Forum posts

Posted 15 years ago2009-08-05 09:28:26 UTC
in Entities "echoes" on the rest Post #271483
You should use one FGD. Goto the official Sven-Coop site and look for the latest FGD for your version of SC and use that in Hammer.
Posted 15 years ago2009-08-04 17:56:07 UTC
in monster_zombie sequence.. Post #271425
All you need to do really is simply type in the name of the idle animation (ventclimbidle) in the idle animation property field of the scripted_sequence entity, and the name of the sequence animation (ventclimb) in the animation field.

Don't forget to name the s_s and target it.
Posted 15 years ago2009-08-03 16:09:51 UTC
in Project HellFire Post #271384
Lol.

If a big project like this is too hard for you, try something easier and smaller, a singleplayer map for example, or a short mission pack without new models, code, weapons and whatnot, just use the default HL assets.

You'll learn much faster if you start simple and small.

As for that map im supposed to make for you, i have'nt touched it for a week, its very hot here in the Ned's and i hate mapping when it's like 30 degrees outside.

You still want me to finish that?
Posted 15 years ago2009-07-31 11:39:37 UTC
in Rooms (mini co-op project) Post #271259
Atom: are you still volunteering to do the final compile with compilator/shlt? lemme know, as i will have stuff ready for final compile soon...
Yup.
Posted 15 years ago2009-07-29 18:38:11 UTC
in Half-Life: Static Friction Post #271154
It says CRC failed in 'file here'. File is damaged.

I use 7Zip.
Posted 15 years ago2009-07-29 17:08:58 UTC
in Using models Post #271145
1. Use the cycler entity for prop models.

To change the skin of a model, use the skin property of the cycler. If there's no such property, turn of Smartedit and add it manually or you can add the skin property to the entity by modifying the FGD code.
Posted 15 years ago2009-07-26 11:32:26 UTC
in TWHL's Classic DM Server Post #270897
Posted 15 years ago2009-07-26 08:45:32 UTC
in Few questiones about mapping [advanced] Post #270893
That's not the Compilator.

If you're on Vista, you may need to disable the UAC (User Account Control). If you don't the application will crash when it tries to create a file.
Posted 15 years ago2009-07-25 09:15:56 UTC
in TWHL's Classic DM Server Post #270832
What about realtime statistics with HLStats?
Posted 15 years ago2009-07-24 19:02:28 UTC
in What Spirit Version? Post #270802
You mean 1.5 Alpha 4? There's no Alpha 1.
Posted 15 years ago2009-07-24 16:46:59 UTC
in What Spirit Version? Post #270795
If i was to make a mod/map for Spirit, which version should i use?

(http://www.goannasvencoop.com/sphinx/FTP/mods/spirit_of_half-life/)
Posted 15 years ago2009-07-24 10:46:35 UTC
in TWHL's Classic DM Server Post #270778
My ping is 130+, but its playable, so im fine.

Those fucking bots are still here? Get rid of them please.
Posted 15 years ago2009-07-24 09:19:04 UTC
in Castle Disposed Post #270756
Yeah, well I pay $9.95 (approx.) for 26kps, unlimited access, from a phone line.
Jebus christ! Get in the corner and be ashamed of yourself.

Upgrade man!
Posted 15 years ago2009-07-22 12:50:17 UTC
in TWHL's Classic DM Server Post #270692
AMXX eh?

Fireworks PLEASE! :D

Edit:

Those goddamn bots gotta go!
Posted 15 years ago2009-07-21 16:30:55 UTC
in Rooms (mini co-op project) Post #270645
like invisible or disappearing doors and other brush-based entities like triggers.
Are you getting "Too many entities in visible packet list" errors?
Are you running software mode?
Posted 15 years ago2009-07-21 10:44:45 UTC
in TWHL's Classic DM Server Post #270635
Soo... hows it going? Server not online yet?
Posted 15 years ago2009-07-20 16:50:03 UTC
in TWHL's Classic DM Server Post #270582
Map for Sven-Coop.
Posted 15 years ago2009-07-20 09:15:30 UTC
in new here + Q: actions sentences? Post #270566
Try the sequence with a regular barney first. If it works, replace barney with otis, keeping all the properties and flags the same.
Posted 15 years ago2009-07-20 09:13:13 UTC
in TWHL's Classic DM Server Post #270565
I hope you can get the server online as soon as possible WC, because i can't wait to kick soms butt!
Posted 15 years ago2009-07-19 18:27:09 UTC
in The "Official" Competition 27 Post #270539
I do. Great wad.
Posted 15 years ago2009-07-19 18:13:58 UTC
in The "Official" Competition 27 Post #270537
Yay! Submitted mine!
User posted image
Posted 15 years ago2009-07-19 17:17:27 UTC
in The "Official" Competition 27 Post #270535
I finished Megaman 5.
But its still compiling.

