Forum posts

Posted 19 years ago2005-01-07 00:10:29 UTC
in noob question...but Post #82168
func_breakable_surf with a glass textured primitive to make a surface that gets broken depending on where it is touched or shot thru, func_breakable for everything else.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 23:53:35 UTC
in Compo 12 (Real World) Post #82161
I think Ant has an idea in mind.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 23:48:54 UTC
in Excellent Points Made Post #82157
Agreed.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 23:46:51 UTC
in GCFScape Post #82156
Yeah, his website is a bit bugged up at the moment.

I mirrored a copy a while ago. Make sure you have the latest .net framework installed.

http://rabidmonkey777.bluewolf72.com/files/gcfscape.zip
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 22:30:23 UTC
in Be good Post #82146
Who wants one?
/me does

Locking + Stickies sounds tasty as well...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 18:56:15 UTC
in map/game loss Post #82125
Beware of undead-Gabe, he'll grab the Crowbar off the VALVe coffee table and threaten to get on a plane and come after you.

Just like he did when the haxor stole the source code.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 18:54:40 UTC
in need peepz for possible hl/hl2 mod Post #82124
...the others are also the ones in the community which are fewer than mappers.

Especially coders...

Make a website, put your stuff up there (ie your staff list/necessary staff) and start getting mappers to create media. Once you have some, show it to others that you need. Like, modellers. If they like it, then you may get them on your team.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 18:51:23 UTC
in No weopons Post #82123
Physgun is the object you put in the map I believe, since it has some changed flags from the Physcannon that would indicate so.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 18:49:37 UTC
in Ladder problem Post #82122
For the record, func_useableladders cannot be stuck into anything, including world brushes, even if it is by one unit or anything smaller. Snap-to-grid is your friend here.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 18:48:12 UTC
in Materials tutorial Post #82120
Snarkpit also has a step-by-step guide which is a nice alternative to the rather heavy text of the SDK docs which is a bit confusing to anyone new to the subject. I didn't get it at first using them.

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=121
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 18:45:54 UTC
in Compiling problems!?!? Post #82119
No no no!

contents_solid = leak.

I assume when it's leaking a certain way your nodes' volume can't be calculated so it confuses it and gives that error?

Use the pointfile in hammer and find your leak(s), fix them (it) and try again.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 18:43:21 UTC
in Friendlies Post #82118
:P

Not a large amount of people here know everything about the HL2 entities. Even I don't know how to do this setup because it has never interested me.

If you want to do it, be the first to find out, since it seems like the possible solutions everyone else had weren't working. Experimentation is the key. The problem is your door....or something.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 18:34:03 UTC
in Request Mappers of all kinds Post #82114
I assume it is HL2?

I might be able to contribute webspace and a bit of a map, maybe a little later as I'm quite swamped atm.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-06 18:28:46 UTC
in Bans Post #82112
I agree with Kol, it's best to gain your respect thru mapping, or knowledge thereof.

They don't ban based on rating @ SP, too.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 21:23:26 UTC
in Is the next compo HL2? Post #81945
Agreed, I'd still partake in a HL1 competition if it's got an interesting subject.

And making nice 512x textures is difficult indeed D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 21:19:15 UTC
in I got an Idea 2 Post #81944
I'd go so far as to say if a certain area is lagging, and you know how to fix it, or something, do it, since it'll help in the long run.

/2 cents
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 18:55:05 UTC
in map/game loss Post #81922
/me makes hard-copy of Petrol D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 14:28:29 UTC
in Site Post #81855
Meh, it's easy to add BBCode if you've ever used a forum and the internet before. Don't need no buttons :P

I find it easier to type my tags manually than having the board insert them as it's easier to go thru and manually tag off everything than to cut-paste all the tags and move 'em.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 14:26:09 UTC
in Server Problem Post #81854
Can you connect to other LAN games using connect x in the console or +connect x on the commandline?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 14:24:44 UTC
in I got an Idea 2 Post #81853
Appliedh.

/me shall start later todeh
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 14:19:12 UTC
in Help Please, Hostages Not Following Post #81852
The hostages are pretty annoying in general.

Remember to make sure your nodes aren't stuck in anything.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 14:17:19 UTC
in my feelings exactly Post #81850
PCGamer SUCKS. They billed me for about 10 subscriptions when I clearly ordered a single one, kept sending me a "OHNOEZ j00r subscription has eckspired!!!11! Re-n00 now!!!" and they did that for about 5 issues, then I stopped returning the stupid little cards. The last issue I got, the Jan. one sucked anyways, the whole thing was WoW strategy/review. And I have no intention of playing that since I just got my Diablo II cd's back :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 14:12:33 UTC
in Sounds Post #81849
In my opinion, older games (ie SOF2, Iron Storm) are okay to use content from as long as they're credited in full as they are fairly old. I'd recommend against using stuff from new games like Doom3 or sth until it's a bit older, though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 14:10:40 UTC
in Triggers Post #81848
trigger_playermovement

Targeting a func_smokevolume.

Try setting it to an 'Enable' output?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 14:09:30 UTC
in models black Post #81847
Update your video drivers?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-05 14:08:41 UTC
in Prop_static models not working Post #81846
prop_static won't work because you're selecting a physics model. Try it on one of those garbage composite models, or the props_wasteland bridge framework.

If you can walk right through it, set it's collisons to VPhysics, or put a playerclip brush over it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-04 23:43:26 UTC
in Prop_static models not working Post #81804
Must have to be a dynamic lighting bug.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-04 23:42:36 UTC
in Triggers Post #81803
Try an env_dustcloud entity?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-04 23:41:07 UTC
in pink rain etc Post #81802
What wind ent did you use? env_wind is a bit screwy, try a trigger_wind instead.

Pink rain? What texture is your precipitation brush?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-04 23:40:19 UTC
in can't use model textures? Post #81801
No, because model textures are defined VertexLitGeneric which is not a valid brush-lightmapping method. Normal textures are defined LightmappedGeneric which is a valid method.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-03 04:18:41 UTC
in Lighting question Post #81322
HL2 didn't seem to provide us with a new fade texture, but there is a pretty cool effect you can use there that's not too performance-heavy and it looks really nice - Make a brush with any non-trigger/nodraw texture on it, tie it to a func_dustmotes, and mess with the color and particle size - this will put some little specks of dust floating around where the brush is, and it looks very cool.

There's a vol light model in the effects folder you can use for volumetric lighting, but the func_dustmotes, or a func_dustcloud entity, is probably a bit easier to use.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 21:12:43 UTC
in PC start up time Post #81278
I never turn mine off ;) -

With Hibernation it usually takes under 5 seconds.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 21:09:28 UTC
in /me command Post #81273
Hasn't this been brought up before?

/me ponders...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 21:01:59 UTC
in Mapper's needed for Source mod. Post #81267
/me = interested.

Want an application?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 18:31:53 UTC
in Prop_static models not working Post #81222
The error of them not showing up is that the model does not have $staticprop defined so it needs to be on a prop_physics, but the model needs to stay put. Ticking 'motion disabled' solves the problem. Or should.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 18:29:26 UTC
in Hi can't run my maps HELP!! Post #81221
And you've got loads of invalid solids :/

Alt-P in Hammer and fix all the errors.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 17:37:02 UTC
in Prop_static models not working Post #81205
What model are you using? Try setting it to a prop_physics with the motion disabled flag ticked.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 17:22:14 UTC
in Light fraction Post #81201
Those are performed by shaders...

I don't think any 'regular' textures have shaders on them.

There is an entity that provides a little heatwave effect if that's what you want, I can't recall it's name.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 02:50:10 UTC
in New problem Post #80990
You need to hit Enter instead of create object - It's lost it's functionality for some reason.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 02:49:32 UTC
in wtf? Post #80989
Er, you use Hammer 4 in the Source SDK, the cfg file...should be automatically created.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-02 02:48:26 UTC
in No weopons Post #80988
They stuck in any world brushes?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-01 20:06:07 UTC
in Friendlies Post #80914
Well, yeah D:

It's just a simple subdivided displacement map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-01 19:25:54 UTC
in Friendlies Post #80897
There aren't THAT many D: - It really isn't that difficult if you look at the entities' properties - Obviously, you don't need the crate models, nor the cubemaps. You want the entities that have to do with the burrowing or the spawn amount. (ie, math_counter, info_targets, soundscapes...)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-01 19:16:16 UTC
in Inthebeginning tutorial problems Post #80885
Start the map manually by typing map x in the console, where x equals your map name, instead of starting it via Hammer.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-01 08:32:32 UTC
in black capsule lift vehicle movement Post #80777
Actually I just booted up Hammer again - there's a prop_vehicle_prisoner_pod that's used for this, I believe.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-01 07:07:23 UTC
in black capsule lift vehicle movement Post #80765
I think, it's just parented with a nodraw-covered func_train - use teh props from the Vehicles folder (I think, that or props_combine) and place it on a prop_dynamic, parent that with a train covered in nodraw, you can place your path_corners or whatnot as you would for a HL1 train - I think it uses teh same system.

The prop stays which way you put it so just Transform it with Ctrl-M until its the way you like.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-01 04:34:50 UTC
in Sky/Edges Post #80758
Just place a brush covered in toolsskybox where you want sky to show up, then put a skyname in map properties and it shows up where the toolsskybox tex is.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-01 03:18:11 UTC
in gman dead Post #80755
Much more, even D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-01 03:18:01 UTC
in gman dead Post #80754
Because it makes his ugleh data shell much sexier.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-01 01:09:37 UTC
in Sky/Edges Post #80752
props_c17 - look for the 'oildrum' models.
RabidMonkey RabidMonkeymapmapmapfapmap