Forum posts

Posted 16 years ago2008-03-26 13:37:15 UTC
in Flat-Life : Full Version Release! Post #248056
No, i said WADINCLUDE. Compile the wad into the bsp. Very easy to do with the Compilator, if you're still using it.
Posted 16 years ago2008-03-26 13:29:08 UTC
in Flat-Life : Full Version Release! Post #248054
Skals: Wadinclude.
Posted 16 years ago2008-03-26 13:13:37 UTC
in Help with mathzorz... Post #248052
Great. You just cost me an entire edit post, pepper. And what you're saying doesn't make sense at all and im pretty sure that doesn't help TheElzar in any way.

TheElzar, here's an example map: http://www.themightyatom.nl/stuff/count_players.vmf

The entity setup in that map is designed for a 2 story/level/floor map with a maximum of eight players.

If you thank me for this, you should thank chrispy as well as he helped me with a similar issue before.
Posted 16 years ago2008-03-26 12:08:24 UTC
in Flat-Life : Full Version Release! Post #248048
Posted 16 years ago2008-03-26 11:52:46 UTC
in Help with mathzorz... Post #248047
I may have something for you, im testing it out atm, so check back soon.
Posted 16 years ago2008-03-24 09:56:19 UTC
in Where do you TWHL3? Post #247943
Madcow plays C&C.

Win!
Posted 16 years ago2008-03-23 07:36:56 UTC
in Display value of an math_counter Post #247911
FYI, this is Source. :)
Posted 16 years ago2008-03-23 07:35:52 UTC
in Desktops of late March Post #247910
Another Space Shuttle launch background. An early morning launch for Endeavour this time. :)

User posted image
Posted 16 years ago2008-03-22 19:28:19 UTC
in The Free Texture Thread! Post #247884
Here's one that can be used as an overlay texture in Source:
User posted image
I've provided the VTF and VMT for quick usage:

km_misss_blanche.vtf (512x512)
km_misss_blanche.vmt

Note: put the VTF and VMT in a subfolder named kees_molders withing your materials folder for it to show up in Hammer and ingame.

Credits go to my uncle, Kees Molders, he made the original photograph and cutout. He shot this poster in my hometown. You'll find more photo's of my hometown on my uncle's website. The site is in Dutch so you might wanne use an online website translator if you want to read the text he has written. Else just click the yellow FOTO'S link and then click on a sub category below. If you click the gelderlander category, you'll find some photo's of the old train warehouse, the building i mapped for the Real World Reconstruction compo.

My hometown has a lot of old buildings and it might just be good reference for your maps. :)
Posted 16 years ago2008-03-22 15:25:30 UTC
in brush bug Post #247882
i love the way the seconds remaining and the procent is shown.
Its just a parameter thats doing that: Estimate, which i enabled by default.
Posted 16 years ago2008-03-22 14:20:08 UTC
in brush bug Post #247880
http://twhl.co.za/forums.php?thread=14161

And it is on my website under "Projects".
Posted 16 years ago2008-03-22 14:08:52 UTC
in brush bug Post #247878
Use my Compilator. Activating sparse is as easy as pie.
Simply goto to the Rad tab and check the sparse box, as seen here:
User posted image
Its an old screenshot, but the sparse checkbox is still there.
Posted 16 years ago2008-03-21 14:30:26 UTC
in Respawn plugin Post #247851
1. Wrong forum. Post your question in the correct forum next time.

2. Nobody's got a clue what you're talking about because you have'nt mentioned what game/mod your mapping for. This is kinda common sense.

2. Just what the heck is a respawn plugin anyway? Just place multiple info_player_whatever in your map.
Posted 16 years ago2008-03-20 11:01:33 UTC
in Display value of an math_counter Post #247829
Chrispy, your idea works great! Thanks! Ill give you credits (Its for the current compo). :)
Posted 16 years ago2008-03-17 19:01:31 UTC
in Display value of an math_counter Post #247756
So a logic_case works like the Select Case statement in the VB .NET programming language? In that case, you're idea might work. Im going to try it out asap. Ill let you know the results. :)
Posted 16 years ago2008-03-16 19:00:20 UTC
in Display value of an math_counter Post #247728
Ehh no, thats not gonna work, since i need those numbers to add up.
Think of it like a score system in somekind of platform game (Duke Nukem 2/3d, Commander Keen, Alien Carnage and the like)

Adding up numbers with a math_counter works fine. I just need actually show the value of the math_counter to the player.
Posted 16 years ago2008-03-16 18:12:39 UTC
in Display value of an math_counter Post #247726
Ok.

