Forum posts

Posted 18 years ago2006-08-22 06:54:04 UTC
in Valve SDK Update Post #194108
http://forums.steampowered.com/forums/showthread.php?s=&threadid=476175
What does everybody think of this? I think its great since we could roll back to a version of the SDK where everything works properly.
Too bad the 2 mods have broken down the idea, everybody follows mods :(.
Posted 18 years ago2006-08-19 11:56:09 UTC
in Valve SDK Update Post #193900
I wasn't talking about mapping for Half-life with hammer 4.1, but converting a map from hl1 to hl2, which is now impossible without a 3rd party tool converting it, aldo i've asked Nem if he could create such a tool.
Posted 18 years ago2006-08-19 11:54:18 UTC
in Furniture Not Showing Post #193899
Monster_furniture isn't solid, it will fall onto the ground, making its origin end up leveled out with the ground.
Posted 18 years ago2006-08-19 10:09:30 UTC
in Valve SDK Update Post #193891
Another bug with the last update is that you can't open .map files, not that you could before, the map always appeared empty after loading anyway.
Posted 18 years ago2006-08-19 03:10:45 UTC
in Valve SDK Update Post #193861
Its always been a problem starting a map from inside hammer after a compile, just tick the flag "don't start the game" in the compile parameters dialog.
Posted 18 years ago2006-08-19 03:08:57 UTC
in Glass Post #193860
In half-life.wad there should be several, search for "glass" in hammer.
Posted 18 years ago2006-08-19 03:07:46 UTC
in Xen Healing Pool Post #193859
All you need to do is make the three fixed lights have 1 name.
Posted 18 years ago2006-08-18 02:18:37 UTC
in Allocating a Bomber Post #193790
You don't, but if there's an option to select if the map is a bomb map, switch it off and place a weapon_c4 at the desired spawn.
Posted 18 years ago2006-08-17 07:48:31 UTC
in Non-Controlable Automatic Mortar Post #193715
You can set a trigger_hurt to negative damage, and set damage type to generic, in that way it won't make a sound, keep in mind that it will heal players the amount set per second, so setting it to -999 causes them to get 999 health more per second.
Posted 18 years ago2006-08-17 07:45:27 UTC
in ladder problem Post #193714
I'm using ZHLT since the hour it was released, amckern(the guy who made the last few versions of ZHLT) posted a link in an irc channel.
Posted 18 years ago2006-08-16 07:34:48 UTC
in Custom Blend material/bump map error Post #193608
You did know you should always reload the map after buildcubemaps, right?
Posted 18 years ago2006-08-15 07:21:50 UTC
in Transparency Problems Post #193501
Uninstall the update, you might want to install the last update before the lastest to avoid graphics downgrading too much.
Posted 18 years ago2006-08-14 10:07:47 UTC
in "In The Beggining"... problems Post #193387
To place models add a monster_furniture, but it won't be solid, so create a clip brush around it. DoD has an entity that makes solid models ingame. Make sure the standard wads are set up in hammer.
Posted 18 years ago2006-08-14 07:32:37 UTC
in Xen Healing Pool Post #193367
Xen healing pools are created by trigger_hurt with negative damage and damage type set to generic. As for your latest problem, either use texlights or don't name the light, light_spot and light_environment entities.
Posted 18 years ago2006-08-13 14:59:02 UTC
in I start up, but it's only background Post #193292
Maybe it takes a bit of time to load the background, with such an old computer it can happen.
Posted 18 years ago2006-08-12 03:30:41 UTC
in Remake Post #193181
Maps compiled with -onlyents after compiling full once will be decompile-protected.
Posted 18 years ago2006-08-11 02:39:23 UTC
in Valve SDK Update Post #193090
If physics objects are falling trough displacements, add
-novirtualmesh in the bsp compile settings. It reverts displacements to the older version.
Posted 18 years ago2006-08-10 10:44:42 UTC
in Remake Post #193013
Doesn't it cut up everything into small brushes of 1 unit thickness? If BSP2MAP and WINBsp are merged we would have a good decompiler, but that would suck for honest mappers :P.
Posted 18 years ago2006-08-08 02:44:42 UTC
in Where does HL2:EP1 load its materials? Post #192819
Maybe SourceSDKBase is just an addon, not a complete set of code?
Posted 18 years ago2006-08-08 02:42:08 UTC
in Remake Post #192818
Remake the map from scratch, its not as hard as you think.
Posted 18 years ago2006-08-05 08:06:11 UTC
in help?! Post #192546
Always check for problems before compiling and during mapping.
Posted 18 years ago2006-08-04 10:57:46 UTC
in My map crashes on load up!! Help! (CSS) Post #192426
Its usually a spike cutting a small (1x1x1) brush into brushes smaller than 1 unit in x y z.
Posted 18 years ago2006-08-03 12:48:47 UTC
in help?! Post #192348
Try to reduce the size of the name of the map, then compile.Try cs_testmap.
Posted 18 years ago2006-07-30 10:45:40 UTC
in Max models :O Post #192026
I don't think winning is what i would call it, i would call it being very helpful.
Posted 18 years ago2006-07-30 10:23:01 UTC
in Level change:Oneway (frozen in the air) Post #192025
Also make sure to teleport the player to the end of the map, or he'll probaby end up stuck anyway.
Posted 18 years ago2006-07-28 13:47:41 UTC
in Max models :O Post #191919
Brushbased entities are considered models as well, try reducing the amount of func_wall's.
Posted 18 years ago2006-07-26 02:57:59 UTC
in 2 questions Post #191689
For #2 you should use a trigger_once placed on the spawn of either team, make it target a multi_manager which toggles the sound and off again when you want to, unless the sound doesn't loops.
Posted 18 years ago2006-07-25 10:09:35 UTC
in Point_clientcommand Problems Post #191616
Try and edit out the point_clientcommand from the vmf using notepad.

EDIT: i tried to it out and it appears binds don't work, aldo i havent tested "bind x command" instead of bind x "command"
Posted 18 years ago2006-07-25 07:04:31 UTC
in Brain teasers Post #191602
The man put poison in the punch.
Posted 18 years ago2006-07-25 06:46:04 UTC
in Questions Post #191598
There are a lot of brushes badly designed, there are brushes outside of the world, brush-based entities without a brush assigned to them. I think it would be better if you build the map all over again, unless it took a lot of work to build already.
Posted 18 years ago2006-07-25 02:51:16 UTC
in Questions Post #191593
Parameters: D:SierraCondition Zeroczero

You're making a map for condition zero, and you post this in source discussion? Also, it looks like there are several brushes leaking or in eachother, try going to the co-ordinates and see if there's a hole in the map or a brush inside another there.
Posted 18 years ago2006-07-24 02:34:03 UTC
in Point_clientcommand Problems Post #191411
You need to write it as bind x "impulse 101", you typed it as "bind x "impulse 101".
Posted 18 years ago2006-07-19 02:49:54 UTC
in GoldSource Mapping Tips Post #190748
I just wanted to mention func_train works with path_track, that's all.
Posted 18 years ago2006-07-18 05:01:17 UTC
in GoldSource Mapping Tips Post #190619
Something i found out when i was making a jet fighter for my map:
func_train works with path_track. It doesn't rotate, but it follows the path as normal. I just wonder if Osprey's would work with path_tracks.
Posted 18 years ago2006-07-18 04:12:55 UTC
in Half-Life Engine Question Post #190614
You could use teleporters to make the player get an angled view and movement, together with trigger_push this would make it look as if the player was walking on the sphere.