Forum posts

Posted 18 years ago2006-03-01 06:09:01 UTC
in How can I make stuff fall on me? Post #165675
Do it quick srry, or I will :P

You could make the ceiling fall more realistically, if it was a func_tracktrain following path_tracks ;)

Use func_doors and func_door_rotating for individual stuff like girders, ceiling tiles, light frames, etc.
Posted 18 years ago2006-03-01 05:36:50 UTC
in Sprites Post #165671
@Inventrex: I think that--Game Executable, Game Directory-- would only be an issue if you're running the game from Hammer, and I know Tosse isn't doing that :) Should also be noted if you want your sprites--or models in 3.5--to show up in-editor, these fields become more important ;)

Besides, this error was really bugging me so I tried all sorts of stuff, and the only way I was able to duplicate your error was from entering an invalid path for the sprite.

Straighten out your paths man! :P
Posted 18 years ago2006-03-01 04:13:30 UTC
in GoldSource Mapping Tips Post #165664
It certainly broadens what you can do. There's architecture I can pull off the first compile now, that I wouldn't've even attempted prior to using HLFix.

At the same time, the exquisite architecture you can pull off, often isn't very well appreciated using the Half-Life Engine. Simpler stuff looks just about as good in game :(

I still think it's absolutely essential though... While over-detailed brushwork doesn't "show" the greatest in HL, those awful edges that don't line up--without HLFix--are instantly, and terribly recognizable ;)
Posted 18 years ago2006-02-28 04:47:27 UTC
in func_monsterclip: Snarks will not obey! Post #165463
Using a monstermaker, with the "MonsterClip" flag checked.

I have func_mosterclip brushes--textured with AAATRIGGER--surrounding a shallow hole, intersecting the bottom brushes, and far too high for a snark to jump over.

However, they pass out of the hole seemingly unimpeded!

Help me Obi-Wan Kenobi, you're my only hope :P
Posted 18 years ago2006-02-28 02:11:53 UTC
in Proofreading modelling tutorial Post #165461
A gave it a quick read-through, and I detect no spelling or grammar issues.

However, you might consider differentiating text that denotes keyboard keys, by capitalizing them or something.

Same with menu bars/buttons/commands--use italics or something.

These are really just style choices really, so whatever...

Looks really nice so far =)

Oh, and the all-time important question:

Is it Modelling or Modeling :P
Posted 18 years ago2006-02-27 20:36:31 UTC
in Now Playing Post #165429
The Disappointments - Get Down
Posted 18 years ago2006-02-27 19:44:30 UTC
in Teh desktops of late February~!!1 Post #165415
Windows Classic FTW!
User posted image


On my list of things to is to find a really good ST:TNG LCARs theme...but for now jus' blue.
Posted 18 years ago2006-02-27 04:14:12 UTC
in Sprites Post #165261
and TWHL doesn't know what it is... :/
I guess your fucked then :P

Upload .rmf to problems maps and see if anyone else has the problem.
Posted 18 years ago2006-02-26 08:26:24 UTC
in Solid Models? Post #165116
No. You can't make the model solid.

However, you can create a brush approximately the size of it, set it exactly over the model, and texture it with the clip brush. Afaik, clip brushes donot create wpolys, and it will give your model a solid surface.

Hammer 3.5 is paticularly helpful for doing this, because it shows the models in-editor. You can do it without model support, just takes some trial and error to line it up properly ;)
Posted 18 years ago2006-02-24 22:10:12 UTC
in Now Playing Post #164924
Gene Kelly - I Like Myself (The Professional Soundtrack)
Posted 18 years ago2006-02-24 22:05:44 UTC
in Getting stuck on elevator (func_train) Post #164923
Is it a very lon stretch? If it spans too great a distance, it will do some weird things-- >3000 units :P
Posted 18 years ago2006-02-23 21:18:45 UTC
in SW fan films Post #164730
Yeah I should have mentioned it was big, but well worth it imo.

And ZL, yes they are entertaining, to many people. I'm sorry you didn't like it...

Seriously, pop some more antidepressents and/or have a drink, or something :P
Posted 18 years ago2006-02-23 20:36:11 UTC
in Problem running my map Post #164725
I have no idea what "portal clusters" and "numportals" are, but if your Vis is taking a long time, your map most likely has one or more of these elements:

-Huge skyboxed map
-Massive over-detailing
-Deplorable brushwork

edit: Yikes, didn't notice this was Source! Not sure if this applies now :
Posted 18 years ago2006-02-23 20:29:36 UTC
in SW fan films Post #164724
Posted 18 years ago2006-02-23 20:23:25 UTC
in Your thoughts on YTMND.com Post #164722
Posted 18 years ago2006-02-23 19:31:34 UTC
in Raising the bar Post #164717
LOL! Hunter that's sweet :P
Posted 18 years ago2006-02-23 19:27:32 UTC
in Competition 19 Post #164716
Didn't. Oh well, can't wait to see all the magnificent entries!

Dm_lars should be finished soon, will post wehn ready...
Posted 18 years ago2006-02-23 19:20:22 UTC
in The Annual Hunter Awards Post #164714
Thanks for the noms Hunter! <rowleybob feels warm inside>

@Habboi: No way, that's me biznatch :P
Posted 18 years ago2006-02-23 00:45:56 UTC
in Now Playing Post #164579
Mix of my favourite YTMNDs

YTMND Damacy!
Posted 18 years ago2006-02-23 00:36:25 UTC
in Competition 19 Post #164575
Lots of people are asking for extensions so maybe one will be granted.

Is the current deadline still the 25th?
Posted 18 years ago2006-02-23 00:34:06 UTC
in Sprites Post #164573
The error has nothing to do with the sprite it mentions. In my experience, it's caused from having paths wrong for some of you other custom content like sounds.

For some unknow reason when you put in a incorrect path for something, sometimes you'll get this error instead of it telling you what model or sound or .wad is missing.
Posted 18 years ago2006-02-23 00:31:20 UTC
in Low FPS? and Transparency? Post #164572
You're using steam? I only had this problem with some maps using WON HL or CS.

Also let us know what mod you're playing.
Posted 18 years ago2006-02-22 20:59:33 UTC
in Func_train&func_tankturret Post #164562
Please let us know how it works out and/or post us a linkie :)
Posted 18 years ago2006-02-22 17:56:00 UTC
in B&W blood problem Post #164536
lol he's talking about env_blood, not decals--I did the same thing :)
Posted 18 years ago2006-02-22 09:45:03 UTC
in Func_train&func_tankturret Post #164448
You can't move the func_tank, but you can make it look like it's moving.

Make 2 tracktrains, one for the tank turret, and one for the tank.

After the tank moves into position, env_redner the tank turret, and render the turret that is the actual func_tank--which was there all along, just invisible.

All the info you need for this is in Andy's tutorial... just add the tracktrains.
Posted 18 years ago2006-02-22 09:39:06 UTC
in Can't find decal Post #164446
Or, make your decal with a transparent--blue--background, and apply to it's own brush over where you want it, with all the sides nulled but the front face.

It's not exactly what you want, but about as close as you can get without modifying the decals file.
Posted 18 years ago2006-02-21 20:05:52 UTC
in Now Playing Post #164345
Beck - Broken Drum
Posted 18 years ago2006-02-21 19:53:27 UTC
in Disable Mouse Post #164343
Um, couldn't you just include the config.cfg and remove mouse movement with binds? Worth a shot imo.
Posted 18 years ago2006-02-21 19:49:09 UTC
in Advanced Glass Post #164342
You're right WCD, it's definitely an overused/Misused phrase, but most of the time it's simply true. It should also be mentioned to Search the forums too, but when you google, TWHL comes up anyway, so whatever :)

People should only be posting questions after they have at least searched the forums and/or our tutorials, and at the very least tried "doing it" themselves first.

Speaking of which, here's a good/pertinent one, by our own Mr. Seventh-Monkey:

http://twhl.co.za/tutorial.php?id=82
Posted 18 years ago2006-02-21 19:43:06 UTC
in B&W blood problem Post #164338
Post your map in problems if you want, and I'll see if it does it for me... Maybe somehow a .dll thing??? You're using steam, right?
Posted 18 years ago2006-02-21 19:36:41 UTC
in Competition 19 Post #164337
Thank you Ant and Hunter for the comments! My initial plan was to do this all without custom content of any kind--to make everything easier--, but I found it necessary to replace the vaporators with models--they were 200 wpolys a piece!--and I decided the custom sky was a must.

That said, I'm going to custom texture everything.
Brush-based Luke in a Brush-based Land-speeder
Needn't worry 'bout props on this map... In the words of Luke Skywalker from "Jedi": "I've taken care of everything." :P

My biggest problem is the lighting for the models, because the map is so dark. Other than that, all the hard stuff is done, and my only regret is that I didn't get more done sooner, to allow for playtesting :(
Posted 18 years ago2006-02-20 20:11:02 UTC
in Now Playing Post #164147
Fiona Apple - Extraordinary machine
Posted 18 years ago2006-02-20 20:07:14 UTC
in Advanced Glass Post #164146
I can see that you're very eager :P

Why not try some of these things before posting?

Browse the Entity Guide too...lot's of stuff in there ;)
Posted 18 years ago2006-02-20 17:20:24 UTC
in B&W blood problem Post #164127
Sorry! I thought you were talking about decal blood splashes--MY BAD!
Posted 18 years ago2006-02-20 17:17:16 UTC
in Easy,Normal,Difficult-different start Post #164126
LoL, you could make a mini "foyer" map, and press a button to load the difficulty level... You could be creative and do it nicely, but alas, I think you need coding to do it from the GUI.
Posted 18 years ago2006-02-20 16:51:44 UTC
in Staying on a spot... Post #164122
You make a "lap bar" brush that squeezes Gordon into his seat.

Make it also a func_train, so it moves everywhere he and the coaster do.

Same concept as moving elevator doors tutorial here, well, in theory anyway :)
Posted 18 years ago2006-02-20 16:45:04 UTC
in B&W blood problem Post #164120
The decals show B&W in-editor but will have color in the game. Are you sayin in-game they are colorless too?
Posted 18 years ago2006-02-20 16:43:32 UTC
in Own Decals... Help plz! Post #164119
I always wondered about this myself...

So to get your own decal into the came, it has to be in "decals.wad"?
Posted 18 years ago2006-02-20 06:44:52 UTC
in You have been Majorized!!! Post #164052
Wilkemen back!
Posted 18 years ago2006-02-20 06:04:20 UTC
in Competition 19 Post #164047
dm_lars - Some screens:

Front
User posted image

East
User posted image

Front2
User posted image

Main Living Area
User posted image

Garage
User posted image


Still lot's to do... The subterranean interior spaces are very raw. No weapons placement yet... More props I want to change to prop models...

I have some fun/funny stuff I want to add like the Sarlac Pit, but I'm not sure where to put it or if I'll have time.
Posted 18 years ago2006-02-20 01:13:40 UTC
in 3 weird properties Post #164037
Using the Lightflag "opaque" on brush-based entities can be useful for func_doors--a bright room won't bleed into a dark area--, and allowing a brush based entity to cast a shadow.

Captain P has recently told me one major downfall of using these is substantially increased compile times.
Posted 18 years ago2006-02-20 00:59:39 UTC
in star trek wads Post #164033
PhotoFiltre is also free and exceillent ;)
Posted 18 years ago2006-02-19 14:20:28 UTC
in How can I place an empty gun on ground? Post #163972
There's got to be a way to do it. Try PMing some of our guys that code like Chickenfist. There are more people that code, I just can't remember who they are :P

They'll be able to tell you for sure if you need code or not, but just guessin I would think there has to be a wya or a trick to do this.

Neat AV btw :)
Posted 18 years ago2006-02-19 13:06:24 UTC
in star trek wads Post #163958
Perhaps check some Elite Forces modding sites. I don't know if they use .wads or not, but they certainly must have a way to get the original textures out of the game.

There's some good Startrek Themed cs and hldm maps out there too. Contact the authors and ask if you can use them.

Or just make your own, it's pretty easy, and there are loads of tutorials about it ;)
Posted 18 years ago2006-02-19 12:41:08 UTC
in Now Playing Post #163956
Raidohead - Paranoid Android <repeat>

edit: Doves - There Goes The Fear(again) <repeat>
Posted 18 years ago2006-02-19 12:37:56 UTC
in Competition 19 Post #163954
Keep pusing meh Hearties!

If your map isn't exactly where you want it to be, that's okey--I know mine isn't.

Finish your masterpiece and submit it!!
Posted 18 years ago2006-02-18 13:59:12 UTC
in Great rooms in maps. Post #163853
Carbaseus: That map is pwn as hell--A modern art masterpiece?! I wish I knew more about architecture/artistic design so I could appreciate it fully :(

Rim's Castle Rimrook's floor is pwn as hell--just played it again!

I'm goint to have to play the other maps before commenting...
Posted 18 years ago2006-02-18 13:55:02 UTC
in New competition idea, Remake "bad" map Post #163851
In terms of mapping, yes.

In terms of popularity and fun, absolutely not. Fy maps are sort of like DM for cs :P
Posted 18 years ago2006-02-17 13:12:05 UTC
in Model loader Post #163753
Excellent stuff!

Refresh my memory please, these are slated to be replacement models for an RTS game?
Posted 18 years ago2006-02-16 20:00:49 UTC
in They're shiny... and good. Post #163685
PhotoFiltre and GIMP are free and good ;)