Forum posts

Posted 16 years ago2008-05-18 07:43:25 UTC
in A door Post #250113
That looks like a func_door_rotating to me, so go into its properties and goto the Flags tab.

There are two checkboxes called X Axis and Y Axis. First, have them unchecked to see if the door moves into the correct direction. If its not, check the X Axis flag. If that doesn't work, check both the X and Y Axis flags. If that doesn't work, only check the Y Axis flag. Sooner or later you'll find the correct setting that will make your door move into the correct direction. Its bascially just trial and error.
Posted 16 years ago2008-05-18 07:39:20 UTC
in Guess a dialog! Post #249922
Saw, post yours asap, please.

Edit: Saw fails (Not the movie series).
Anyone else up for the task of recording a game dialog?
Posted 16 years ago2008-05-17 17:53:46 UTC
in Model search Post #250086
Looks fine by me. :)
Posted 16 years ago2008-05-17 14:07:12 UTC
in func_tank + func_breakable, help please Post #250076
Use the NULL texture. This texture is invisible in the game, but visible in Hammer, and works on both brush entities and solid brushes. If you can't find this texture, make sure you have zhlt.wad loaded in Hammer. This wad file is included in the latest release of ZHLT (version 3.4) You can find this version of ZHLT on my site.

Make sure you WADinclude zhlt.wad if you plan to release your map.
Posted 16 years ago2008-05-17 13:18:23 UTC
in Model search Post #250072
Thats called a smokestack, also known as a big ass chimney.

I believe there's one in Source. Unless this is for HL1, you either have to model it yourself or make it out of brushes.
Posted 16 years ago2008-05-17 11:15:05 UTC
in func_tank + func_breakable, help please Post #250070
Wrong forum. If this is a question for HL1 games/mods, post in the HL1 engine forum, else, the Source forum.

My guess is HL1.

There's not need to make a new thread in any of those forums at this point, as a moderator can move this thread.

Ok, so the turret is the func_tank. Place in an invisible brush over the turret so that the turret is actually inside the brush, and turn into a func_breakable. Set its properties such as name and amount of damage. Also specify a name in the Target on Break property, something like mm_ftank_destroyed.
Now place a multimanager, and name it mm_ftank_destroyed.
Also place a trigger_relay and name it rl_kill_turret. Set the kill property to the name of the turret.
In the multimanager, add a new keyvalue:
Key: rl_kill_turret
Value: 0

If you don't know how to use multimanager, check out tutorials and/or Entity Guides.

Now add another trigger_relay and name it rl_kill_fbreakable. Set the kill property to the name of the invisible func_breakable.
In the multimanager add another keyvalue:
Key: rl_kill_fbreakable
Value: 0

Thats it. Now here's what will happen:

When you fire at the turret, you're actually hitting the func_breakable. When the func_breakable breaks, it immediately triggers the multimanager, which triggers the two trigger_relays. One will kill (remove) the turret, and the other one will kill the invisible func_breakable.
You can add more keyvalues to the multimanager if you wan't to have fire (env_sprite), sound (ambient_generic) and perhaps a shake (env_shake) to make it more realistic.
Posted 16 years ago2008-05-17 07:12:43 UTC
in Flat-Life Popularity Drive: Compo? Post #250062
Its obvious he didn't do that on purpose.
Posted 16 years ago2008-05-16 16:41:34 UTC
in 2d, top-down flash MP arcade Post #250043
I don't like the idea of having a flash game on TWHL. It might even be extremely hard to make.
Posted 16 years ago2008-05-16 11:25:11 UTC
in Geometry Challenges Post #250027
It can be any model, as long as it is a character/npc/monster. No propmodels!
So yes, you can do the Friendly.
Posted 16 years ago2008-05-16 10:32:12 UTC
in Hammer 4 won't work. Post #250024
In de Source SDK menu, click the Reset game configurations, then click the Refresh SDK Content to make sure everything is up to date.
Posted 16 years ago2008-05-16 09:44:26 UTC
in Geometry Challenges Post #250022
There's plenty of time for improvement, as i have yet to pick a deadline.
Posted 16 years ago2008-05-16 07:31:10 UTC
in Geometry Challenges Post #250017
You can do a npc from HL2 as well.
Posted 16 years ago2008-05-15 11:17:28 UTC
in Geometry Challenges Post #249998
Actually, this is supposed to be a HL1 npc/monster only...

