Forum posts

Posted 20 years ago2004-01-18 14:17:36 UTC
in Old twhl! Post #12613
:D

wow - that's .. intesesting
Posted 20 years ago2004-01-18 08:33:15 UTC
in Elavator Essues Post #12542
air? that's wierd...

try the damage on crush... and check for invalid solids in the elev itself,
failing that, post it up in the vault
Posted 20 years ago2004-01-18 08:32:07 UTC
in info_landmark placement Post #12541
make sure there's nothing getting the player stuck from the top - like the sky
Posted 20 years ago2004-01-18 08:24:34 UTC
in adobe photoshop 7 @!#@#% prob Post #12539
i use irfanview for almost everything, and once i 'borrow' a copy of fireworks ... i'll be flying
Posted 20 years ago2004-01-18 08:24:03 UTC
in Hrm HL2 Specs? Post #12538
maybe not, hl2 suppourst LOD models and props, so if you run at those spacs, the game will be playable, but don't expect realtime reflections on your water
Posted 20 years ago2004-01-18 08:06:31 UTC
in Why not? Post #12529
either way, there is always room for improvement
This post was made on a thread that has been deleted.
Posted 20 years ago2004-01-18 08:02:43 UTC
in Editing the main-menu for mods Post #12525
And just in case you're wondering, absolutely NO BLACK BUTTONS - they are rendered additive, ie - black is invisible
Posted 20 years ago2004-01-17 17:03:11 UTC
in Invisible floor? Post #12449
^ That?s the only sensible post in this thread :)
Posted 20 years ago2004-01-17 16:59:31 UTC
in Coming Along Post #12448
i'm pretty sure there was a previous paragraph to my post..

can't remember what it was though - care to tell me?
Maybe i went on another hatred rampage Grrr :x

:lol:
Posted 20 years ago2004-01-17 16:57:51 UTC
in Why not? Post #12447
Why not have a contest for the best full MOD? one that updates like every 2 momths, and decides if there is a really good one there? I think there is a few in the map vault already.
Heh - watch this space - someone is way ahead of you.
3 maps in a week? You're quick! I usually only manage one or two.
That's not a good indication - if you make maps in a day, they usually are a reflection of your time and effort - ie: crap

Spend as much time as humanely possible on a map - after all, you are judged by your maping and nothing else.
Posted 20 years ago2004-01-17 16:52:15 UTC
in any takers? Post #12446
Aiming high are we? ;)

but, its nothing without consept so, draw :)
Posted 20 years ago2004-01-17 16:50:10 UTC
in Just a thought.... Post #12444
well, you can just rename the models, but if you want them to behave like they normally do, ... code

carefull though, this can cause problems
Posted 20 years ago2004-01-17 13:46:18 UTC
in any takers? Post #12407
what say you swan? :x

:lol:

get promoting !
Posted 20 years ago2004-01-17 13:44:54 UTC
in FIRE!!!! how do i make it?? Post #12406
on the down side, they can get a bit laggy - fps eaters
Posted 20 years ago2004-01-17 13:06:21 UTC
in FIRE!!!! how do i make it?? Post #12401
0ops, forgot to mention, set the renderamt of the sprite to alter its transparency, and set the render mode on the glow to 'glow' btw

and you can use the custom appearence on the light to meke it flicker like fire
Posted 20 years ago2004-01-17 12:56:35 UTC
in Coming Along Post #12397
Okay

and dimentions are hard, there is no 1u = 1 cm or anything, just build - and look at it, and decide on what looks right
Posted 20 years ago2004-01-17 12:53:58 UTC
in Elavator Essues Post #12396
um.. in the elevator.. maybe not.. try Adding that roof, i'm guessing that the elevator is pretty fast, and by the time you jump, its already below you ... and by the time you come down.. #splat#

or just make the elev. slower
Posted 20 years ago2004-01-17 12:51:21 UTC
in info_landmark placement Post #12395
the coords don't matter, the player gets 'spawned' in the reletive location of the info_landmark

that means, that if in the origin map, you were 128 units 'south' of the landmark, you will be spawned, in the destination map, 128 units 'south' of the land mark
Posted 20 years ago2004-01-17 12:49:36 UTC
in Leaks linked to sounds? Post #12394
what? leaks and sounds.. :
Posted 20 years ago2004-01-17 12:47:59 UTC
in milkshape 3d 1.7 Post #12393
then buy the thing.. or get a converter and use another modeling prog... and for the love of god don't ry and 'crack' programs like that.. its not only sad, but it kills any future development - you're shooting your self in the foot
Posted 20 years ago2004-01-17 12:45:53 UTC
in Can you create flares on Hammer? Post #12391
um, why not just target the elevator (flare)
kill it when it reaches the sky,
and target a really bright light - like in de_aztec and
use env_renders to make an env_glow appear and disappear...
(renderamt = 0 for invisible ; ~240 for visible
Posted 20 years ago2004-01-17 12:33:18 UTC
in compo, im restless for a compo Post #12389
some sites do this for free.. can't think of any, you'll need a few <meta> tags in your html btw, or php for that matter... either way, you'll need them both.
Posted 20 years ago2004-01-17 12:30:58 UTC
in me got a website now. Post #12388
No, dot tk will not go the 'fee' way, then, they will loose over 1/2 a million domails ;)

