Forum posts

Posted 8 years ago2016-06-22 18:34:30 UTC
in How to make zombies move faster? Post #330553
I dont know anything about this but does this have something to do with so called events?
Posted 8 years ago2016-06-11 23:11:26 UTC
in Big, open terrain maps? Post #330388
in fact its +-4k and its vluzacn... lol
Posted 8 years ago2016-06-11 17:13:58 UTC
in Big, open terrain maps? Post #330383
well hl2 map length is 32k units, hl1 is 8k, if im not wrong and ofc the limits are tighter. Visually it might be possible to make large terrains, up to 32k, using large scale textures or models. Check out HLDM maps like eden or karnak

http://aghl.ru/files/maps/hldm_all/eden.zip
http://aghl.ru/files/maps/hldm_all/karnak.zip

also look at the map vault http://twhl.info/vault.php?map=4758
Posted 8 years ago2016-06-03 15:18:22 UTC
in 2 textures with one name Post #330328
i seen custom textures named the same as the original ones in halflife.wad for the sake of sounds (dirt/metal etc) and sometimes the map would load with the halflife.wad textures instead of the custom ones
Posted 8 years ago2016-05-29 20:33:52 UTC
in Post your screenshots! WIP thread Post #330246
good god i see faces in those mirrored palms
Posted 8 years ago2016-05-25 07:51:54 UTC
in Sun lighting problem Post #330225
thats not a solution. what compile tools are you using?
Posted 8 years ago2016-05-24 15:22:55 UTC
in Sun lighting problem Post #330217
i think some early version of vluzacns tools had this bug
Posted 8 years ago2016-05-21 15:19:43 UTC
in Post your screenshots! WIP thread Post #330179
looks a bit out of place... maybe would work for portal
Posted 8 years ago2016-05-21 09:19:52 UTC
in Half-Rats: Parasomnia Demo Out Now. Post #330172
may you please compile it for linux?
Posted 8 years ago2016-05-13 08:01:33 UTC
in Post your screenshots! WIP thread Post #330109
because he likes it!
Posted 8 years ago2016-05-06 09:53:46 UTC
in Driveable car Post #330057
Tactical Intervention, the successor of Counter-Strike, does have vehicles
Posted 8 years ago2016-04-29 13:32:49 UTC
in Strange Invisible Walls Post #329999
well its an old bug, what compile tools are u using?
Posted 8 years ago2016-04-26 08:40:59 UTC
in Wall does not block vis Post #329986
try other compile tools, would be interesting
Posted 8 years ago2016-04-25 23:22:39 UTC
in Wall does not block vis Post #329983
try compiling with vis -full, and if those objects are entities they are a bit harder to hide
Posted 8 years ago2016-04-22 19:34:04 UTC
in Rotate decals Post #329948
hammer doesnt represent decals perfectly... look within the game
Posted 8 years ago2016-04-10 20:39:26 UTC
in Sprinkel Water... Post #329781
sprite?
Posted 8 years ago2016-04-08 12:44:50 UTC
in Polygon Count in MS3D? Post #329727
why would you need polygons? i think for performance reasons what matters is the triangle count
Posted 8 years ago2016-04-07 21:32:49 UTC
in Polygon Count in MS3D? Post #329723
arent triangles and polygons the same thing?
Posted 8 years ago2016-04-05 01:08:09 UTC
in Post your screenshots! WIP thread Post #329666
both are compressed only jpeg is lossy and png isnt ;)
Posted 8 years ago2016-04-04 13:43:09 UTC
in Post your screenshots! WIP thread Post #329658
dude calm down and learn some english lol... thats what modern education does to people
Posted 8 years ago2016-04-01 16:34:59 UTC
in Error ReadSurfs Post #329606
-nowadtextures doesnt take options
it should be:
-wadinclude symbolistic (.wad not needed)
Posted 8 years ago2016-03-24 14:05:00 UTC
in Cs sdk? Post #329537
you dont need cs sdk to write amxx or metamod plugins, you need amxx or metamod sdks, theres plenty of documentation
Posted 8 years ago2016-03-21 15:58:46 UTC
in Lighting Issues Post #329505
you can only have 4 switchable lights on one face, if there are more, vhlt excludes those faces and makes them black instead of giving an error. You could try giving those candles a smaller radius so they dont overlap and wont reach 4 on a face. All this stuff was posted on the VHLT thread in sven forums
Posted 8 years ago2016-03-21 11:49:44 UTC
in Lighting Issues Post #329499
do you have multiple switchable lights in one area?
Posted 8 years ago2016-03-19 14:24:47 UTC
in Problem very weid with brushwork Post #329451
turn it to func_detail, all very complex geometry should be excluded from VIS by either func_wall or func_detail
Posted 8 years ago2016-03-13 03:34:03 UTC
in Lighting problem Post #329333
i guess opengl has more washed out color so its not that noticeable
Posted 8 years ago2016-03-07 17:03:40 UTC
in Problem with skybox Post #329246
it's a stupid thing, might make your head explode as well
Posted 8 years ago2016-03-01 23:33:28 UTC
in Face light? Post #329097
perhaps set the minimum light level thing? or use the zhlt light orign thing if it works
Posted 8 years ago2016-02-23 11:16:58 UTC
in Want to post WIP images, instead I post Post #328991
awesome, will it have player delivering ammo and will there be multiple robots, like coop?...
Posted 8 years ago2016-02-21 19:48:21 UTC
in is this as bad as the poster says Post #328966
if u want complete virtual security, throw your PC and phone out of your window, hoping not to kill some poor cat. Same happens in HL1, the secret is in your ability to tell which servers are shitty, they usually stink
Posted 8 years ago2016-02-19 18:27:19 UTC
in Playing music in Half-Life Post #328949
and hope they dont go out of sync
Posted 8 years ago2016-02-17 01:42:03 UTC
in Playing music in Half-Life Post #328912
lol steam hl is all fucked up
Posted 8 years ago2016-02-11 18:41:01 UTC
in Problem with skybox Post #328816
why would you want your map to disappear from a certain angle? it never looks good, just make a nice wall, even if you wont be able to reach it
Posted 8 years ago2016-02-05 16:05:55 UTC
in Model advices Post #328680
Try putting an info_sunlight with values 0 0 0 0 anywhere in the map. But you would achieve the best results with making that model from brushes instead and making it a func_detail.

