ago2006-01-12 19:01:24 UTC
in what laptop do I get for mapping? Post #157638
I have a pentuim III and it's fine for mapping/compiling.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 18 years ago2006-01-12 07:05:00 UTC
in Opposing Force Single Player Puzzle Maps Post #157580
I never said opfor isn't setuped! It's ready for mapping. :)
Posted 18 years ago2006-01-12 06:28:51 UTC
in fire sprite wont appear in map Post #157576
Nope, I once did the same with env_sprites!

No problem L O D. :)
Posted 18 years ago2006-01-12 05:07:30 UTC
in fire sprite wont appear in map Post #157568
Make sure the render amount is between 1-255.(1 wont be noticible alot try 200) Also the glow render mode means the sprite will grow and fade away as you walk away from it, use additive.(both blue/black parts aren't rendered and it can the render amout affect the sprite)

Post in your entity's attributes!
Posted 18 years ago2006-01-11 20:50:53 UTC
in Tips on Texture fitting to a brush Post #157544
Texture application-> Justify texture(c or fit (only if you're sure you know what you're doing, fit streches the texture to the the faces edges, might look ugly if it's too much/too little)) :P Look in the mapping tips thread, muzzle posted a very usfull tip in there.
Posted 18 years ago2006-01-11 19:57:16 UTC
in What am I working on? Post #157536
Hl1 if you're more experienced in it. :)
Posted 18 years ago2006-01-11 19:11:07 UTC
in What am I working on? Post #157528
Oh jumping on the plane...then somehow getting into it. :) Create a diffrent sky type then! With scrolling cloud textures below. I can give you them if you like, the ones from gunman.
Posted 18 years ago2006-01-11 13:40:18 UTC
in What am I working on? Post #157466
What a strange imagination you have, Kasperg! :o I never would have thought on that. (if there is a grammer mistake then it's because I didn't learn the past perfect progressive yet :roll: ) I must edmit it does look like a vacuum cleaner's addon...
Posted 18 years ago2006-01-11 13:29:30 UTC
in Urb's Multiple Choice Fan Fiction Post #157464
There was a manhole cover in that part? :confused: C)
Posted 18 years ago2006-01-11 12:26:42 UTC
in Competition 19 Post #157445
Stupid me... well I always thought if you post two awsome maps then why not...
Posted 18 years ago2006-01-11 12:22:40 UTC
in Competition 19 Post #157442
Never said I'll might get two awards, I'm not making two maps.
Posted 18 years ago2006-01-11 11:57:25 UTC
in Competition 19 Post #157433
If someone enters with two maps he might get two rewards... just think what can happen with three map. drools
Posted 18 years ago2006-01-11 11:51:09 UTC
in What am I working on? Post #157432
A submarine? :

Edit:

From how many parts did you make that arch... looks real smooth, almost like a model.
Posted 18 years ago2006-01-11 07:13:04 UTC
in THE RETURN OF URBAN FICTION! Post #157419
B) Can't change it now! :biggrin:
Posted 18 years ago2006-01-10 19:58:34 UTC
in stairs Post #157371
Tried that... not workie. They just stop where the clip brush starts. You need the steps to be in that peticular size I mentioned before! Believe me I tried. :)