besides, if they do ask for move, irs just going to be a compulsary popup or something
Posted 20 years ago2004-01-17 12:29:43 UTC
in adobe photoshop 7 @!#@#% prob Post #12387
yep, that's it - its actually pretty good for tiling.. better than wally
Posted 20 years ago2004-01-17 12:29:10 UTC
in any takers? Post #12386
Well, the bad new is, you need to start all the hard stuff yourself, - if its good enough, you will get people interested, and they will ask you to join, and not the other way arround
Posted 20 years ago2004-01-17 12:28:05 UTC
in CS Map test server Post #12385
Finally, all your CS needs :D

thanks ;)
Posted 20 years ago2004-01-16 21:16:40 UTC
in me got a website now. Post #12309
www.dot.tk

and it takes no time to make a website, its what you put in it that counts
Posted 20 years ago2004-01-16 19:30:31 UTC
in compo, im restless for a compo Post #12278
Everyone wants compos, does anyone want to map?
Posted 20 years ago2004-01-16 19:27:58 UTC
in Change the irc server! Post #12275
Lisen m8, they hate you for a reason,

Since they don't like you, they ignore you, and that should be the end of your troubbles

Usually, people from the VERC are in good humour, if you don't get sarchasm, or a joke, then don't bother joining...

And grow up, this sort of thing should pass most people by...
Posted 20 years ago2004-01-16 16:10:27 UTC
in "armory" Entity Post #12247
start a lan game... players who spawn from a spawn point, automatically get the hud, knife, and default secondary weapon
Posted 20 years ago2004-01-16 16:04:41 UTC
in Condition Zero? Post #12246
why not?

it looks pretty ok
Posted 20 years ago2004-01-16 16:04:20 UTC
in adobe photoshop 7 @!#@#% prob Post #12245
there is a clone tool... there's one in 4.. so i'm pretty sure there is one in 7,
only its not called 'clone' tool...
Posted 20 years ago2004-01-16 16:01:53 UTC
in Rating system Post #12244
I don't know about the gods, but i'm smiling ;)
Posted 20 years ago2004-01-15 16:31:56 UTC
in Got WAD? Post #12180
if you search some cs download pages, you can find some wads for download...
Posted 20 years ago2004-01-15 16:30:04 UTC
in adobe photoshop 7 @!#@#% prob Post #12179
um... use the clone tool to merge the edges and make them tile properly.. there are tuts on textures on the wally page...
Posted 20 years ago2004-01-15 16:27:41 UTC
in Rating system Post #12177
if you start spamming his/her/its email, you sink to their level - and maybe below...

who's a bigger idiot? the guy who jumps off a bridge, of the guy who follows him?

:
Posted 20 years ago2004-01-15 16:25:37 UTC
in Bluebox Post #12176
yep.. read the FAQ ;)
Posted 20 years ago2004-01-15 16:25:04 UTC
in Level fadeins, one time only? Post #12175
um.. at the very beginning, make an env_fade, and trigger it with a trigger_auto --- or something else,
now switch off the levelfadein (map props).. which should work only once ... hmm..
Posted 20 years ago2004-01-15 07:54:40 UTC
in stupid shadow! how do i fix it? Post #12146
the fix is:

-notexscale on rad ;)

i'll correct myself if i'm wrong when i get home ;)
Posted 20 years ago2004-01-14 18:02:43 UTC
in Compiling Concern Post #12116
Hmm.. 48 cels lit the same way can be monotonous, try adding a bit of difference, make some cells dark, some flickery lights here and there...
Posted 20 years ago2004-01-14 17:55:58 UTC
in stupid shadow! how do i fix it? Post #12115
and for god's sake convert that image to .jpg!
I won't look at a 1024x7... bmp file...
Posted 20 years ago2004-01-14 17:43:28 UTC
in Subject for Neo-The One Post #12111
enough of your steam bashing.. does anyone honestly care?
Posted 20 years ago2004-01-13 15:57:29 UTC
in creating a circle Post #11968
There's a tut on the snarkpit on hollow spheres
www.snarkpit.com
Posted 20 years ago2004-01-13 15:56:09 UTC
in Textured light won't switch Post #11966
yes, you can do this with any mod actually, it depends on the compile tools, not the engine ;)
Posted 20 years ago2004-01-13 15:43:54 UTC
in compo, im restless for a compo Post #11964
Yes, ... that gave me no insight whatsoever :zonked:
Posted 20 years ago2004-01-13 15:42:10 UTC
in Lookin for good map source Post #11962
Dave jonson has some source maps released for some maps he made - check his site

www.planethalflife.com/davej
Posted 20 years ago2004-01-13 15:37:17 UTC
in Hrm HL2 Specs? Post #11961
why not wait untill the game ships, and use the time now, to save up ?
Posted 20 years ago2004-01-12 16:35:09 UTC
in Multiple level changes in one map. Post #11825
[qouto]I splitted my big map and the RAD problems in it dissapeared. Weird, huh?.[/quote]

yes.. that's why yo should keep map sizes small-midsize
LEVELCHANGE mapnamexxxx landmarknamexxxx
hmm i thought i mentioned this in my tut... but i don't think i have.. i may have simplified it too much..

this means that the area in the destination map. is beeng occupied by something, usually another trigger_changelevel
Posted 20 years ago2004-01-12 16:27:29 UTC
in Buttons Post #11822
name the button roundset?