Oh well. Source is fine too.
Posted 16 years ago2008-05-15 09:40:35 UTC
in Geometry Challenges Post #249995
Ill pick a deadline as soon as two entries are in, so no rush. :)
Posted 16 years ago2008-05-14 14:17:52 UTC
in Geometry Challenges Post #249934
Your mission, should you choose to accept it, is to take a random npc/monster (from cockroach to Nihilanth) from Half-Life and make a brush version of it.

Rules:
  • Only npc/monsters!
  • Use the npc/monster original texture(s) or design your own.
  • WADINCLUDE your custom textures!
- Use The Compilator!

Your npc/monster doesn't need to move, so make it in its stationary position (idle).

The bigger the npc/monster, and the higher the level of detail, the more likely it is that you win.

And please, don't choose the cockroach!

Now get to it!
Posted 16 years ago2008-05-13 16:21:28 UTC
in [UTILITY] Compilator 3 Public Beta Post #249931
Development news! As of May 12th, im adding in the ability to compile Source maps with The Compilator, next to the ability to compile GoldSource maps, as you may already know. Hopefully the current Source SDK allows us mappers to compile Source maps from outside the SDK and Hammer 4 using a front end application. More info soon.
Posted 16 years ago2008-05-13 14:50:28 UTC
in Post your screenshots! WIP thread Post #249930
Get on MSN and ill host a game. :)
Posted 16 years ago2008-05-13 10:03:49 UTC
in Post your screenshots! WIP thread Post #249921
ROFL, CP maps again. Win. :D

Cool name too, as long as you don't name it Launchpad 39A or B.
Posted 16 years ago2008-05-12 15:12:15 UTC
in Open for TWHL3 Suggestions Post #249897
Good suggestion, Loffe.
Make it happen!
Posted 16 years ago2008-05-11 07:09:08 UTC
in 4 different skys in one map Post #249842
Don't hijack threads, Darkstalker, make your own.
Posted 16 years ago2008-05-10 07:12:31 UTC
in Guess a dialog! Post #249809
CP, you gotta be online more often to give hints or people will give up and this thread will die.
Posted 16 years ago2008-05-09 15:47:06 UTC
in Game_counter question. Post #249798
Posted 16 years ago2008-05-09 15:02:03 UTC
in Game_counter question. Post #249795
Don't know. Its something in the engine code, you can't access that.
Posted 16 years ago2008-05-09 14:52:47 UTC
in Game_counter question. Post #249791
Could be.

If you have more than one entities that create the same sound at the same time, make sure only one of them create the sound.
Posted 16 years ago2008-05-09 14:36:50 UTC
in Game_counter question. Post #249788
I think this has something to do with sound.

Either you're playing too many sounds at once, or you're playing one sound from multiple ambient_generics at once.

However, Tommy14 says this:

Each entity ingame takes up an edict slot, if the game ever runs out of edict slots you get the crash "no free edicts." Solution is to reduce the number of entitys in the level. Single player mods may have a different number of edicts than multiplayer mods, possible due to the number of player entitys, sprites & models required. Reported general HL limits are SP=900 to 1024?, MP=1365 to 2048?? your Mod may vary.
However, in a small map with few entities, the error can also be too many of one sort of entity - some Mods of HL have individual entity limits.


So im not entirely sure whats causing this...
Posted 16 years ago2008-05-09 10:43:31 UTC
in Geometry Challenges Post #249779
Bah, the leaves suck. But im not going to improve those because it really lags Hammer.

But thanks for voting, Tetsu0. :D
Posted 16 years ago2008-05-09 08:53:50 UTC
in Entity Challenges Post #249774
Awesome idea!
Posted 16 years ago2008-05-08 12:34:13 UTC
in Missing Enities Post #249731
Uhm, correct me if im wrong but CS:CZ is a multiplayer game, not a singleplayer game, and thus, the entities you're looking for are pointless, as those are only used for singleplayer maps, not multiplayer maps.

