Use a monster_generic and check the "not solid" flag, then put clip brushes around it so you can't walk through it. You may have to make sure the clip brushes aren't touching the model at all if you find it's disappearing.
I read a very similar article about this same thing a looooooong time ago (2004 or 2005, it seems), but if you haven't read it, it's still really interesting.
It's not just surgeons though. I thought it was a fairly well known fact that playing video games improved your hand-eye coordination greatly, which obviously can be used in many different situations.
I don't exactly think it's necessary to start with HL1, seeing as Source does the same exact things in some way or another. Plus, if you get too addicted to the HL1 entity system (like I have), it can be really hard to move over. Just as long as you limit yourself at first, it doesn't matter which engine you start with. One isn't dramatically harder than the other.
I'm pretty sure the elevator wouldn't "jump" (it's mostly dependent on what's in the current map, not the previous one), but I admit it might be a little tricky getting everything to line up correctly. Your way is probably more secure.
Kinda late to reply, but I'd actually put the trigger_changelevel somewhere on the way up (for the moving one), so the player actually has to hit it to trigger it. This way, if the elevator goes up without the player in it, the level won't change on its own.
Hey, keep posting more cat macros and we're right back on track. The way I saw it, people had kinda just run out of them. You can only recycle a cat joke so many times.
And remember, modeling for CS is really just modeling for Goldsource. All the file types are interchangeable between HL mods. So if you make a prop for CS, it could be used in any mod, although the scale might be a tad off.
No, but I could point you away from coding. There simply isn't any to be done for Counter Strike. The source code for it was never released, so there's nothing you can do.
But as far as modeling goes, I could only tell you to use Milkshape 3D.
I played it, and it's kinda weird but not too good. It's REALLY laggy for one thing (this is with a 256 MB GeForce 7600, Athlon 64 3700+, and 1.5 GB RAM), and it doesn't seem like you should have to sacrifice so much playability for a couple neat visual effects. With all the lag, I had a really hard time crouch jumping (I always crouch jump), and even aiming at enemies was a pain.
The graphics were fairly good, but they really clashed with the old textures, and that detracted from them a lot. If I'd seen these graphical effects used in Poke646: Vendetta, they would have been out great, but here it just looks cheesy.
The flashlight was probably the worst thing about the graphics. I don't understand they did this, but for some reason they decided the regular flashlight wasn't good enough, and they replaced it with this worse looking 2D effect that just lit up certain areas of the screen, instead of actually lighting the geometry.
So, it might be good if you can make a fun mod based on it, but only if they can reduce the lag a lot. Until then, stick with Source if you want good visuals. It's just not worth it right now.
To tell you the truth, none of that stuff looks that good. It's all kinda cheesy, especially when used in contrast to all the old HL stuff. I can see a lot of people using this as a cheap compensation for good mapping, which is perhaps how it'd look the worst. :
And that picture of the light fixtures is just a bunch of sprites. I can't figure out what they were trying to do there.
Yup, func_conveyors, looping portions of rock, and fog is how it's gonna be done. The r_speeds are also unbelievably low, with the w_polys staying around 300. I guess it's all the stretched textures.
Yes, click the icon for the block clipping tool multiple times to change modes, until you get to the one that lets you split brushes instead of just clipping a portion of it away. As long as you don't overdo it, this is the most efficient (and really only) way of placing multiple texture along one straight surface.
You can't actually place multiple textures on one face, but you can get the same thing by just placing them side-by-side.
Yup, that method that Killer-Duck recommended is great. Still, it's not impossible to have low-poly triangle terrain, just as long as you don't overdo it with the detail.
Yes, that's the tractor trailer you're riding in. And yes, you're shooting out the back of it at the grunts in the pursuing trucks, while going about 80 MPH.
Expect some major explosions in this portion of the mod.
It was working last night, and after I changed a few things it's now crashing HL and b0rking up Steam at the same time, which has NEVER happened to me before.
Errr... By the way, is it possible to trigger too many entities at once?
Yes, just open the texture application tool and click on whatever face you want to select it. Then, click the little browse button in the window, select the desired texture, and click apply.
Or you could create one block with all the right properties, hit the copy button, and paste it into all the other blocks. Or just copy that brush a bunch.
If that compile log you posted is what you got when you hit f9, then it did compile. Maybe you have your game configurations set up wrong or something, and it isn't launching the game automatically like it should. Have you tried running the map from the console?
Also, when you say you removed the texture in zhlt.wad, what did you replace it with?
Still, I've never had Half-Life crash just because I didn't check that flag.
And rowley, I thought they were individualized in multiplayer, but they just didn't show up in single player without that flag checked. I could be wrong though.