Forum posts

Posted 18 years ago2006-01-10 19:49:41 UTC
in Button Texture Prob Post #157364
No Bevel texture description in there! :cry:

Edit:

I found two descriptions to the Bevel texture:
Rabid's description: It acts as NULL but doesn't expand when generating clip hulls, if I remember correctly. Not a commonly used texture there.
hazardous!'s description: Ever notice those 'Sticky Edges'? Those appear, because of a crappy algorithm for the clipping-hull-generation. XP-Cagey, the quy who also fixed it, wrote an article about the problem and added the Texture, so you can get rid of those edges yourself.
Posted 18 years ago2006-01-10 19:27:43 UTC
in Opposing Force Single Player Puzzle Maps Post #157360
Ooo.. Then I can't wait! :) Your Challenge map was fun, urbanebula. I'd love to help, but I worn you I have some things you should know on me. I'm lazy and I wont start untill I'll finish my DM map.

I like opfor, never mapped for it! How do I create stuff that the barrnicle can hang on to them?
Posted 18 years ago2006-01-10 19:20:08 UTC
in Button Texture Prob Post #157357
Check if there is pair of this texture with only the +0 and +A, Usally there is. Textures with +1/+2...ect flicker.
Posted 18 years ago2006-01-10 08:56:27 UTC
in stairs Post #157235
I know but I tested it and he can climb 17(maybe 19...) units high step, it's just annoying to use the 1 grid size to do it. ;)
Posted 18 years ago2006-01-10 08:49:07 UTC
in Grating Post #157234
But they do have a master value. ;)

Neat! When the area will be flooded I'll enable the spawning points in the main room so people in the rooms will have to fight against players from the sewers and the chamber. When the slime passes the spawning point the spawning point will be disabled! Thanks darkphoenix_68.

But now how about those buttons? :quizzical: (the longer delay isn't a good idea, the buttons don't have to be pressed all in the same time)
Posted 18 years ago2006-01-09 21:13:47 UTC
in New map Im working on Post #157166
Tycell, Gunman's textures are sefficent enough I'll ask pepper.

Edit:

Damn it... his Inbox is full. :cry:
Posted 18 years ago2006-01-09 21:09:20 UTC
in Grating Post #157163
Yes,ignore the second question, you can enter the sewers through the other rooms too only through a long ladder. My problem is the first one, how can I make the buttons reset a few minutes after/right after the flooding seaquace and not before?
Posted 18 years ago2006-01-09 19:00:42 UTC
in stairs Post #157137
I know, the players can climb stairs in the hight of 17 units while monsters need them to be in the size I mentioned before.

P.S: The maximum hight for monsters is 16 units... maybe 17 but I remember the player can climb higher then them.
Posted 18 years ago2006-01-09 18:54:06 UTC
in Grating Post #157132
Well I gess I wont change the grating, I will keep it solid and not from many parts. :)

I got another question. This map is going to be abit like crossfire, in each of those rooms(like the one you see in the screeni) there is a button, when all the buttons are pressed they will activate a multisource that will cause acid to flood all the rooms but those 6 reletivly small rooms(2 are bigger and two of their parts are connected by long staircases). How can I make the buttons only reset a few minutes after the flooding is over?

Also I have another problem. Where should I place the spawning points. It can't be in the rooms.(If people will die when they try to reach the rooms to escape the acid they will spawn in the rooms and they will be saved) The main room is really dangerous, but I'm still not sure if I should or should not. The only place that is perfect to place them is in the sewer tunnel that surrounds the whole chamber, but the only exit from it is from the lower two rooms. That meens that after killing a few players that are left in the main chamber, you wont have to fight any more...

BTW: The question about the buttons is more important for,maybe, I can place a ladder/elevator somewhere... :

Edit:
Thanks you convinced me it will be better as func_walls.
Posted 18 years ago2006-01-09 18:35:25 UTC
in stairs Post #157125
The stairs hight must be two time smaller then the width. Examples: 32x16/16x8/8x4 :)
Posted 18 years ago2006-01-09 18:25:42 UTC
in Grating Post #157122
User posted image

See what I meen...
Posted 18 years ago2006-01-09 18:21:04 UTC
in Grating Post #157119
What do you guys prefer, realistic(grenades don't pass the grate) or fun? Vote please...

Seventh: Kasperg just said that, and I said why it's out of the question.
Posted 18 years ago2006-01-09 18:17:06 UTC
in Grating Post #157116
On the other hand the players may waste a few grenades and then learn but it would be really fun if you can be attacked from all directions... This is so hard to decide!