Im gonna watch some old AVGN episodes then.

Stupid banana raincoat wearin bitch!
Posted 15 years ago2009-07-19 16:55:18 UTC
in Polygon Counts in HL2 Post #270534
Try net_graph <1> <2> <3> <4>
Posted 15 years ago2009-07-19 16:30:58 UTC
in The "Official" Competition 27 Post #270530
Doing final compile now.

Rofl @ LeafThread:

LeafThread:
5115 / 10000

Exactly 10000. :)

Im playing Megaman 5 while compiling. And no, it doesn't lag, i use low priority. ^^
Posted 15 years ago2009-07-19 10:26:08 UTC
in The "Official" Competition 27 Post #270519
Im compiling too, but it looks like my map leaks from pretty much everywhere. Got to fix that first.

I love the new syntax highlighting in SHLT 3.6!
Posted 15 years ago2009-07-18 17:28:39 UTC
in compo map not compiling Post #270463
Oh c'mon man, you're here long enough to know that you're using the OLD tools that come with Hammer. Never heard of ZHLT?

http://twhl.co.za/forums.php?thread=16333
Posted 15 years ago2009-07-18 16:53:40 UTC
in The "Official" Competition 27 Post #270459
You mean an application error, not a compile error?
Posted 15 years ago2009-07-18 16:37:22 UTC
in The "Official" Competition 27 Post #270454
Shit, i screwed up big time!

I have to make an additional passage not shown on the layout picture. I hope this is not a problem.

My map is almost done, i only have to place spawns, weapons and ammo.
And i haven't even compiled it once yet.
Posted 15 years ago2009-07-18 11:24:16 UTC
in Few questiones about mapping [advanced] Post #270433
I use func_illusionary and set the render mode to "additive" with amount "255", and here it is a result...Problem is probbablu with blue color...
You need to use render mode solid, not additive. Amount should stay 255.
Posted 15 years ago2009-07-17 16:02:13 UTC
in "city" skybox Post #270373
That skybox is freakin horrible. It's ugly as hell.
Posted 15 years ago2009-07-17 13:38:50 UTC
in new here + Q: actions sentences? Post #270367
Does otis have a targetname?
I can tell from your post that you called it monster_otis, the same as the classname. This may cause problems. Rename him to m_otis or something, anything but the classname.
Posted 15 years ago2009-07-15 14:05:07 UTC
in making the night sky.. dark map - how? Post #270216
Yup, looks like a leak to me.
The map will appear fullbright if it has a leak. Fix the leak and the fullbright should go away.
Posted 15 years ago2009-07-15 13:55:40 UTC
in new here + Q: actions sentences? Post #270211
Not me, i have no idea how to read/write pak, gcf, mdl, spr and wad files. :/
Posted 15 years ago2009-07-15 13:37:45 UTC
in new here + Q: actions sentences? Post #270207
There should be a program that can do all that:
  • Browse textures in wads
  • Create wads
  • View models and their animations
  • Playback sounds
  • Create pak/gcf files
  • View sprites
  • Create sprites
All in one app. :)
Posted 15 years ago2009-07-15 10:33:28 UTC
in new here + Q: actions sentences? Post #270187
To see the animations of a given model, use Jed's Half-Life Model Viewer.

To listen to the sentences, you'll need Wally. Its a texture viewer and wad builder, but can also be used to play wav files.

You'll find the sentence names in the sentences.txt file, located in the sound folder in the pak0.pak or GCF file.

