Forum posts

Posted 19 years ago2005-03-14 09:35:38 UTC
in I got an Idea 2 Post #96785
hahaha, ya true seventh.

He could take the list away.. but eeer.. why?
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Posted 19 years ago2005-03-14 09:33:28 UTC
in Camera Post #96784
It needs a target. make a func_train as it's target, this is the easiest way to get it to work without messing it up.
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Posted 19 years ago2005-03-14 09:31:43 UTC
in func_rain, spirit Post #96783
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Posted 19 years ago2005-03-14 09:29:20 UTC
in ZHLT's Post #96782
Hey guys. I got the new tools now, but what are all the other tools? and what do I do with them? (not talking about the original tools.)
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Posted 19 years ago2005-03-13 20:35:08 UTC
in I got an Idea 2 Post #96692
Ya but then you'd get the idea, of who has it next.
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Posted 19 years ago2005-03-13 19:57:39 UTC
in I got an Idea 2 Post #96689
Well, it still will be a couple of days for me, waiting for BL. (No Worries Take your time bl)
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Posted 19 years ago2005-03-13 19:26:49 UTC
in What the hell is this? Post #96676
Or Though shall be forbidden to such violent acts.
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Posted 19 years ago2005-03-13 19:25:14 UTC
in I got an Idea 2 Post #96674
OOoooooh NEW COMPO.. FINALLY! :P
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Posted 19 years ago2005-03-13 19:22:41 UTC
in I got an Idea 2 Post #96672
I'm just about finished my part. Just a few minor touchups. :P W00TW00T
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Posted 19 years ago2005-03-12 16:43:00 UTC
in Odin's Problem's Post #96522
Don't tie your walls to a func_wall, it slows down the compile times when you got the opaque thing selected. I did a small room once like that, it was crazy, it took 2 and a half hours to compile the small room. Do you know the definition of the"VOID"? The black outside, if an entity is touching the outside (func_wall, lights etc) you'll get the errors that you have posted above.
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Posted 19 years ago2005-03-12 13:39:56 UTC
in New Competition Post #96498
eeeer. OK.. well, come on atom! :P
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Posted 19 years ago2005-03-12 13:36:33 UTC
in I got an Idea 2 Post #96495
I don't have a problem with them.
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Posted 19 years ago2005-03-11 16:10:01 UTC
in Drawings? Post #96382
I pimped, custom limos, cars, trucks, and monster trucks when class gets boring, I should scan them and post 'em. Then you guys can see 'em
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Posted 19 years ago2005-03-11 16:08:10 UTC
in MY WEBSITE Post #96381
I like Geocities.. now don't kill me..argh..hahha lol Untitled Document, oops! I'll have to fix that. ;)
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Posted 19 years ago2005-03-11 16:05:20 UTC
in no hope.... Post #96380
Get the Compilation Controller found here:
http://www.snarkpit.com/editing.php?page=files&game=HL&type=utilities

its shown as HLCC 1.4
Theres also a good setup tutorial! ;) Good Luck

This Batch Compiler is great, It doesn't freeze up, and is much faster when compiling large maps.
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Posted 19 years ago2005-03-11 16:02:17 UTC
in Random sounds Post #96379
Heres another example to do a random sound:
This is done for thunder.
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Posted 19 years ago2005-03-11 15:54:55 UTC
in I got an Idea 2 Post #96378
it was done with the first one. I think it should be it the second, only no confusing stuff, like compo1, or whatever the hell it was. Just maybe Divided parts, ex:
Part 1
Created by Whoever
Part 2
Created by Whoever..etc.

I think it's a good Idea. ;)
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Posted 19 years ago2005-03-11 09:28:26 UTC
in Help an Urbanebula :) Post #96331
Get the Compilation Controller, and then its just a flag you check. And it will include the textures.. I did this with "My Truck" map.
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Posted 19 years ago2005-03-11 09:25:17 UTC
in I got an Idea 2 Post #96330
hmmmm..... You know what I mean..lol :P
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Posted 19 years ago2005-03-10 22:53:16 UTC
in Timed teleporters Post #96288
What do you mean? ...only triggered once?
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Posted 19 years ago2005-03-10 21:50:14 UTC
in scientist jump off roof ! Post #96279
Use a scripted_sequence.. much easier to get sequences like that to work.

http://twhl.co.za/mapvault_map.php?id=2624

This was done by using scripted_sequences.
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Posted 19 years ago2005-03-10 21:09:49 UTC
in I got an Idea 2 Post #96273
HA!...

