Forum posts

Posted 20 years ago2004-01-12 16:20:55 UTC
in compo, im restless for a compo Post #11820
um, i don't get it... what are you trying to say?
This post was made on a thread that has been deleted.
Posted 20 years ago2004-01-12 06:33:10 UTC
in splash screen Post #11758
Don't forget, the buttons are rendered additive, so no black buttons, or else they will become transparent :o
Posted 20 years ago2004-01-12 06:31:00 UTC
in Webhosters Post #11757
Yes
Posted 20 years ago2004-01-11 17:52:16 UTC
in Webhosters Post #11685
untill you have the need for more space, don't look for it... ;)
Posted 20 years ago2004-01-11 16:49:07 UTC
in Monkeys Post #11667
just 3

Seventh-Monkey
The_6th_Monkey
stealth monkey
Posted 20 years ago2004-01-11 16:47:00 UTC
in Vassy's avitar Post #11666
its a communist from the looks of it.. kinda different from nazis...
Posted 20 years ago2004-01-11 16:34:03 UTC
in lighting Post #11661
well, not really...

name an info_null and make a light_spot target it to use light spots...
Posted 20 years ago2004-01-11 16:29:15 UTC
in milkshape 3d 1.7 Post #11659
Yes it does, look at the forums,
and look at out news page..
Posted 20 years ago2004-01-11 16:26:24 UTC
in My Sci Post #11658
look up the entity guide ;)
Posted 20 years ago2004-01-11 16:25:53 UTC
in multisource problem Post #11657
um?

make the switch target the multisource, and the multisource the light ?
Posted 20 years ago2004-01-11 16:22:23 UTC
in Many Issues Post #11655
2. ! preceded by the sentence name, the list is in /valve/sound/sentences

4. same way as the hallway, only make sure to give enough room to the info_landmark

5. scripted_sequences - look in the entities..
Posted 20 years ago2004-01-11 06:41:34 UTC
in milkshape 3d 1.7 Post #11594
there is a series of tutorials on MS on 79-th
Posted 20 years ago2004-01-11 06:39:53 UTC
in My Sci Post #11593
using the monster_generic, strips all the AI and 'chat' out of the monster/model
Posted 20 years ago2004-01-11 06:33:55 UTC
in Can you trigger to change levels? Post #11592
It depends vassy, its a bad idea to go and ignore things like that, some day, it won't work, and you'll be wondering why, and then you'l be changing the wrong things
Posted 20 years ago2004-01-11 06:29:39 UTC
in monkey!! Post #11591
and when putting them into the sentence name, don't forget your !
Posted 20 years ago2004-01-11 06:20:28 UTC
in Null map, y not hint and skip? Post #11588
This subject is a little vague.. if you serach the forum for "r_speeds" you might get some more stuff
Posted 20 years ago2004-01-11 06:19:18 UTC
in IRC WTF! Post #11587
well, that's just the way things are...
Posted 20 years ago2004-01-11 06:18:50 UTC
in duplicate profiles? Post #11586
G00gle cam ;)
Posted 20 years ago2004-01-11 06:18:22 UTC
in Make me an avitar Post #11585
You're a graphic artist in what sense of the word?
Erm, then why can't you make one?
there are plenty of good free tools outhere if thats the problem... :
Posted 20 years ago2004-01-11 06:16:00 UTC
in mario mod Post #11584
maybe you were moderated ;)
Posted 20 years ago2004-01-10 12:40:53 UTC
in textures Post #11490
or use null texture to skip those nast tops of 'grass'
Posted 20 years ago2004-01-10 12:37:34 UTC
in Null map, y not hint and skip? Post #11488
Posted 20 years ago2004-01-10 06:56:12 UTC
in mario mod Post #11455
its a programing language
Posted 20 years ago2004-01-10 06:54:34 UTC
in textures Post #11454
You can use fun_illisionaries and a { texture
Posted 20 years ago2004-01-10 06:53:28 UTC
in accessing hl's levels Post #11453
um.. that's like giving a money making machine with every note
Posted 20 years ago2004-01-10 06:52:20 UTC
in changing weapon models Post #11452
looks like you'll have to change the model, and the model .qc and the model name ;)
Posted 20 years ago2004-01-10 06:51:14 UTC
in creating visible teleporters Post #11451
simple, just put an env sprite in or arround a trigger_changelevel, those triggers are invisible in the game

to make the sprite (create one first)
then set the render mode to additive
and render fx to something like 150
there ;)
Posted 20 years ago2004-01-10 06:42:15 UTC
in grid sizes Post #11448
and 1 unit does not = 1 CM

there are no unit guidelines, you just build what loks right

and don't use 1 snap grid... you'll cause leaks later on
and try the [ and ] keys to change grid snap
Posted 20 years ago2004-01-10 06:38:30 UTC
in duplicate profiles? Post #11447
yea! not as 1337 as j00 jobab0b!
Posted 20 years ago2004-01-10 06:37:04 UTC
in IRC WTF! Post #11446
Is @Marvin there?

