Forum posts

Posted 18 years ago2006-01-06 16:51:48 UTC
in Starship Troopers Post #156488
Antilions instead of voltigores? You must be mad! Antilions are ripoff of these insects from space marins(or something like that), the original sucked too, while voltigores are much cooler! :)
Posted 18 years ago2006-01-06 16:22:57 UTC
in TWHL Custom CS Server Post #156482
Post in the map cycle! :P
Posted 18 years ago2006-01-06 15:42:57 UTC
in Muzz's HLDM Server Post #156479
Of course I can... but it's still annoying, I need to focus on the enemy for a few seconds to see if he is an enemy. It's a bit harder for me cause my hand shakes. :roll:
Posted 18 years ago2006-01-06 15:31:40 UTC
in Muzz's HLDM Server Post #156477
Muzzle does the teamplay is like in all the other servers, both teams have the same model? If so then I'll leave each time it will change to tp(If I'll enter)... it's annoying, you can't tell from friend to foe! :cry:

P.S: Why wont stickify both server threads and move them to the general disscusion forum...
Posted 18 years ago2006-01-06 12:38:30 UTC
in Easter Egg in Blue Shift. Post #156452
It was used by valve! What about the Chumtoad's Lair that was mentioned before? ;)
Posted 18 years ago2006-01-06 12:00:08 UTC
in Muzz's HLDM Server Post #156451
Muzz : I think you should remove weebl, it's to bright and hurts my eyes, it's also to small for 8 players..
Thats the idea! :lol: It's sepposed to have bright and pink textures.

Edit:
Remove Trapt's DM_abandoned. It's nice, but it's too dark for me... you can't see 30 units ahead of you.
Posted 18 years ago2006-01-06 11:54:54 UTC
in New map Im working on Post #156450
Models dont have limits like brushes.
They do but alot higher. Where can I get a model that is detailed like a brush tree.(only a cylinder for the trunk and it gets thiner at the top, with planes textured with a transprerent leaf texture) Then I could easly make a forest that doesn't lag! :D

Nice map Jermey, great improvment, but I do agree with seventh, the walls need to be spiced.
Posted 18 years ago2006-01-06 11:27:48 UTC
in Easter Egg in Blue Shift. Post #156443
In one of the On a rail HL levels, one of the mappers has put his name one unit deep in a secret part under the floor. You find a grate under some stairs covered by boxes, break that crawl through some tunnels, kill some headcrabs and arrive in an undergound section with aliens and grunts fighting above you. Theres a dead grunt with some det packs and in one of the inlets is the mappers name.
Been there every time I play Hl1 but never noticed that name...
Posted 18 years ago2006-01-06 11:06:34 UTC
in Competition 19 Post #156439
Donno if I'll enter... I'm not good at this and I'll probebly ask for help with optimizing the map I'm making right now, so I don't think I can enter! :nervous:

Edit:

When is the deadline... if I can enter it even if I'll ask for help I might br able to finish it in time.
Posted 18 years ago2006-01-04 19:33:39 UTC
in Easter Egg in Blue Shift. Post #156228
Yeah I think so, I only installed it in blue shift! Since we're talking on strange stuff in Hl1, did you notice that gordon in opfor has sunglasses... it was kinda wierd.
Posted 18 years ago2006-01-04 18:39:31 UTC
in dm_twhl Post #156215
I gess my avatar will stay in yor map... I hope.
Posted 18 years ago2006-01-04 16:34:02 UTC
in THE RETURN OF URBAN FICTION! Post #156189
A)
The bevrege mechines don't work anyway so he can't get coffie. :P It might be dangerous to go to Dr.Wilson since there is going to be an explosion soon.
Posted 18 years ago2006-01-04 14:36:37 UTC
in Muzz's HLDM Server Post #156172
Why not add wrapcore? It was really fun when I played it with you on hamanchi... I'll join after I'll finish my map.
Posted 18 years ago2006-01-04 14:34:51 UTC
in Mystery of the small buildings in Source Post #156170
Models? I think you're confused, these are made from solid blocks. NPCs are models
Posted 18 years ago2006-01-04 14:09:56 UTC
in A site organized "twhl modding team"?? Post #156166
Stop showing off.
Posted 18 years ago2006-01-04 12:50:05 UTC
in Headcrabs and zombies Post #156156
Many people say that, FresheD. Hl2 is truly repetetive, always combine or headcrabs/zombies. In Hl1/opfor it wasn't like that.
Posted 18 years ago2006-01-04 11:37:18 UTC
in A site organized "twhl modding team"?? Post #156147
I prefer mapping my own ideas. I think that many of the experienced mappers think like that too. :)