Kasperg: That room already has 1200 wpolies I don't want it to jump to 3000 wpolies. :nervous:
Posted 18 years ago2006-01-09 18:13:10 UTC
in Grating Post #157113
So func_illusionaries for grating is out of the question... it will be a great waste of grenades. :P
Posted 18 years ago2006-01-09 18:10:44 UTC
in The Fraud - Exposed Post #157111
Great lord! :aghast: I've been in school for only six hours and look what happend to this thread! 50 more posts in it if not more.
Posted 18 years ago2006-01-09 18:07:26 UTC
in Grating Post #157108
They just determine where to place some clipnode. So whats more important? The sounds or being attacked from all directions?

Edit:
i don`t like the idea of stuff passing a grate. eg a grenade. which would be stupid :P
Dohh, didn't think of it... Don't grenades pass through func_walls too, I know that gun shells do.
Posted 18 years ago2006-01-09 17:55:49 UTC
in Grating Post #157103
In my Dm map's main room there are three platforms made out of transperent grate. If it will be a func_wall you will hear a special sound when you walk on it but bullets wont pass through it. To make the bullets pass through it I need to turn it into a func_illusionary and place a clip brush over it, bullets will pass through it, but then I'll lose the nice sounds when you walk/jump on it. :roll: Is there any other way to make bullets pass through through grating?

If not then what do you think is more important, those nice little background sound additions of the fact that you can be attacked from any possible direction? :confused:
Posted 18 years ago2006-01-09 17:46:20 UTC
in GoldSource Mapping Tips Post #157101
I know but it's still annoying... looking for every face that faces a func_entity... ect
Posted 18 years ago2006-01-09 17:24:20 UTC
in GoldSource Mapping Tips Post #157099
When you make a map create all objects with the null texture only then texture the visible bits... It's harder null it later, and it will take more time.
Posted 18 years ago2006-01-09 17:19:27 UTC
in timefall Post #157098
Ask tlax.
Posted 18 years ago2006-01-09 16:24:39 UTC
in Gordan Freemen Post #157082
Oh damn I wrote Einglish... sorry. :P

*English
Posted 18 years ago2006-01-09 16:21:45 UTC
in anime Post #157081
Kazza sucks... it fucked up my computer, and it does that to many computer, Emule doesn't, it's much better. :)

Edit:
The mods don't want people to ask where they can download Hl1/2 and their mods...ect
Posted 18 years ago2006-01-09 16:18:58 UTC
in Gordan Freemen Post #157079
Are you by any chance a teacher? You sound like my Eniglish teacher... :P

I have two problems: Whats Sheperd's first name, I remember it starts with an 'A', and do you spell Barney Calhon like that?
Posted 18 years ago2006-01-09 10:10:22 UTC
in Starship Troopers Post #157028
Better, the cliffs aren't as blocky as before and it reduces the blocky feeling.
Posted 18 years ago2006-01-09 10:02:19 UTC
in gman Post #157026
Thats a really silly reason, slightly insane. If you just want to make a torture map so you can kill the Gman then just use the multiplayer model, it dies so it's perfect, the lack of AI doesn't matter. :) You don't need to make a whole minimod for such a map.
Posted 18 years ago2006-01-08 14:38:39 UTC
in The Fraud - Exposed Post #156893
Bratty, I don't think trapt did it on perpose, It might have been a mistake.(About that Habboi is guilty of such crimes) He is sometime a little mean but he's not that evil. :)
Posted 18 years ago2006-01-08 14:06:57 UTC
in DVD rippin' Post #156885
I was being sarcastic... notice the smily!
Posted 18 years ago2006-01-08 13:37:37 UTC
in DVD rippin' Post #156880
* Discussion of illegally pirated software and warez of any sort on the forum is terms for immediate suspension of your account. Piracy does not belong in this forum, nor do we condone such activities.
How ironic! :badass: Rabid says no talking on illegally stuff(I think this includes ripping) and seventh opens a thread on it. BAN SEVENTH!!! :sarcastic:
Posted 18 years ago2006-01-08 13:33:05 UTC
in Starship Troopers Post #156876
Oh...my mistake. I ment: In the future write properly... I can hardly understand you.

