Forum posts

Posted 20 years ago2004-02-22 10:25:42 UTC
in how do i make faces into 1 thing Post #16887
well you can't "group" brushes to make them one...
Posted 20 years ago2004-02-22 10:23:53 UTC
in how do i make faces into 1 thing Post #16885
i think the question is how to texture several faces and make them look like one solid

select all the faces (making sure they are all covered in the same texture) tick the treat as one box, and align as you would normally

(negative scale values mirror the texture)
Posted 20 years ago2004-02-22 10:21:51 UTC
in Plant wads Post #16884
You calalways make your own
Posted 20 years ago2004-02-22 10:21:30 UTC
in no light, cant see aynthing Post #16883
this is odd - but a black light would still light up a room ;)

and make sure you have your brushes textured properly
(don't use the black texture ;) )
Posted 20 years ago2004-02-22 10:18:41 UTC
in messed up sound Post #16881
modify your sounds :)
Posted 20 years ago2004-02-22 10:18:00 UTC
in I wonder Post #16880
No,

the skin property is only how the brush entity interacts with the player

and this works in HL, Spirit.. any mod as far as i know...

so you can have a func_door that behaves like a door and ladder

i've made a switchable ladder before - it's pretty straight foward.

-16 is the value for ladder; others include water, etc...
Posted 20 years ago2004-02-22 10:13:58 UTC
in Yellow glowy things Post #16879
its safer to count from the sides Hammer 3.5 makes.

have a look at HL - there isn't many tight spaces in there
Posted 20 years ago2004-02-22 10:12:37 UTC
in I need more fps... Post #16878
you can always strech the textures to about 2 to get some improvement.
Posted 20 years ago2004-02-22 10:05:38 UTC
in paint programs Post #16876
yes,
and please don't admit to using cracks/warez - especially with your photo :zonked:
Posted 20 years ago2004-02-21 14:26:21 UTC
in How to make Curves? Post #16774
don't forget to texture those curves properly -
Posted 20 years ago2004-02-21 14:21:00 UTC
in Yellow glowy things Post #16773
the models can touch the ground

make sure there is enough side space for the monsters - for headcrabs - 16 on each side, for grunts - 32 is enough - for gargs/mommas - large flat open spaces only
Posted 20 years ago2004-02-21 14:19:12 UTC
in Assassin Sounds? Where are they?? Post #16772
the footsteps are in sound/common/ folder
Posted 20 years ago2004-02-20 16:29:30 UTC
in GAAA... Models IN maps? Post #16664
those models won't be fully solid

cover the 'chair' or whatever in a clip brush -
Posted 20 years ago2004-02-20 16:20:53 UTC
in paint programs Post #16663
If you can, get whatever money you have and invest in a good graphic package - Adobe; or if you're feeling rich: Corel Draw
Posted 20 years ago2004-02-20 16:18:44 UTC
in Triangles... Post #16662
triangles are cool

and for something usefull:

make terrain and bendy roads using triangles ;)
Posted 20 years ago2004-02-19 15:56:42 UTC
in C R E A T I N G S C R E E N S A V E R S Post #16584
[url=
http://www.google.ie/search?q=%22making+screen+savers%22&ie=UTF-8&oe=UTF-8&hl=en&meta=]g00gle it ;)[/url]
Posted 20 years ago2004-02-18 18:15:26 UTC
in Flashbang effect Post #16516
Hmm... I think it was the mortar field ... or another tank_? entity...
Posted 20 years ago2004-02-18 15:50:05 UTC
in How Do I strip weapons from players ? Post #16507
actually, i should have said that a little differently -

player_weaponstrip is the way to take weapons from the player....
Posted 20 years ago2004-02-18 15:44:29 UTC
in Flashbang effect Post #16506
there is the last time i checked... something else to mention: a tank_rocket fires flashbangs :lol:
Posted 20 years ago2004-02-18 15:42:13 UTC
in How Do I strip weapons from players ? Post #16504
um.. player_weaponstrip has nothing to do with it... :
Posted 20 years ago2004-02-18 15:36:18 UTC
in Mapping Tips Post #16501
click the vertex manipulation tool twice to move vertexes only, or faces only ;)
Posted 20 years ago2004-02-18 15:33:09 UTC
in Anime/Movies/TV Shows Post #16500
train spotting ;)
Posted 20 years ago2004-02-17 16:47:56 UTC
in The best of the unknown Post #16424
i still prefer the feeling of achivement over beating some one else's map
Posted 20 years ago2004-02-17 16:40:58 UTC
in spawning error Post #16423
I don't take any interest in CS mods/hacks etc... bots are enough for me
Posted 20 years ago2004-02-16 16:40:56 UTC
in spawning error Post #16368
pod bots were really made for CS only
Posted 20 years ago2004-02-16 16:36:26 UTC
in SP vs. MP: Let's clear this up Post #16367
i get the feeling we should make some maps to review - so far there is one(SP) worthy of a good one...
Posted 20 years ago2004-02-16 16:33:32 UTC
in Tech check Post #16365
www.go-l.com
eh.. you might win the lotto or something....