That one year idea isn't that good. New members may have expirence too! How about guys that have a 5 star map in the vault/award/tutorial/compotition winner?
Posted 18 years ago2006-01-04 11:26:14 UTC
in GoldSource Mapping Tips Post #156146
It doesn't emmit fullbright light but the texture it self will be shiny, I tried it when I wanted to make a computer! The computer was really bright although it emmited a very dim light, it looked nasty so I used spot_lights instead. I know how to use texture lighting or editing them.
Posted 18 years ago2006-01-03 20:08:16 UTC
in Texture dificulties Post #156087
Try using a regular texture, not a spraypaint one.(not AAAtrigger too) Try the crete4_flr01.
Posted 18 years ago2006-01-03 20:01:42 UTC
in 3rd person Post #156085
Hl1 source SDK ;)
Posted 18 years ago2006-01-03 19:59:59 UTC
in I got an Idea 2 Post #156082
For he's eivl! :badass:
Posted 18 years ago2006-01-03 19:56:57 UTC
in 3rd person Post #156081
Get a compiler and source SDK and look in some tutorials. ;)
Posted 18 years ago2006-01-03 10:46:27 UTC
in GoldSource Mapping Tips Post #155977
User posted image


Rowleybob: I first made the solid then I aglained the texture. Only then I Beveled the door. After I Beveled I copied the middle face's attributes(alt+right mouse click) to the other faces.

Anybody can show me a way of making that door from one part, I used three, the middle(with the trim texture) and the beveled sides.

TheGrimReafer: It's ok to use point lights. Texture lights are always fullbright(only with the color you applied to them) and all the texture emmits the light so all of it will be lighted too. If you don't want the texture to be fully lighted or if you have a texture that only a part of it emmits light you can use spot_lights/lights. :)
Posted 18 years ago2006-01-03 09:54:26 UTC
in GoldSource Mapping Tips Post #155970
Actually rowlaybob to make them all the same I usally use muzzle's trick. :)
Posted 18 years ago2006-01-02 20:19:59 UTC
in edges Post #155883
64 units, if lower you'll get a brush outside world error.
Posted 18 years ago2006-01-02 14:56:04 UTC
in Muzz's HLDM Server Post #155825
Don't like teamplay... can't tell from freind or foe... the models are the same. :tired:
Posted 18 years ago2006-01-02 14:23:42 UTC
in Bigger Worlds Ep. 1 & 2. A new comic! Post #155816
Turn down that blur, it looks nasty! We know you can use lans flare and blur options in photoshop so you don't haev to show off! :P

For instence, it's nice that the two combines are blured and the dead body isn't but why is the floor below the corpse is blured too? Looks ureal, blur the two combine soilders, the wall in the distence, and the far bit of thw floor only.
Posted 18 years ago2006-01-02 12:28:00 UTC
in GoldSource Mapping Tips Post #155797
I wanted to post that one instead of you! :P I use your technic all the time.
Posted 18 years ago2006-01-02 08:31:44 UTC
in Half-Life: Hostage Situation Post #155769
Saco that was probebly a joke. :P
Posted 18 years ago2006-01-02 07:50:32 UTC
in Making my map in .zip format? Post #155763
I sometimes use rar, and I have winrar, but zip is more common that why it should be used. I prefer Winace for it opens most archives and it's good enough for most of the times. :)

7z?? :confused: That one must be really rare never seen such an archive... I think winace can open it though.
Posted 18 years ago2006-01-02 07:16:48 UTC
in Texturing Problem. Evil Problem. Post #155762
That invailed texture meens the texture has no normal! Thats why it's called texture paticular to axis or in the compiling log melformed face normal. You can do it through the search for errors but you can also choose the face in the texture application and aglain it to the world/face axis.