I have a math_counter, initial value 0.
I have 3 func_buttons. Each button adds a value of 100 to the initial value of the math_counter.
So when all the buttons are pressed, the value should be 300.

Now i want to display this value to the player. I was thinking about a game_text. But i can't figure out a way to make game_text display the value of the math_counter to the player, since you're only allowed to type in text in the Text to display property field.

So is there way to do this?

Valve should inplement something like this:

Lets say mcounter_score is the name of the math_counter entity.
Then, in the Text to display property of the game_text, you type in:
mcounter_score(value)
So that the game_text displays the value of the entity named mcounter_score.

But nooo...
Posted 16 years ago2008-03-15 18:43:27 UTC
in Now Playing: ... Post #247700
Zehavi and Rand vs Hydroid - Carpe Diem.
Posted 16 years ago2008-03-15 09:55:02 UTC
in help with sitting scientists please Post #247694
How about Google'ing it?
Jeez...

That, or get the SDK from my site under Downloads.
Posted 16 years ago2008-03-14 17:03:05 UTC
in TWHL3: The Buglist Post #247678
Get on with it!

Harr.
Posted 16 years ago2008-03-14 12:11:54 UTC
in brush bug Post #247669
No, you can generally ignore those as they won't affect overall performance of your map.

Note that the numbers you see (1775 and 1765) are not brush numbers, but leafs. Its hard to explain what they are.

Take a look at this tutorial to see what its all about: Leafs, what are they? Im doing the same.
Posted 16 years ago2008-03-14 11:52:53 UTC
in brush bug Post #247667
Im also running this map on no vis. might that be the problem?
Im pretty sure that is the problem. Its never a good idea to skip Vis, instead, compile with -fast vis. If you just need to look at architecture or entity setups, you can turn of Rad to speed up the compile process, but never should you skip Vis.

So compile with -fast or normal vis to see if that does anything.
Posted 16 years ago2008-03-14 10:00:34 UTC
in brush bug Post #247665
First of all, make sure you're not playing in Software mode.

Second, check if the brush in question has been vertex manipulated. If so, make sure that the brush is valid.

Third, check your log file for anything suspicious.
Posted 16 years ago2008-03-14 08:28:05 UTC
in TWHL3: The Buglist Post #247661
until i do that (tomorrow).
I can see that. Not :P. No admin thingies yet. You should fix this asap, as people still double/triple post, post duplicate maps, and stuff. Plus, i need to edit my Compilator thread.
Posted 16 years ago2008-03-11 15:52:02 UTC
in Competition 25 Post #247558
Im doing a remake of the first level in Commander Keen: Invasion of the Voricons: Episode 3: Keen must die!

Im even remaking a part of the worldmap that shows the first level:

Teaser
Posted 16 years ago2008-03-09 15:30:25 UTC
in Engine limitations Post #247487
Very well explained, cowmoo. ^^
Posted 16 years ago2008-03-09 09:24:32 UTC
in Competition 25 Post #247467
you can use a small amount of custom content, as long as it stays a small amount.
Eh?

I'd like to remake the first level in Commander Keen 3: Invasion of the Vorticons (IotV).

Long time ago, i took screenshots of all the IotV episodes (3), and made textures out of them for GOldSource. An old test level with these texers can be found here: http://twhl.co.za/vault.php?map=671
I allready converted them to Source.