Unless CS:CZ has a singleplayer variant...
Posted 16 years ago2008-05-08 11:14:07 UTC
in Missing Enities Post #249725
What game/mod?
Posted 16 years ago2008-05-07 18:24:42 UTC
in Burma Post #249696
Is it? Then the news people i just saw on TV blundered big time.
Posted 16 years ago2008-05-07 17:22:57 UTC
in Burma Post #249690
True that, but it is Birma.
Posted 16 years ago2008-05-07 14:32:21 UTC
in Guess a dialog! Post #249676
Your wav is borked. It crashes my Winamp and Windows Sound Recorder says that the file is not a valid WAVE Sound format.
Posted 16 years ago2008-05-07 14:09:28 UTC
in Guess a dialog! Post #249673
In that case, go ahead, as Unb already logged out again...
Posted 16 years ago2008-05-07 14:01:14 UTC
in Guess a dialog! Post #249671
You're absolutely right, Unb. If you want, you can be next (if everyone is ok with that).
Posted 16 years ago2008-05-07 13:49:13 UTC
in Guess a dialog! Post #249667
Soo... who's next?
Posted 16 years ago2008-05-07 11:44:52 UTC
in Guess a dialog! Post #249662
Why would you record a dialog in French? As if anyone wants to play French games (unless you can understand French)...
Posted 16 years ago2008-05-07 09:52:42 UTC
in NPC's shooting to a target. Post #249661
Use a scripted_sequence with the firepistol animation. Open barney.mdl in Jed's Model Viewer to find the correct animation.
Posted 16 years ago2008-05-06 17:45:34 UTC
in Guess a dialog! Post #249638
No One Lives Forever
Saw is correct. You're next. :)
Posted 16 years ago2008-05-06 17:15:45 UTC
in Guess a dialog! Post #249632
You control a female character.
Posted 16 years ago2008-05-06 14:53:08 UTC
in Guess a dialog! Post #249628
To hard eh?
Then here's a another tip:

The game title consists of four words...

* ** *** *****
Posted 16 years ago2008-05-06 13:14:49 UTC
in Guess a dialog! Post #249626
Nope.

There's no number in the title.
Posted 16 years ago2008-05-06 11:30:29 UTC
in Guess a dialog! Post #249623
Its a first person shooter.
Posted 16 years ago2008-05-06 06:07:33 UTC
in Guess a dialog! Post #249617
C'mon... Its a game released in 2000/2001. It had one sequel and one prequel.
Posted 16 years ago2008-05-05 18:40:49 UTC
in Guess a dialog! Post #249599
Sounds like Fable.
Wrong.
Posted 16 years ago2008-05-05 13:46:22 UTC
in Guess a dialog! Post #249585
Lets try out this forum game.

The goal is to guess a game dialog. Dialogs can be conversations between characters/npc or cutscenes, whatever. The person who gets it right is the one to post the next dialog.

You'll need to able to record the game's audio. Use Goldwave or any other sound recording application. Saving the recording as a mp3 is preferable. Finally, you need webspace to host the file. There's are plenty free hosting site out there so it should'nt be that hard to find one.

One tip: don't record too much and try to keep your recording below 1 minute.

Here's the first dialog: Sheep

Good luck.
Posted 16 years ago2008-05-05 08:31:53 UTC
in GoldSource Mapping Tips Post #249579
Not so sure about that, HLG, here's why:

To preview sounds, use either Wally or PakScape. Both of these application can play sound by simply doubleclicking the wav.

For sprites, you use Sprite Explorer. Not only can you compile individual bmp's, gifs and whatnot into new sprites, it also allows you to preview all the sprites found in Half-Life, animated and single frame sprites.

The same goes for models. Jed's Model Viewer allows you to preview all animation sequences, replace textures, resize and more.

You can't do all of this in Windows.

Still, i would recommend extracting only sprites and models into valve/models and valve/sprites to make models and sprites visible in Hammer (requires Hammer 3.5 beta and a FGD file that support this). Extracting sounds is pointless and a waste of space.
Posted 16 years ago2008-05-04 16:58:14 UTC
in Desktops of April & May Post #249571
User posted image
  • Space Shuttle Discovery at Launch Pad 39-A
  • TWHL
  • Firefox
  • Hammer
  • Winamp
  • Tiger Theme
Posted 16 years ago2008-05-01 08:28:51 UTC
in Geometry Challenges Post #249427
Here's my entry:

Brush based tree by Muzz

Screenshot:

User posted image

Hammer info:

Solids: 2815
Faces: 11272
Point Ents: 2
Solid Ents: 669

All brushes (except sky brushes and floor brush) are triangles with unseen faces NULLified.

W00t!
Posted 16 years ago2008-04-29 15:59:23 UTC
in Entity Challenges Post #249393
beefburgers
Fuck you too D:
Hahahaha.
Posted 16 years ago2008-04-29 14:07:36 UTC
in Geometry Challenges Post #249389
I only just started and now Wally starts to bug me.

After batch conversion in Wally my texture looks really bad with reduced colors! I can't figure out how to fix it.

Anyone know how?


Forget it, i fixed it. I was using the Quake 1 wad2 file type instead of the Half-Life wad2 wad file type.