Forum posts

Posted 17 years ago2007-02-12 18:57:38 UTC
in Map Request?? Come Here Post #212311
I highly dislike the message Hunter conveyed to him (I think new mappers should be welcomed here), but I do have a problem with people who come here asking for somebody to make a map for them, and I find that people who are willing to go along with it just perpetuate the problem.
Posted 17 years ago2007-02-12 18:37:09 UTC
in Need idea for a cs:s map. Post #212307
HAHAHAHAHAHA!!! This is too much! You've started two threads in about 30 seconds, each with pretty much the same topic.

Please, come up with your own ideas, and if you're too uncreative to even do that, then nothing you make is going to turn out good. You can be told what to map, but you can't do anything without some creativity of your own.

If you just need to get started though, you can always do some image searches (on Google, or whatever) and find some interesting architecture that may inspire you.
Posted 17 years ago2007-02-12 18:31:10 UTC
in Map Request?? Come Here Post #212303
Dude, we don't really want you doing this here. This site is here to help people learn how to map, not to get free mapping services from some newbie who has one fullbright map under his belt. We want people to learn how to make their own stuff, so they don't need others do it for them.
Posted 17 years ago2007-02-12 07:41:04 UTC
in Half-Life: Hostage Situation Post #212227
I may have some media up soon (in the next couple of days), but it probably won't be what anyone's expecting. That's a good thing, in this case. :)
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-11 23:05:59 UTC
in [WIP][HL1] Xen Assault Post #212205
The face is really great, but everything else is pretty blurry... That's just what you get for using the low def models. I'd say you should make the blood on his shirt more opaque, and darken his hands until they're the color of his face.
Posted 17 years ago2007-02-11 18:49:17 UTC
in Advanced Brushwork Mini-Compos Post #212183
I clicked on it last night, and it worked then, but it's not now. Maybe it's just a problem with ImageShack. :
Posted 17 years ago2007-02-11 18:45:39 UTC
in Black mesa transit system type map Post #212182
You might want to check out Blue Shift and Opposing Force, if you haven't already. They both have interesting tram sequences in them. Combined, they use about as many effects/ideas as anyone's going to be able to come up with. It's not really that hard, and there aren't that many possibilities.

And yeah, I've actually made one myself (you can see the beginning of it in one of my problem maps), but I never used it, and I didn't try anything really groundbreaking.
Posted 17 years ago2007-02-11 08:07:08 UTC
in func_vehicle&func_vehiclecontrol Post #212152
And n00bish and buggy. Did I mention they were buggy?
Posted 17 years ago2007-02-11 03:12:44 UTC
in Advanced Brushwork Mini-Compos Post #212145
I thought it was impossible to completely smooth things out in Goldsrc. I suppose you could get fairly close, though.
Posted 17 years ago2007-02-11 02:41:29 UTC
in Advanced Brushwork Mini-Compos Post #212143
Wow, that's just so amazingly 1337, Kasperg. I love you now. :heart:

Still, I'd like to see a slightly bigger picture.
Posted 17 years ago2007-02-10 04:55:49 UTC
in Advanced Brushwork Mini-Compos Post #212069
RICIN', BABY!
Posted 17 years ago2007-02-10 02:09:37 UTC
in Advanced Brushwork Mini-Compos Post #212062
Wow... You've got a long way to go, unless you're just planning on releasing the front bumper! :D
Posted 17 years ago2007-02-09 22:06:52 UTC
in Coding proposal Post #212042
Can you add in the cigar marine with the heavy machine gun?
I was gonna ax the same thing! That would be really 1337 if you could.
Posted 17 years ago2007-02-09 22:04:51 UTC
in Advanced Brushwork Mini-Compos Post #212041
Nope, doesn't work in either for me.
Posted 17 years ago2007-02-09 19:54:45 UTC
in Advanced Brushwork Mini-Compos Post #212035
Kasperg: Your first link no worky.
Posted 17 years ago2007-02-09 17:45:57 UTC
in I need help, missing important texture Post #212019
Agreed. There's n00bs that can be turned into good mappers, but then there's just people like this...
Posted 17 years ago2007-02-09 17:44:23 UTC
in Desktops of February Post #212018
DO YOU SPEK ENGLESH?
Posted 17 years ago2007-02-09 08:11:15 UTC
in Coding proposal Post #211978
That's not really that bad, is it?
Posted 17 years ago2007-02-09 08:10:10 UTC
in Competition 23 Post #211977
Or something else you're too embarrassed to tell us about.
Posted 17 years ago2007-02-09 07:09:30 UTC
in Coding proposal Post #211973
True, true! GOLDSRC SHALL RULE THE LANDS WITH AN IRON HAMMER FOR THE REST OF ETERNITY!
Posted 17 years ago2007-02-09 01:33:15 UTC
in HL clips Post #211956
Creating a custom texture?
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-07 00:03:08 UTC
in framerate problems(maybe)? Post #211844
Make things that are square in triangles? How would that help?
Posted 17 years ago2007-02-06 20:13:41 UTC
in Team DM: TWHL vs. SP Post #211833
Dave... You fail. :|
Posted 17 years ago2007-02-06 07:13:51 UTC
in Mapping Forums/Sites [i]you[/i] visit! Post #211777
Wow, I really love that community, Zombie! I think I'm starting to fit in! Love all the pics you post of your own work, too. :P
Posted 17 years ago2007-02-06 07:10:12 UTC
in Draw Distance ? Post #211776
Hey, whatever you say. I've never tried either method. :)
Posted 17 years ago2007-02-06 05:03:20 UTC
in Draw Distance ? Post #211765
Ohhh... Gosh. Either I never even read all of the first post, or I entirely misinterpreted it. You're actually right, espen180. Sorry about that.

However, as explained in this thread by rowleybob, you can decompile the map, and then recompile it with only the entities changed. Technically, the map properties are within the worldspawn entity, so you may be able to change the view distance and recompile it. This would be a different map though, and you wouldn't be able to use it interchangeably with the previous version.
Posted 17 years ago2007-02-06 02:01:36 UTC
in help with compile? Post #211760
You've got the wrong forum, I think. You said you were using func_details, which are nonexistent in the HL1 engine.

Anyway, if you actually are using HL1, then it could take a long time if the map is really expansive. But if it's taking hours (or even 30-40 minutes), then you've probably tried to do what we warn so many people about not doing in HL1: Making gigantic outdoor areas.
Posted 17 years ago2007-02-05 23:49:20 UTC
in Mapping Forums/Sites [i]you[/i] visit! Post #211752
D: What are happening to this thread?
Posted 17 years ago2007-02-05 22:34:14 UTC
in Draw Distance ? Post #211749
espen180... You're plain wrong. Go to the map properties and set "max viewable distance" to whatever you like. It's in units.
Posted 17 years ago2007-02-05 21:54:04 UTC
in Mapping Forums/Sites [i]you[/i] visit! Post #211745
Ouch.
Posted 17 years ago2007-02-05 20:55:47 UTC
in Mapping Forums/Sites [i]you[/i] visit! Post #211742
Here's your linkeh, rowleybob:

http://www.half-lifecreations.com/

It just started up a little while ago, and has little over 20 members!
Posted 17 years ago2007-02-05 20:48:22 UTC
in FATAL ERROR (Dll) Post #211741
Oh yeah, FOUR POSTS IN A ROW! Three of them with (possibly identical) compile logs in them! w00t! :cool:
Posted 17 years ago2007-02-05 19:19:36 UTC
in [WIP][HL1] Xen Assault Post #211733
Good idea, not taking too many screens. A lot of mods mess up at that, and release screens of every little area, completely spoiling the mod.
Posted 17 years ago2007-02-05 19:15:37 UTC
in Half-Life: Hostage Situation Post #211732
Hunter, you designed one yourself (I think.) You linked to it much earlier in this thread, maybe even in the previous one. I remember it was really small and tabbed...
Posted 17 years ago2007-02-05 18:06:12 UTC
in Textures Post #211723
cans maybe 16 x 8.
Haha, that's not even valid for Goldsource.
Posted 17 years ago2007-02-05 18:01:43 UTC
in [WIP][HL1] Xen Assault Post #211721
Hmmm... Mapping is looking fairly decent, but I'm not seeing too much detail there (except for the railing, which I can see needs to be func_walled). The texturing is a little weak, too.
Posted 17 years ago2007-02-05 07:08:38 UTC
in Mapping Forums/Sites [i]you[/i] visit! Post #211688
My unlinked list:

PlanetPhillip
Ten Four
Half-Life Creations
FPSBANANA
VERC

I don't really post much in any of these, but I do visit them all fairly often (except FPSBANANA, I rarely even visit there.)
Posted 17 years ago2007-02-04 23:00:52 UTC
in Picture Inspired Map! Post #211669
I said, use a monster_generic, not a monster_furniture.

Your NULL texture is in zhlt.wad, which should come with your copy of ZHLT. No, you shouldn't "make it the tree", because that would raise the w_polys really high and look shitty. If you're looking for good shadows, you shouldn't be using Goldsource in the first place, because it would be pretty damn hard to get any shadows looking like that in HL1.
Posted 17 years ago2007-02-04 22:50:24 UTC
in Bad Performance: Why? Post #211668
BLOB IS TEH BEST EXTENSION EVAR
I'd have to agree with you there. :)
Posted 17 years ago2007-02-04 20:54:57 UTC
in Picture Inspired Map! Post #211656
No, not back to brush trees. Where there's a will, there's sometimes a way. All you have to do to get shadows around your trees is build a box around it using the null texture. This will cast shadows correctly, but you have to make sure not to have it intersect with the tree, or it won't work.

The yellow flies are an indicator that you placed your model inside another brush. Is your monster_generic placed into something?
Posted 17 years ago2007-02-04 08:17:57 UTC
in Hello I am new. Two Questions inside. Post #211620
Goddammit, I can never remember which is which. :aggrieved:

Kinrah: I'm not sure there is a way. I've thought of doing it myself, and it may be possible, but it really depends on how you want to use it. I guess you could carve out (you know, without actually using the carve tool) an area in a water brush, and fill it up with another that would move up/down with the elevator. Still, I'm not sure if this would work, simply because I haven't done much experimenting with water at all.
Posted 17 years ago2007-02-04 03:28:28 UTC
in Half life 2 textures in half life 1 Post #211604
I don't know either, but Rimrook kindly provided them to us.
Posted 17 years ago2007-02-04 03:22:13 UTC
in Picture Inspired Map! Post #211603
Either, but I much prefer monster_generic, because its origin will stay where you put it. If you use a monster_furniture, the origin of the model will drop down to ground level, and there's nothing you can do about it. This can lead to some models being sunken into the ground, because sometimes modelers will have the origin in the middle of the model.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-03 22:00:06 UTC
in Picture Inspired Map! Post #211591
Check out the ones in Day of Defeat. They're really well made and realistic, and you don't need to add any credits for them if you don't want to.
Posted 17 years ago2007-02-03 20:13:47 UTC
in Hello I am new. Two Questions inside. Post #211582
Glad I could help.
Posted 17 years ago2007-02-03 19:36:51 UTC
in Hello I am new. Two Questions inside. Post #211578
For the water, you could just lower your brush, or change the lip. The lip property basically lets you fine tune where your door/water/button stops, so it won't move as far as it normally does, or it'll travel farther. So if you enter "8" into it, it's going to move 8 units past the normal stop point for the door, and if you use "-8", it's going to stop 8 units before the normal stopping point. By default, a door will move across its entire length and stop there.
Posted 17 years ago2007-02-03 18:21:47 UTC
in Desktops of February Post #211573
No, you won't fix it, because you don't have the ability to do that. And he wasn't talking to you in the first place.

Ant: Why couldn't you just change it to a link yourself? Maybe it's some way to try and get us to all switch to Opera? :P