;)
Posted 20 years ago2004-02-16 16:31:26 UTC
in I guess it's goodbye...for a week Post #16364
lol

hehe - pity, in the films they left out the "rabbit" out of lenny's head...
Posted 20 years ago2004-02-16 16:26:06 UTC
in The best of the unknown Post #16362
The best mod/map is yours

Nothing beats banging your name out on a wall with a crowbar - no mod or map can give you that feeling. :P
Posted 20 years ago2004-02-15 13:43:12 UTC
in STOP THE EVIL POPUPS! Post #16261
IRC 4 3//-
Posted 20 years ago2004-02-15 13:42:31 UTC
in I guess it's goodbye...for a week Post #16260
that reminds me.. "Of Mice and Men" .. must. make. valid. arguments... Grrr
Posted 20 years ago2004-02-15 10:16:16 UTC
in I guess it's goodbye...for a week Post #16247
all work and no play makes kol a dull boy
i'm loving my half term.. its great
study study study
i'll go shoot myself
Posted 20 years ago2004-02-15 10:14:07 UTC
in STOP THE EVIL POPUPS! Post #16245
tehehe :D

moral of the story: Messenger is crap -
Posted 20 years ago2004-02-15 05:44:37 UTC
in STOP THE EVIL POPUPS! Post #16229
Ad-aware 6 is waht you want
Posted 20 years ago2004-02-15 05:44:09 UTC
in SP vs. MP: Let's clear this up Post #16228
various people from TWHL :)
  • most likely one of the mods ;)
Posted 20 years ago2004-02-15 05:42:02 UTC
in Omg and EEK! Post #16227
jobabob was refering to the client side "mods"

basically, its just modifying how the game looks for you
Posted 20 years ago2004-02-14 18:26:46 UTC
in spawning error Post #16197
what bots are you running???

please provide more info
Posted 20 years ago2004-02-14 15:14:24 UTC
in controllable info_player_deathmatch? Post #16181
Yes
Posted 20 years ago2004-02-14 15:10:30 UTC
in SP vs. MP: Let's clear this up Post #16179
Isn't having your map reviewed a reward in its own right?
the entries for the reviews mingt be selected from the completed maps section ;)
Posted 20 years ago2004-02-14 15:09:14 UTC
in rising water Post #16178
in short it behaves exactly like func_door
Posted 20 years ago2004-02-14 09:37:38 UTC
in controllable info_player_deathmatch? Post #16160
Ricochet isn't updated
It is updated...

and so is DMC and al the other mods - they are all updated with the retail updates of hl - (the non steam updates)

All you have to do is wait untill they release hl 1.1.1.1 - which will have all the updates...
Posted 20 years ago2004-02-14 09:34:06 UTC
in Omg and EEK! Post #16159
have you read the hint brush tutorial?
Posted 20 years ago2004-02-14 09:33:05 UTC
in SP vs. MP: Let's clear this up Post #16158
ok.. if TWHL would have a SP review board: What would you like it to be?

What kind of reviews would you like?

Any particular style?

What kind of rewards / critiqu???
Posted 20 years ago2004-02-13 15:51:32 UTC
in I need sounds! Post #16108
try searching the web?
Posted 20 years ago2004-02-13 15:50:45 UTC
in new problem map Post #16106
could you briefly describe the problem?
Posted 20 years ago2004-02-09 16:10:36 UTC
in Completely OFF TOPIC!!! (Music). Post #15817
Oh.. I'll stick with the stiff little fingers - Alternative Ulster ;) :D
Posted 20 years ago2004-02-09 16:09:54 UTC
in topic for 7th monkey and Kol Post #15816
UUm.. and this involves me or seventh how? :
Posted 20 years ago2004-02-09 16:05:58 UTC
in Bugs? Post #15813
Posted 20 years ago2004-02-09 16:04:09 UTC
in Metroid model and Impact Crater texture Post #15812
There's no way to do that without coding, modelling etc..

There are modeling tuts at 69-th Vlatitude
Posted 20 years ago2004-02-09 15:59:46 UTC
in SV_StartSound Post #15807
to precache the sound - create bogus(silent) ambient_generics with that sound