Forum posts

Posted 16 years ago2007-12-14 18:23:13 UTC
in Stixsworld1 Map! Post #240938
---Stixsmaster
You're writing a forum post, not a letter to NASA.
Posted 16 years ago2007-12-14 15:14:33 UTC
in Cool Sounds Post #240911
Hahaha. Thats not the main reason, hunt.
I, unfortunately can't map with Vista,
Get a decent OS. :lol:
Posted 16 years ago2007-12-14 14:53:56 UTC
in Cool Sounds Post #240908
I use WON HL. It loads maps much faster in my opinion.
True! Thats exactly why is still use WON HL for mapping!

Btw, Kane will turn your dreaded ion cannon into scrap metal!
Posted 16 years ago2007-12-14 14:44:32 UTC
in name change entity function ? 2nd post Post #240904
So , Does anybody know the special names for entities ? Please tell me , or give m a link .
Dude, Daubster gave you the link to those special entity names in the other thread so wtf are on about!
Posted 16 years ago2007-12-14 12:36:06 UTC
in As easy as creating a dome? Post #240888
Sheesh. Thats extremely badly done. Think of the off grid vertices.

There are better ways.
Posted 16 years ago2007-12-14 11:14:34 UTC
in Now Playing: ... Post #240881
Aliz?e - Lonely List
Posted 16 years ago2007-12-14 10:58:18 UTC
in Invisible Water??? Post #240880
Yes it does. To get water/slime/lava act like water/slime/lava, you need to turn the entity into func_water. If you don't, the water will cast shadows which is rediculous of course.

Also note that if you have multiple brushes that make up the water area, you need to func_water each individual brush, otherwise only one brush will be visible as water, while the other brushes dissapear. I guess this is your problem. So take each individual brush and turn each one in into a func_water.
Posted 16 years ago2007-12-13 15:18:12 UTC
in 3D view in Hammer sometimes not working. Post #240842
Everyone has that problem, Valve screwed up again. You'll have to wait for a SDK update.
Posted 16 years ago2007-12-13 14:36:43 UTC
in 3D view in Hammer sometimes not working. Post #240840
Yes, its an annoying issue, but there's a fix:

Go into camera mode, draw a line in one of the grid views. From now on you can navigate in the 3D view.
Posted 16 years ago2007-12-13 14:34:01 UTC
in Map of the Year || Best of 2003-2006 Post #240838
Thanks to those who voted for HL:UE!
User posted image
Makes me wanne finish version 2.0 (o yeah!) faster! :hammer:
Posted 16 years ago2007-12-12 22:55:23 UTC
in Decompile Problem Post #240789
Don't revive old threads.
Posted 16 years ago2007-12-10 18:37:55 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240524
Wtf.

So this model started as a simple cillinder primitive? No extra primitive's (except the eyeballs it looks like).
Looks like you're only using extrude, inset and... whats the other one...

Give me those skills!
Posted 16 years ago2007-12-10 18:29:14 UTC
in camera examble map Post #240521
I don't know, but it made me laugh. :nuts:
Posted 16 years ago2007-12-09 14:48:38 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240395
Yup. Its freakin hillarious.
Posted 16 years ago2007-12-09 11:19:51 UTC
in Selecting something in 3D view Post #240388
Really?

What the.

Edit: it works. Whattha!
You still need to specify a locked sound though.

But neat!
Posted 16 years ago2007-12-09 10:51:19 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240384
Rim, that metallic bal in your avatar look like the eye balls in the final battle with GlaDOS in Portal, you know, like the orange eye ball that goes like:

Who are you?
What is that?
O what's that?
What's that?
What is THAT?!
O that thing has numbers on it.
etc


:^_^:
Posted 16 years ago2007-12-09 10:44:42 UTC
in Selecting something in 3D view Post #240383
Having a door stay locked doesn't need a master.

You need to name the door.
Set speed, lip and if its an rotating door, deg to 0.
Select a Locked Sound and done.

A locked door.
Posted 16 years ago2007-12-09 09:16:26 UTC
in Open for TWHL3 Suggestions Post #240367
I still wanna see this in TWHL3:
User posted image
Posted 16 years ago2007-12-08 19:18:45 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240277
Haha!

Thats Pimpa! Main cartoon caracter in http://www.youtube.com/watch?v=BhjtOXihB20 (Belgium).
Posted 16 years ago2007-12-08 19:02:30 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240273
Posted 16 years ago2007-12-08 15:45:05 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240253
Camtasia Studio is what you need.

You record your screen with it while modelling, then in the editor you cut out some bits and then you export it as a wmv or whatever you want.

I has full version.
Posted 16 years ago2007-12-08 13:01:54 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240244
Hey rimrook, ever consider making a time lapse video of how you model things? It'd be cool to see a multi-hour model take shape in a few minutes.
Yes please!
Posted 16 years ago2007-12-08 12:32:20 UTC
in Disabling HL2 weapon menu Post #240238
Physics gun eh? So its for Source? In that case: wrong forum.