Happy? :x
Posted 18 years ago2006-01-08 13:21:02 UTC
in Playing mods in HL Post #156869
Shutdown steam entierly(including turning off the icon at the bottom of the screen(in window's toolbar)) then place the mod in-
C:SteamSteamAppsuser@jalla.com<game folder>
Posted 18 years ago2006-01-08 12:57:14 UTC
in gman Post #156862
Who said he wants them to be scientists... ;)
Posted 18 years ago2006-01-08 12:36:49 UTC
in gman Post #156855
I gess you want the scientist to have a black suit... it wont look so good with the gman's skin. Try just changing the color of the suit and closing it with photoshop/paint shop, can be easly done with these programs. :)
Just remember to make a minimod out of it... most people wont like it if your model overwrite their and in hl1 the scientists have black suits. :
Posted 18 years ago2006-01-07 20:48:13 UTC
in Competition 19 Post #156777
Good then I have more time to work on my map!

....Wont it be disqualifed if I'll ask Kasperg for help in optimizing? :nervous: I know very little of all the technics(exept a from thinking on good layout,func_walls and null textures) and I don't think I can optimize it by myself. Some help from somebody else will help me alot. :)
Posted 18 years ago2006-01-07 20:43:08 UTC
in Problem with sounds Post #156776
No problem. :)
Posted 18 years ago2006-01-07 18:56:21 UTC
in Professional architect mappers Post #156753
Does that include Hl1?(placing stuff in a BSP(I know how to do it with textures))
Posted 18 years ago2006-01-07 18:41:26 UTC
in Problem with sounds Post #156749
Not toggled meens they aren't looped, they do play but only once when the level loads. Untick the flag.
Posted 18 years ago2006-01-07 15:16:15 UTC
in The Fraud - Exposed Post #156710
ZOMG, This has turned into a spam fest... and with out me either! :x
Posted 18 years ago2006-01-07 15:13:12 UTC
in Muzz's HLDM Server Post #156709
Donno, my ping is from 100-350... and it's damn annoying, but I think I can tolarate it.
Posted 18 years ago2006-01-07 10:34:39 UTC
in The Fraud - Exposed Post #156640
I don't think they'll let him win, even if he will enter... after this how can you trust him, he may steal a map and enter with it.
Posted 18 years ago2006-01-07 10:21:30 UTC
in The Fraud - Exposed Post #156636
... I'm a bit shocked. :aghast: Habboi is a map stealling feind.
Posted 18 years ago2006-01-07 08:57:11 UTC
in Goodbye. Post #156616
Good bye, Unbreakable. :)
Posted 18 years ago2006-01-06 18:44:54 UTC
in Muzz's HLDM Server Post #156524
Cool I'll join you! :D

Edit:
Damn that was fun. I was laggy though...
Posted 18 years ago2006-01-06 18:38:15 UTC
in Problem with sounds Post #156519
BTW: All of them are in the ambience folder. :glad:
Posted 18 years ago2006-01-06 18:35:58 UTC
in Starship Troopers Post #156517
The second one looks a bit like one from hl2 and the first one is the minigun from sven co op.
Posted 18 years ago2006-01-06 18:29:32 UTC
in Problem with sounds Post #156516
The sound's name sould be ambience/alien_hollow.wav for they are all in the ambience subdirectory within the sound pak directory. That goes to all the sounds in all the subdirectories.
Posted 18 years ago2006-01-06 18:13:10 UTC
in Starship Troopers Post #156511
Did you see what I did in my map? It's not acording to the trinangle terrain method and it wont crush your map.
Posted 18 years ago2006-01-06 18:07:48 UTC
in Competition 19 Post #156510
Mwahahaha... I'm almost finished with my Ey_toxic map and I started it many days ago... I stopped in the middle for I wanted to finish my compo entery for the last contest. I returned to Ey_toxic when I needed pepper to help me place his camera model in my compo map... he didn't return the map yet. :cry:
Posted 18 years ago2006-01-06 18:01:58 UTC
in TWHL Custom CS Server Post #156509
Add slackiller's maps, like de_vine from what I heard they are way cool. :)
Posted 18 years ago2006-01-06 16:58:23 UTC
in Starship Troopers Post #156492
Mr.Good map: Those guns are from Hl2 like the antilions. Are write properly... I can hardly understand you.

hydeph: Try improving the cliffs and the terrain, check the terrain tutorial. The cliffs are just blocks, try even doing what I did in here which isn't much, but it's atlist something.
Posted 18 years ago2006-01-06 16:53:20 UTC
in TWHL Custom CS Server Post #156490
Map cycle=The maps that are used in this server! :lol:
You called it like that yourself when you posted it,muzzle.