Also next time explain your problem so people will understand it. :P

Edit:
I just had this problem and like you I couldn't fix it! This melformed face error acures in invaild solids mostly. My solid wasn't invailed but one of the verticles wasn't well placed, I had to remake the brush only that this time I used transalation and clipping, they are easier to use.
Posted 18 years ago2006-01-01 18:21:32 UTC
in de_TWHL Post #155705
Doesn't matter I'll make it... good for practicing. :)

Edit:

I solved you problem
Posted 18 years ago2006-01-01 18:14:09 UTC
in de_TWHL Post #155703
I'll make a label with my name if you like! :)
Posted 18 years ago2006-01-01 17:51:11 UTC
in de_TWHL Post #155701
Damn why did I resize it! WHY??? I resized the original one, if you like it better:
User posted image
Posted 18 years ago2006-01-01 17:37:42 UTC
in de_TWHL Post #155697
arg... Elon... Your avitar may look square... but its not... takes me an extra 20 seconds to put it in the right format :furious:
I know, I can easly make it square, if you like. :)
Posted 18 years ago2006-01-01 16:22:19 UTC
in Making Deathwalls- Can it be done? Post #155681
Dude, it's his picture. :P
Posted 18 years ago2006-01-01 16:16:29 UTC
in Check it out! Post #155678
Thanks unbreakable!
Posted 18 years ago2006-01-01 15:39:34 UTC
in Ok...Ok...WTF! Post #155662
Mr.Good Map, spirit is a hl1 mod it's exe is the same one as hl1's. It's the same as opposing force or unofficial mods. To make maps for a mod just add in the configurations, in the mod directory value the directory of the mod: half-life/<mod name>
And in the bulild program change the place you put the bsps in to half-life/<mod name>/maps
In the last parameter in the compiling(executing) add -game <mod name> :)
Posted 18 years ago2006-01-01 06:57:43 UTC
in Making my map in .zip format? Post #155584
Even better get Winace. I can open many kinds of archives including .zip,.rar and .ace archives.
Posted 18 years ago2006-01-01 06:43:34 UTC
in Check it out! Post #155583
Can you post a link to spirit 1.5? I once had spirit 1.2
Posted 18 years ago2006-01-01 06:40:52 UTC
in AWESOME!!! Post #155582
Posted 18 years ago2006-01-01 06:38:36 UTC
in Getting .map files from .bsp files Post #155581
WinBSP doesn't work, and BSPtwoMap makes a horrible mess. You'll have to rebuild any but the most trivial of constructions.
For me it's exectly the oppisite winbspc works and it make a mess with the solids, making most of the complex objects invailed and it leaves the textures as they are. BSPtwoMsp doesn't work for me.

In another words, don't decompile maps, make them. :)
Posted 18 years ago2005-12-31 21:15:35 UTC
in Check it out! Post #155538
Nice, so you made a model follow the monster?
Posted 18 years ago2005-12-31 18:16:06 UTC
in Music of 2005 Post #155517
Actually I rearly hear anything exept that sometimes I listen to motorhead's first albums. As for that beat, I heard someone listening to some horible death metal in school and it had that crappy beat! Boom boom boom boom.... I hate sodoms new albums too, they became much worse then they were in the start. I'm not such a music fan at all.

Lets not argue about subjects like "The band that you like are worse then mine" for it's really dumb. Everybody got their own taste in music.
Posted 18 years ago2005-12-31 18:01:11 UTC
in Muzz's HLDM Server Post #155513
I think I might try again...

P.S: Everybody copied my idea. The new year avatar! :P

P.S#2: Just Kidding everybody. :sarcastic:

Edit:
Muzzle, no offical maps?

Edit#2:
No opfor maps too. :
Posted 18 years ago2005-12-31 07:55:44 UTC
in MAX_MAP_CLIPNODES Fixes? Post #155431
Func_?=> LOWER R_speeds

And I'll tell you why! If a world brush touches another one vis wont render the face that you can't see, the problem is if the other world brush is bigger then the first one. The unrendered area is smaller then the whole face then to determine which area will be rendered vis splits the face to the unrendered part and many rendered ones, this adds many to the R_speeds sometimes.(they aren't only one face for Hl1 can't have convex faces) On the other hand vis ignores entities so it wont split any faces! :)
Posted 18 years ago2005-12-31 06:41:17 UTC
in Muzz's HLDM Server Post #155417
It sure does! :roll:
Posted 18 years ago2005-12-31 06:03:15 UTC
in MAX_MAP_CLIPNODES Fixes? Post #155409
A clip brush is a block textured with the clip texture over all it's sides, it blocks players/monsters! I hope that will help you understand.
Posted 18 years ago2005-12-31 04:40:48 UTC
in Smart Bots Post #155403
Haha the creations turned against their master! :nuts:
Posted 18 years ago2005-12-31 04:19:41 UTC
in An idea for a type of compo. Post #155400
Haha, what stupid questions I asked in here! :lol: