Forum posts

Posted 19 years ago2005-04-23 16:53:31 UTC
in Triggering fog Post #105523
Isn't fog just static sprites? Explain--for my benefit-- the method you tried, please.
Posted 19 years ago2005-04-23 16:52:02 UTC
in Error when running map Post #105521
Wow. never saw this b4. My only suggestion would be to reinstall everything: HL, VHE, FGD, ZHLT.
Posted 19 years ago2005-04-23 16:47:16 UTC
in The Hunter Award Post #105520
I'd like to make a Starcraft level actually. Can we post in the vault and send you the link?
Posted 19 years ago2005-04-23 16:37:45 UTC
in Mapping Proposal Post #105519
I would be interested in contributing what limited experience I have to any urban-oriented map. I started to delve into the urban universe with thepink.bsp.

Besides, mostly all my maps are a fight to keep r_speeds down. Sounds like a fun challenge.
Posted 19 years ago2005-04-22 04:37:37 UTC
in Big problem!!!Need help FAST!! Post #105247
Oh forgot, those 2-unit thick outter walls, I would recommend making them at least 64 units thick, and for really big maps, keep them at least 64 units away from the outer boundaries.

Oh, and finally, what was causing your map to not compile... those breakable glass partitions you had, had all kinds of weird locations for gib models. Like In one you were trying to reference a headcrab model from your counter-strike directory!?!?

Delete all those wacky custom gibs for those func_breakables and it should compile then--Also, don't forget the stuff above. The one in paticular that was really rottening things, had the path 'E:gamessierracounter-strikecstrikev
alveheadcrab.mdl' or something like that.

All custom gibs not from the pak file go into 'x:half-lifevalvemodels' folder, BUT all you type in the 'gib model' field is:

models/yourcustommodel.mdl
Posted 19 years ago2005-04-22 04:34:20 UTC
in Big problem!!!Need help FAST!! Post #105246
K, a couple of things:

-All your outside walls are only 2 units thick. This is probably why your getting leaks.

-You also had entities siticking out of you outer wall, which can casue weird errons, not least of which are 'leaks.'

-Don't overlap your brushes, and, you weren't carving your corridors, were you? If you were, stop that immediately.

Other than that, looks fine to me. Looks cool.
Posted 19 years ago2005-04-21 21:44:54 UTC
in Moving "Pistons" Post #105235
You could make the pistons func_walls, then have each piston func_wall target itself so it ossilates up and down. the only other thing you need is an auto_start or button or trigger_once to get them moving. Much simpler then using path_corners, imo.
Posted 19 years ago2005-04-21 19:15:11 UTC
in JakII renegade Post #105228
Jedi = sweet, is it not?
Posted 19 years ago2005-04-21 19:12:04 UTC
in Favourite quote!! Post #105227
"I eat concertina wire and piss napalm!" --From??
Posted 19 years ago2005-04-21 18:41:21 UTC
in Links Post #105225
Posted 19 years ago2005-04-21 18:32:19 UTC
in Links Post #105222
Posted 19 years ago2005-04-21 18:20:44 UTC
in Need specific skies! Post #105218
Sweet! And show them off on your new maps. It's so nice to see custom skies in maps!
Posted 19 years ago2005-04-21 18:08:43 UTC
in -wadinclude probs Post #105216
Hmmmmmm. must try the evil wad switches againe. :)
Posted 19 years ago2005-04-21 17:57:27 UTC
in Compo 13 - [closed] Post #105212
Game show looks teh cool! As far as those include texture swithches, I haven't been able to get them to work. I think I heard someplace, that for them to work properly, I think you have to use nem's batch compiler, but I can't confirm this.
Posted 19 years ago2005-04-20 03:24:33 UTC
in Big problem!!!Need help FAST!! Post #104863
Weird. If you upload the .rmf in the 'problem maps' section, I will look at it.
Posted 19 years ago2005-04-20 03:21:56 UTC
in Respawning objects Post #104861
I just found a tutorial by BJ that involves a 'counter' that may be useful for your map, but i've not looked at it yet, so can't be sure.
Posted 19 years ago2005-04-19 18:22:12 UTC
in Respawning Weapons Tutorial! Post #104826
Thanks Dandy, for clarification and new info. It's kind of funny those HE maps, 'cause it's like your crapping grenades! :P
Posted 19 years ago2005-04-19 16:42:51 UTC
in Compo 13 - [closed] Post #104820
Can we submit PTS' maps by proxy?:P They are all very unique. 'Hacking' I'm sure was way more complex, but I thought 'Naval Boss' was way more interesting.
Posted 19 years ago2005-04-19 16:29:30 UTC
in FAREWELL TO TWHL!!! Post #104819
Good luck with your new endeavors! And please don't forget us pleebs when you hit the 'big time!'
Posted 19 years ago2005-04-19 16:25:53 UTC
in Compo 13 - [closed] Post #104818
You mean there is things important in life besides Level Design? Nah, I just don't believe it. :P

No joke though, mapping is one time-consuming activity, at least for me. I can totally understand how people don't have time for it, but It doesn't mean I have to like it... :|
Posted 19 years ago2005-04-19 16:19:49 UTC
in Respawning Weapons Tutorial! Post #104817
Very Interesting. Does this have anything to do with Squall's Method in HE_Offroad, where your player automatically spawns HE grenades--about 1 per second--througout the entire map?
Posted 19 years ago2005-04-19 16:14:19 UTC
in Respawning objects Post #104816
Awsome. Did you batton down the scoring aspect? I can't wait to try this. :)
Posted 19 years ago2005-04-19 13:44:55 UTC
in Compo 13 - [closed] Post #104792
PTS: What the hell! You are one of the more talented mappers on this site, and you didn't join, again. Same goes for you Tlax, but your probably to busy showing VALVe how their maps should be... :P

I'm glad to see SlayerA had joined this one, haven't seen a new one from him in a while. Kasperg and Trapt's should be good as well.

And to the rest of us mapping plebians, good luck! :P
Posted 19 years ago2005-04-19 13:33:34 UTC
in Favourite quote!! Post #104786
BL: That is awsome.

"Most of their free time is spent flying, but sometime they stab." (Ask Mark if you don't believe me.) <Regarding Ninjas> - By Maddox
Posted 19 years ago2005-04-19 12:44:35 UTC
in Respawning objects Post #104770
Againe, goes beyond my knoweldge... Perhaps putting this map in the 'problem maps' section with a brief, detailed description of what your trying to do, and what's going wrong, we can recruit some more help for this one. :)
Posted 19 years ago2005-04-18 21:36:46 UTC
in Respawning objects Post #104718
Game_player_equip and env_globals goes beyond what I know about HL entities. If I get a chance, I'll mess around with it. Pretty sweet Idea, you and a friend can target practice for points!
Posted 19 years ago2005-04-18 19:24:59 UTC
in Respawning objects Post #104713
I tried func_guntarget, but couldn't get it to work in the short time I tried, so I'd recommend using a func_button, because it's more straightforward imo.

Also, after looking at Seventh's example, noticed that "touch activates" flag is not necessary for it to work properly.
Posted 19 years ago2005-04-18 19:07:07 UTC
in Respawning objects Post #104712
Nisse: probalby, but I haven't tested it. func_button works fine, with flags set. I will try the func_guntarget though.
Posted 19 years ago2005-04-18 19:05:37 UTC
in Respawning objects Post #104711
That's interesting Seventh, I didn't know you could do that, but it makes sense.

Also I apologize for not mentioning that you needed the func_button to go with it. Actually, I thought it would work without it, but I just tried it, and no joy without func_button, with flags "don't move" and "touch activates" checked. If you don't check "don't move" flag, there is a delay for the item to 'break.'

What's also interesting is you can make the button really big, or really small, to require a direct hit for your 'breakable' item.
Posted 19 years ago2005-04-18 18:29:49 UTC
in walls wont take func_wall? Post #104705
I'll try to make this as constructive and useful for you as possible, so please don't take this the wrong way. 4 general suggestions:

1. Slow down, and take time to read the tutorials. Let them sink in and then try moving forward. Especially if your running with a deadline, this is the first, best way to proceed efficiently. Then if your still stuck, post a detailed, specific question.

2. Another great way to figure out a problem, is to find a map in the example vault that does something similar to what your trying to achieve. Download it, see how it was done, and reproduce it in your map. If What your trying to do isn't in the vault, there are many users who would be happy to post an example map.

3. Don't underestimate the 'find' textbox on the upper right of this page. Chances are if your having a problem, someone down the road had a similar hangup, and it was addressed in a past thread.

4.
I'd appreciate it if when I posted a problem, someone (if at all possible) could respond quickly...
Trust me, of us on this site are waiting, eagerly with bated breath to answer your questions. There is no need to ask for a quick resopnse, and if anything, this may mildly offend some people.
Posted 19 years ago2005-04-18 02:30:12 UTC
in Oh my, I have a new site! Post #104599
Me likes. Simple/functional design is easy on the eyes. What gives with the 404 for compo map though? :P
Posted 19 years ago2005-04-18 00:53:02 UTC
in walls wont take func_wall? Post #104583
Could you please post your compile log?
Posted 19 years ago2005-04-17 20:09:51 UTC
in Respawning objects Post #104561
He wants the targets to re materialize every 5-10 seconds not every round...
Posted 19 years ago2005-04-17 19:10:47 UTC
in props disappear Post #104552
I know with HL1, If you have a huge, complex map, random brushes simply won't appear. Not sure if this applies, but thought I would throw it out there...
Posted 19 years ago2005-04-17 18:47:35 UTC
in Respawning objects Post #104548
Maybe an accompanying ambient general too...
Posted 19 years ago2005-04-17 18:45:06 UTC
in Respawning objects Post #104546
Awsome idea! This is getting interesting...I'm envisioning an old penny arcade shoot 'em up gallery.
Posted 19 years ago2005-04-17 18:40:10 UTC
in What do you think when I say: Post #104543
Posted 19 years ago2005-04-17 18:38:49 UTC
in What do you think when I say: Post #104542
[quote]No point. Absolutely none.

It's like nitrogen. It takes up space, but you can't really see anything.[quote]

Awsome...
Posted 19 years ago2005-04-17 18:35:38 UTC
in General Tips For the Intermediate mapper Post #104541
Posted 19 years ago2005-04-17 17:58:34 UTC
in General Tips For the Intermediate mapper Post #104538
LOL...Leave it to ZL's thoughts to reside in the gutter.
Posted 19 years ago2005-04-17 17:21:38 UTC
in General Tips For the Intermediate mapper Post #104534
1. Playtest other's maps and take time to leave some comments. Not only does this help out the mapper whose map your rating, It also gives you invaluble experience you can use, to judge/improve your own maps. I cannot stress how important this is.

2. Model--not copy--really good mappers. By this I mean, find someone, anyone, whose maps you think are awsome, then study what they did, to achieve the creamy-goodness. It helps If the mapper your emulating has included the .RMF file, but it's by no means necessary. In my own experience, I've found really good maps--ones that really turn me on--are the result of exemplary texturing, and those that also have a simplistic elegance of design, that I don't see very often.

3. Read Every tutorial you can find, then read it againe.

4. If you can't figure something out after Googling and experimenting, ASK! There are many Vastly experienced mappers out there--not the least of which hang out at TWHL--who are 'dying' for new, stimulating questions.

5. Don't give up. When you've tried your best, and your maps still look like hot garbage, press on! Remember why you started mapping and keep trying. Keep your thoughts on the prize, as it may be as close as your next map away!

6. Don't be afraid of new things, but also don't blindly jump into things you don't understand, and expect great results. When I first started using VM, I got nothing but invalid solids and weird compile errors. After a while, when I knew a little more about the engine and hammer, I tried VM againe, and now I use it constantly--with some measure of success--!
Posted 19 years ago2005-04-17 16:32:32 UTC
in Respawning objects Post #104524
You could make object a 'shootable' func_door--set health field to something > 0--, that would rotate or slide out of view when shot. Then, just set the 'Delay before reset to' field to 5-10 seconds.

It's not breakable exactly, but all i can think of atm.
Posted 19 years ago2005-04-16 16:57:20 UTC
in WorldCraft (3.3) No Response Post #104372
No problemo. :)
Posted 19 years ago2005-04-16 16:33:20 UTC
in WorldCraft (3.3) No Response Post #104366
Prolly a dumb question, but did you try upgading to 3.4 or 3.5 beta. If you're not willing to do that, at least reinstall 3.3.

If I were having this problem I would:
-Backup My entire configuration to a cdr or seperate partition
-delete old hammer/config files
-Clean install hammer

Good luck!
Posted 19 years ago2005-04-15 18:36:12 UTC
in srry about the dm server ppl Post #104248
Lol...Time for a new friend :P
Posted 19 years ago2005-04-12 20:53:10 UTC
in The best joke you know... Post #103597
Lol, I forgot about those :P
Posted 19 years ago2005-04-12 20:42:11 UTC
in The best joke you know... Post #103594
Love teh blonde jokes...but where are the 'Your momma's so fat..." jokes?
Posted 19 years ago2005-04-12 20:38:07 UTC
in Compo 13 - [closed] Post #103592
I didn't do anything spectac, kind of gallery of Transformer prefabs moving with func_doors/ rotating, and I included an intro, like at the beginning of a movie sort of.l
Posted 19 years ago2005-04-12 19:56:08 UTC
in Need specific skies! Post #103585
Sweet, thanks! :)
Posted 19 years ago2005-04-12 18:58:41 UTC
in Compo 13 - [closed] Post #103580
Just submitted mine--My first compo Entry! It's buggy, but the best I could do in the time alloted. Good luck to all who've entered!