coz if he isn't, then you might be on the wrong server...

and its just common sense, if no one's there, then there's no one there.... ;)
Posted 20 years ago2004-01-10 06:35:01 UTC
in model Post #11445
You'd just cal the model the same as the knife model... and it will overide it
Posted 20 years ago2004-01-10 06:34:12 UTC
in double 357's Post #11444
get the SDK
model the dual 357's
code
compile your dlls
Posted 20 years ago2004-01-10 06:33:13 UTC
in Map Coop Post #11443
Hmm...

me thinks a help wanted offered forum is in order
Posted 20 years ago2004-01-09 20:16:26 UTC
in Reducing Compile Times Post #11378
play your maps untill you're sick of them, then you'll know exactly what to change
Posted 20 years ago2004-01-09 18:33:46 UTC
in Andy this is for you.... Post #11368
you'll get a faster reply by email...
Posted 20 years ago2004-01-09 16:32:45 UTC
in help, my avitar's broken Post #11349
how about some nice beam effects?

you can even ue a screenshot and crop it ?
Posted 20 years ago2004-01-09 15:57:12 UTC
in HINT and LEAKS Post #11345
its funny... "these posts" just proved what Andy said in the last sentence...
:lol:
Posted 20 years ago2004-01-09 15:57:11 UTC
in Screenshot sizes. THEY ARE TOO BIG Post #11344
I find fireworks impractical.. its sometimes overkill - when it comes to just viewing files...

but it is a good tool...

*kol tries to steal fireworks from school
brb
>
Posted 20 years ago2004-01-09 15:57:08 UTC
in Elavaors :/ Y IS THIS SO HARD TBH? Post #11343
Read some CS theory tutorials, they will tell you, that the best maps don't even have moving doors!

de_dust? de_dust2? no moving stuff getting in the way..
and yet, the most successfull maps in CS...
Posted 20 years ago2004-01-09 15:57:07 UTC
in Sound, once again. Post #11342
um.. don't give up on sounds and sound effects.. they are a main part of maps, and ambiance
Posted 20 years ago2004-01-09 15:41:26 UTC
in My Quantity Two mod, need ideas Post #11340
no one realises... but...

*kol carries the whole TWHL - including all the members- unaware ...

hehehe

how off topic is this?
Posted 20 years ago2004-01-09 15:39:48 UTC
in Websites? Post #11339
www.hlcore.tk
Posted 20 years ago2004-01-09 15:36:40 UTC
in Tommy's Site Post #11338
I've had friend who speaks japaneese - he's mooved away now - but he told me that most of those don't even make sense, and some of them are just random pictures ;)
Posted 20 years ago2004-01-09 15:34:13 UTC
in duplicate profiles? Post #11337
lol

funny you should mention deleting my account...

when i first registered: I managed to echo a signup !

:lol:
Posted 20 years ago2004-01-08 19:11:39 UTC
in Adding ammo to a map? Post #11253
Well, perhaps, and maybe not?

Dunno..

Ask these guys:

http://www.maverickdev.com/games.html

they did the training missions ;)
Posted 20 years ago2004-01-08 19:07:48 UTC
in Too Many Lights Post #11252
Posted 20 years ago2004-01-08 19:05:07 UTC
in Sound, once again. Post #11251
Um.. I'll pretend i remembered that tutorial... :zonked:

Too many distractions lately
Posted 20 years ago2004-01-08 18:59:49 UTC
in Brush loses Entity Post #11249
Or just check the "allow Grouping.. while ignore group is checked"

from the tools mnu>Options

it's looking at you ;)
Posted 20 years ago2004-01-08 18:58:10 UTC
in Really annoying error, pls help? Post #11248
MAP menu > GO TO BRUSH NUM.

enter the entity number.. 58 in your case, hammer will take you to the brush/entity in question