You can get the tools here: http://www.themightyatom.nl/downloads.html
Posted 15 years ago2009-07-15 09:45:26 UTC
in VM is ticking me right the f* off Post #270184
That never occured to me. What does happen all the time to me is that when you try to select some vertices by dragging a selection box around them, the selected brushes deselect and the one you had your mouse cursor on becomes selected.

And sometimes, the selection box selects not a single vertex once you release the mouse button, so you have to draw a selection box again. And yes, i have autoselect on.

That, is some fuck.
Posted 15 years ago2009-07-14 16:33:07 UTC
in Need a Tram Prefab Post #270127
I don't think such a prefab exists. You'll have to make it yourself im affraid.
Posted 15 years ago2009-07-14 10:18:38 UTC
in r_speeds - epoly count Post #270107
Go here: http://twhl.co.za/forums.php?thread=16333

Download that. It includes a wad named zhlt.wad. It contains both the NULL and BEVEL textures.
Posted 15 years ago2009-07-14 09:47:14 UTC
in Half-Life: Static Friction Post #270103
Don't func_wall everything, use func_illusionaries as well.
Posted 15 years ago2009-07-14 09:38:42 UTC
in r_speeds - epoly count Post #270102
I think you should use the BEVEL texture instead of NULL.

BEVEL acts like a NULL texture, although it also doesn't expand when generating clip hulls. Useful when you need to fix any stickiness/invisible barriers on corners, or when your map is reaching its clipnode limits; Best results when used with the "-cliptype precise" command for CSG.

From the Wiki.
Posted 15 years ago2009-07-13 15:41:08 UTC
in Half-Life: Static Friction Post #270050
Doesnt texturing with bevel also increase clipnodes?
No it doesn't, it decreases them. NULL doesn't.

No JeffMOD, the black fences don't have blue transparent textures, its made entirly out of brushes. A lot.
User posted image
User posted image
User posted image
User posted image
Posted 15 years ago2009-07-13 14:55:51 UTC
in Half-Life: Static Friction Post #270047
Jesus Christ!

Seriously.

I just loaded the map in Hammer. No wonder it takes years to compile this. There are lots of detail brushes, handrails and support beams mostly as well as four benches and fences.

All of them are solid world brushes. The black fences at the beginning of the map are already func_walls but i suggest turning them into illusionaries with CLIP brushes over them. The same goes for anything else.

Lots of nodes too. I think you can remove about half of them.

And make use of the BEVEL texture to texture unseen faces, because there are a lot of unseen faces. This also helps decreasing compile time.
Posted 15 years ago2009-07-13 12:59:13 UTC
in Few questiones about mapping [advanced] Post #270038
You also need a modified FGD file, and you need to extract all the models to the models directory (cstrike\models for Counterstrike for example).
Posted 15 years ago2009-07-13 10:13:10 UTC
in Hammer 3.4 help Post #270025
You should also get the latest compile tools. Get them here: http://twhl.co.za/forums.php?thread=16333
Posted 15 years ago2009-07-12 19:22:52 UTC
in TWHL's Classic DM Server Post #269961
Same here. :/
Posted 15 years ago2009-07-12 17:40:23 UTC
in Project HellFire Post #269949
Try not to double post, use the edit feature of your previous post next time. :)
Posted 15 years ago2009-07-12 16:32:11 UTC
in Tex lights not lighting? Post #269943
I don't know what you're doing and all, but i just tested it myself and it works.

I have a button targetting a func_wall.
The func_wall has a toggleble texture and minimum light level set to 1.

With each use on the button, the texture on the wall changed.

So it works fine.
Posted 15 years ago2009-07-12 10:07:23 UTC
in Tex lights not lighting? Post #269940
Right.

If you want it to be brighter, just set the minimum lightlevel property. Its that easy. If a value of 1 doesn't cut it, go higher.
Posted 15 years ago2009-07-12 10:04:41 UTC
in The "Official" Competition 27 Post #269939
So you're saying you submitted your unfinished entry while you still had 13 days left?

That. Is bullshit.
Posted 15 years ago2009-07-11 10:26:47 UTC
in Half-Life: Static Friction Post #269916
Yeah, his previous maps really performed BAD on OpenGL due to the high level of detail, but it ran fine on Direct3D.