Can i use these to make the map with? Because making a Keen level in Source with only the default Source texers is just plain stupid.
Posted 16 years ago2008-03-06 13:29:10 UTC
in Rimrooks Modelling Tutorials Post #247303
Posted 16 years ago2008-03-05 21:01:44 UTC
in Half life crash with game_counter and ga Post #247265
My site has all the latest versions of everything you need for mapping, including the FGD Spike is talking about. I just checked, and it has the trigger_counter entity.
Like the camera points at a different point other than the target you choose, then it pans over to the target
Set the angle to point at the target entity so it doesn't pan that much.
Posted 16 years ago2008-03-05 14:39:50 UTC
in Who is Gman ? Post #247234
Nubcakes, its not Freeman.
Posted 16 years ago2008-03-02 11:51:57 UTC
in Competition 25 Post #247048
No offense, but at least Kasperg isn't here anymore to join this one, so yay.
Again, no offense. :)
Posted 16 years ago2008-03-01 20:34:39 UTC
in Counter-strike (HL1) or Source (HL2)? Post #246978
Posted 16 years ago2008-02-27 20:33:45 UTC
in Post your screenshots! WIP thread Post #246746
Those aren't my texers. I got it from the Wadfather many years ago.
Posted 16 years ago2008-02-27 18:49:56 UTC
in Post your screenshots! WIP thread Post #246741
K. Good points.
Posted 16 years ago2008-02-27 18:22:18 UTC
in Post your screenshots! WIP thread Post #246736
Well, there's another set of the same textures, but these are more... dirty. Here's a comparison screenshot:

Clean
Dirty

Should i use the dirty variant then?
Posted 16 years ago2008-02-27 17:55:04 UTC
in Post your screenshots! WIP thread Post #246733
Quick map im putting together to supertest The Compilator's new features:

User posted image


User posted image
Posted 16 years ago2008-02-27 15:09:11 UTC
in dm_kokiri Post #246721
Sure, send me. :)
Posted 16 years ago2008-02-27 13:47:04 UTC
in TWHL3: The Buglist Post #246716
Are bug?
No. See what happens when you click it.
Posted 16 years ago2008-02-27 13:20:01 UTC
in dm_kokiri Post #246712
Well, i don't play games on consoles. I've only played on Nintendo (NES) but that was 15 years ago. Now, i only play games on PC.

Forgive me for not knowing "the best game ever".

Still, if you need a playtest, you know what to do.
Posted 16 years ago2008-02-27 10:43:23 UTC
in dm_kokiri Post #246706
For fucks sake, what the fuck are you talking about?

Sheesh!
Posted 16 years ago2008-02-27 10:00:19 UTC
in dm_kokiri Post #246704
What? Whats going on.
Posted 16 years ago2008-02-27 09:39:58 UTC
in dm_kokiri Post #246700
It looks... well, boring. No offense. :)
But the idea is nice, building things from the real world has always been a challenge.

Never heard of kokiri, deku tree and ocarina of time, whatever that is, but if you need a playtest, let me know and ill host some HLDM for ya.

HL1 Mapping is good!
User posted image
Posted 16 years ago2008-02-26 18:49:00 UTC
in Waves on HL2? Post #246666
Posted 16 years ago2008-02-26 18:30:38 UTC
in favicon contest Post #246663
They look good, but it is pointless.

Lambda icon wins it because it stands for everything that is Half-Life.
Posted 16 years ago2008-02-25 18:29:01 UTC
in Level transition crash Post #246598
Could be an entity setup mistake. Check your entities.

It could also be that the position of the info_landmark in both maps don't line up. Its hard to explain, but basically you need to keep the distance between the center origin of the info_landmark and the center origin of the trigger_changelevel brush the same in both maps.
Posted 16 years ago2008-02-25 11:26:02 UTC
in Now Playing: ... Post #246586
Frank Klepacki - Hell March 2 (Red Alert 2 Soundtrack)
Posted 16 years ago2008-02-23 16:13:54 UTC
in last attempt Post #246377
I hope for you you're talking about your doomed HL2 for HL1 mod. It'll fail.
Posted 16 years ago2008-02-23 14:39:19 UTC
in Rimrooks Modelling Tutorials Post #246367
(i can't model I'm Dead - :death:)
Now is the time learn! Check out Rim's tuts.
Posted 16 years ago2008-02-23 12:21:26 UTC
in Rimrooks Modelling Tutorials Post #246339
Very nice.
Now texer it.
Posted 16 years ago2008-02-23 12:10:37 UTC
in hl quiz Post #246332
Bumpmaps, envmaps, shaders.