Nah, the inside looked good. But the outer parts had errors.(leaks.. etc)
other than that, it looks good. I think this mix will be much better than the first.

What about the first of my map.. do you guys want me to put in a game_text, stating the start and finish of my part of the map?
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Posted 19 years ago2005-03-10 21:06:52 UTC
in MY WEBSITE Post #96272
Thanks for the input guys. Ya when theres a bunch of people looking at the site at once it will do that.. damn geocities.. argh. :P
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Posted 19 years ago2005-03-10 09:43:04 UTC
in MY WEBSITE Post #96130
Here guys I've finished my website: . Any input/advice would be great!

:P
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Posted 19 years ago2005-03-10 09:41:06 UTC
in help with textures Post #96128
I've seen a many of these in texture packs on the internet, however, don't know which ones I've seen it in. Search the wadfather site, or just google Road textures
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Posted 19 years ago2005-03-10 09:35:14 UTC
in I got an Idea 2 Post #96127
Wow. Thanks for the simple solution Garg. Don't know why I did'nt think of it first..lol. Yep BL, I got all the layout done now I just have to add the details. It's looking pretty sweet so far though. So yep, I'll be done it by the time I get the fixed map, and i'll set up the level_change and send it back. :)
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Posted 19 years ago2005-03-09 18:59:03 UTC
in I got an Idea 2 Post #96067
Thanks for the input Garg. I'll give it a try.
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Posted 19 years ago2005-03-09 09:54:39 UTC
in Honestly, where did I go wrong? Post #96024
HMMM> WTF? what the hell is this about? Crazy shit. :P :
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Posted 19 years ago2005-03-09 09:51:37 UTC
in Ignore Me Post #96023
BAHUMBUG!
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Posted 19 years ago2005-03-09 09:44:49 UTC
in valve song Post #96022
Pop the Half-Life CD into your cd-rom drive and click "open with Windows Media Player". This should work. If not then you can listen to it from your cd-player.
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Posted 19 years ago2005-03-09 09:42:21 UTC
in Animated Textures Post #96021
Oh and Nemo, good luck with that... it's very difficult to get the trigger right on spot.
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Posted 19 years ago2005-03-09 09:40:10 UTC
in bonfires. Post #96020
Use an env_sprite, but don't check any flags. Just select your fire sprite, the scale, and then set it too addictive, 128. And you got fire, don't give it a name, only if you want it triggered. I recommend getting a Sprite Viewer also.
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Posted 19 years ago2005-03-09 09:37:38 UTC
in Triggering a Sound Once only Post #96019
Huh? I think I'll stick with the basic properties of the ambient_generic. :zonked:
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Posted 19 years ago2005-03-09 09:32:37 UTC
in I got an Idea 2 Post #96017
You guys may be, but I'm still having some trouble with my robotic arm.

I guess the debug flag did'nt work. When I went to test the map I relized that the robotic arm rotates the opposite direction depending on the time it is triggered. This is the first time I've ever had this problem. When I compile once, and load the bsp the robotic arm will function great for say the first two rotates but the will rotate in the opposite dir. on the third time. Then when you type restart in the console, it might work fine. Then you might even type restart a third time and it will be all screwed up again. Its left undetermined. So I'm going to try a trigger_auto when i get home from school today. And hopefully that will fix it...

Has any of you encountered this type of problem?
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Posted 19 years ago2005-03-09 09:26:09 UTC
in Flash? Post #96016
Thanks Kol, just what I was looking for. ;)
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Posted 19 years ago2005-03-08 09:46:28 UTC
in Flash? Post #95841
I need a free flash editor to help make this gif I recently made into flash for my website. Anyone recommend any good free ones?

http://us.share.geocities.com/mv85_19/gifgman1.gif

This thing took me 6hours to make, I kid you not, it consist of 70 frames put together that I needed to edit. Thats why I need it in flash, it's too slow.
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Posted 19 years ago2005-03-08 09:42:23 UTC
in New Competition Post #95839
Hav'nt seen atom around for a while. Hopefully soon anyways.
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Posted 19 years ago2005-03-08 09:30:00 UTC
in Decal problems Post #95835
Here its rather very simple to use:

Click the texture tool on the side. Press { in the texture browser and select a decal. Close the texture tool on the side. Now click the decal tool instead. Now click your selection tool (above the cam tool) and in the 3D view, click on the wall where you want the decal. A walla! there you have it! ;)
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Posted 19 years ago2005-03-07 15:12:10 UTC
in OMG LEMME EDIT Post #95687
MY GOD, WHAT IS THIS WORLD COMING TOO!
WHO THE HELL CARES ABOUT WHAT OTHERS THINK ABOUT YOUR GRAMMAR! : :x : :lol: :P
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Posted 19 years ago2005-03-07 15:10:34 UTC
in New Competition Post #95685
Well, come on already..??? Wheres the compo at.. It should be set up by now! :P
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Posted 19 years ago2005-03-07 15:08:13 UTC
in no walls? black void? Post #95683
Well Mustang like I said above use the Compilation Controller V1.4.

This compiles maps alot faster and doesn't freeze up at all.

Heres the link-->

http://www.snarkpit.com/editing.php?page=files&game=HL&type=utilities

Its called "HLCC 1.4"
Theres also a tutorial there to help you set it up.
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Posted 19 years ago2005-03-07 09:54:46 UTC
in no walls? black void? Post #95625
See up top in the corner where it says "Short ## Surfaces" Are you compiling with Vis set to fast? Use the "Compilation Controller V.1.4"
if your compile freezes up when you try compiling it fully.

Skyboxs, No!
Instead just put brushes covering the openings. Also, if you have no lights in your map, this will also cause your map to be put in full bright.
:P

Good Luck, and happy mapping ;)
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Posted 19 years ago2005-03-07 09:48:57 UTC
in Too much glass? Post #95624
Well, the pros and cons. Ok the pros is that the compile times will be quicker, the cons, is that the bigger the map, chances are that the func_walls will disappear, and reappear depending on the angle your looking at them from. The error "Short 55 Surfaces" will appear in the console. This also happens to rather larger, regular maps without func_walls considering the way it's compiled, so, this is rather undebatable, all depends how you compile :)

Anyone else like to add to that...?
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Posted 19 years ago2005-03-07 09:43:35 UTC
in Camera problem, keeps viewing the center Post #95623
the info_target does not work for cameras for me, when I try to use the info_target, the camera always floats off its path.

For the Camera, asign it to all the path_corner's it will be moving on, and its target should be the FUNC_TRAIN's name. The func_train should be assigned to follow it's path_corners, not the cams path.

The func_train should consist of an origin textured brush inside of another AAATrigger textured brush.

So what you'll need is two sets of path corners, a the camera, and a func_train.
:) GoodLuck
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Posted 19 years ago2005-03-07 09:36:55 UTC
in Robotics Post #95621
I'm not sure what the debug flag does, but now the problem is now non-existent.
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Posted 19 years ago2005-03-07 09:33:41 UTC
in I got an Idea 2 Post #95620
Make sure it compiles BL, so that theres no leaks.. thanks
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Posted 19 years ago2005-03-06 21:48:55 UTC
in Robotics Post #95578
I fixed it guys.. I clicked a debug flag in the multi_manager, and it has'nt screwed up since.. thanks anyways.
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Posted 19 years ago2005-03-06 17:07:46 UTC
in I got an Idea 2 Post #95505
Well, ok BL, but how is this going to work. I can't set the level_change up if your going to fix the other map. Someone else should have set the lc up, then the map should have been sent too me, and after it was fixed. So i'm just going to make my three rooms with a info_landmark at the first. Then send it back to you.. would that be alright BL?
Oh and I have a problem, and need help before my weeks up!-->

http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=7048&pg=1
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Posted 19 years ago2005-03-06 17:06:36 UTC
in Robotics Post #95504
My problem: Ok guys heres my problem now, I have a func_doorrot in my map, when I trigger it, it rotates the 90 degrees, no problem there. Theres a flag also checked to make the entity to rotate the opposite direction. I also got a looping effect put on it, so that it opens, then closes 3 seconds later... then it loops and does it again. Now heres my problem. Everyonce and a while, the door will rotate the wrong way. But I only want it to open and close to the right.

This entity is for a robotic arm sequence with env_renders, consisting of three entities:
1. func_door_rot X axis
2. func_door_rot Z axis (problem entity)
3. func_door_rot X axis

Help needed fast!
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Posted 19 years ago2005-03-05 17:36:44 UTC
in I got an Idea 2 Post #95283
You want me to start a new map? ..that would be great.. this map is huge, I'm having a hard time working with it. Never tried fixing it yet however, I just deleted the ambient_generic.

So do i start a new map?
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