Moved.
Posted 16 years ago2007-12-08 10:42:27 UTC
in Selecting something in 3D view Post #240234
I guess I should just mention I have Vista
User posted image
Well... there's your problem!
Posted 16 years ago2007-12-07 20:01:47 UTC
in Selecting something in 3D view Post #240157
  • Make sure you actually see something in the camera window.
  • Make sure you're in selection mode.
  • Make sure Textured is activated in the camera window.
Posted 16 years ago2007-12-07 19:08:50 UTC
in Christmas Surprise : F***g error Post #240153
You deleted your texture? Thats your fault, not Windows's.
Check your bin.
Posted 16 years ago2007-12-07 19:01:35 UTC
in Christmas Surprise : F***g error Post #240151
Sheesh. What the hell is the big deal? Just take your texture, load it into photoshop or whatever, and shrink it down to 512x512. Then recompile it into a new or existing wad. Load that wad into Hammer, re-apply the texture in your map, save, export, compile, upload and done!
Posted 16 years ago2007-12-07 13:08:27 UTC
in The Citizen: HL2 sp Post #240131
Posted 16 years ago2007-12-07 10:50:33 UTC
in The Citizen: HL2 sp Post #240123
I got plenty of space on my website, no waiting lines and pretty high speed download, so if you guys need a high speed mirror, im willing to provide it.
Posted 16 years ago2007-12-07 10:18:23 UTC
in MAX_textures Post #240118
The default texture memory size for HL when it was released was 2 MB, not 8 MB. 8 MB is more than enough these days and its the default size in my Compilator.
Posted 16 years ago2007-12-05 18:59:34 UTC
in Wierd errors when I attempt to compile. Post #239989
A brush outside world could also indicate an invalid brush.
Finding it may be hard for you, but see if you have any odd shaped geometry in your map, otherwise put the map in the problems maps vault and someone will have a look at it.
Posted 16 years ago2007-12-05 18:42:00 UTC
in Wierd errors when I attempt to compile. Post #239987
Those are not zhlt, they are known as the q tools, which are horribly outdated, so you need to upgrade.
Get ZHLT here: http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip
Posted 16 years ago2007-12-05 15:50:26 UTC
in [UTILITY] Compilator 3 Public Beta Post #239954
Similar, but easier, designed for HL1 games and mods.
Posted 16 years ago2007-12-05 14:54:16 UTC
in [UTILITY] Compilator 3 Public Beta Post #239952
Posted 16 years ago2007-12-05 14:04:05 UTC
in Why it wont work? Post #239949
You need to use a multisource.

Here's a thread with some similar, see if you can learn from it.
Posted 16 years ago2007-12-05 10:44:25 UTC
in My monster never repeatable Post #239944
Use the Kane Tools.
Posted 16 years ago2007-12-05 10:42:20 UTC
in OpenGL and Direct3D problems Post #239943
Cut off bits you don't need.

Or:

Devide the texture into multiple smaller textures. 786 is kinda unusual for HL, you may want to resize to 1024x512.

So take the 1024x512 texture and devide it into:

4 x 512x256

Then place them in the map like this (where # is 1 512x256 texture):

## -- 2 x 512x256
##
|
-- 2 x 512x256
Equals to one 1024x512 texture.
Posted 16 years ago2007-12-04 12:05:52 UTC
in Hammer 4.0 Post #239859
Posted 16 years ago2007-12-03 18:18:45 UTC
in Complex func_button event Post #239807
Place a multisource.
Name it ms_main_event.
Let it target the event you wanted to trigger.
Have your buttons target the multisource (ms_main_event).

Thats it. Not at all complex.:)
Posted 16 years ago2007-12-03 17:29:14 UTC
in Christmas avatars Post #239800
User posted image
Kane also finds the time to put on a santa hat in his busy schedule.
Posted 16 years ago2007-12-01 17:45:21 UTC
in de_dome Post #239579
MuzzleFlash go to bed .
Nope. Gotta work in my big ass Uplink Extended update!
Posted 16 years ago2007-12-01 17:38:37 UTC
in de_dome Post #239577
Hunter totally smashed Striker's posts to bits!
Posted 16 years ago2007-12-01 17:17:14 UTC
in de_dome Post #239575
God, another cs map? Ugh. Im tired of cs maps.
Posted 16 years ago2007-12-01 10:41:10 UTC
in Now Playing: ... Post #239549
Hypersnap - Mario Land 2006
Posted 16 years ago2007-12-01 10:24:22 UTC
in OpenGL and Direct3D problems Post #239546
Faulty entity setups could crash HL as well, like having a path_corner have the same name in the name field and next stop target field.
Posted 16 years ago2007-12-01 10:19:00 UTC
in WAD help! Post #239545
Tetsu0 ftw. :)
Posted 16 years ago2007-11-30 20:34:26 UTC
in NOD file!!! Post #239504
zOMGROFLMFAOGTFOBBQ!
Ok that's just rediculous.
Posted 16 years ago2007-11-30 20:33:21 UTC
in source sdk dose not map for HL1 Post #239503
VERC is crap.

Go here: http://www.themightyatom.nl/downloads.html

Has everything you need.
Posted 16 years ago2007-11-30 15:42:48 UTC
in Vehicle Direction Post #239486
Is your truck a func_tracktrain?
Posted 16 years ago2007-11-30 12:44:44 UTC
in NOD file!!! Post #239480
What?

Anyway, enough laughter.

You don't compile nod file, they are automatically created when you run your map for the first time. Nod and nrp file are created by the game and store information between different air and normal nodes, which are used by monsters to navigate through a level, like a human grunt running away from the fight to reload his weapon.

Place some nodes close to pillars or something (info_node) and some human grunts and see what happends when they run out of ammo and need to reload.

Nod and nrp files are placed in the mapsgraphs folder.

Of course, nodes are only usefull in singleplayer maps.