info_sunlight disables the shading of models when theyre in open sunlight and takes the light values from the ground below, since with VHLT you might have colored bounces of the surrounding map and so it might lit the model differently than the original color of light_environment.

Tetsu0 I think models dont receive light information during compile, they take the values during the game
Posted 8 years ago2016-01-04 17:27:17 UTC
in Half-Life 1 STEAM version vs Half-Life 1 Post #328086
There were updates but it's still the same engine. If your mod isn't too sophisticated I don't see why you can't make it compatible with all versions of HL. Like you can take the most complex map from today and it will run on the oldest version of HL, it's only going to be 16-bit color, detail textures won't work and some other stuff, you get the idea...
Posted 8 years ago2016-01-03 15:34:52 UTC
in Dev-C++ Compiler Error Post #328067
The hell are you talking here, sdk 2.3 came out in 2002 or smth when HL was already at it's best
Posted 8 years ago2016-01-01 18:08:01 UTC
in Good looking textures Post #328037
Always use larger canvas, even if 256x192 is allowed, don't use it, use 256x256, because only direct powers of 2 (4, 8, 16, 32, 64 etc) work properly, other sizes make the texture blurry and facked up
Posted 8 years ago2015-12-31 21:33:23 UTC
in Good looking textures Post #328014
you havent stolen it, adobe released it themselves full of backdoors to create an army of zombie artists and to enslave the human race
Posted 8 years ago2015-12-31 20:38:54 UTC
in Good looking textures Post #328010
lol. see the elephant? with cracked skin, like an old tree...
Posted 8 years ago2015-12-31 04:52:40 UTC
in Dev-C++ Compiler Error Post #328000
sdk 2.3 works well with vc++ 6, u can time travel to the past and buy it from M$ for $5000
Posted 8 years ago2015-12-31 03:26:06 UTC
in Good looking textures Post #327998
^+1
Posted 8 years ago2015-12-30 20:41:31 UTC
in Good looking textures Post #327986
no there is no way, its impossible, sell your PC and go cry on somebodys shoulder
Posted 8 years ago2015-12-30 16:49:39 UTC
in TWHL4 Suggestions Post #327981
Even now TWHL looks very modern but since it's centered around a retro game I think it should look a bit retro as well. Please just don't fall for that new scroll down forever type crap...
Posted 8 years ago2015-12-29 23:15:53 UTC
in Lets gonna play a game Post #327968
give me alcohol santaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Posted 8 years ago2015-12-28 18:55:02 UTC
in Making correct doorframes? Post #327940
use hammer...
Posted 8 years ago2015-12-24 16:57:09 UTC
in Post your screenshots! WIP thread Post #327904
model to sprite LOD is a great thing, I remember in one MMORPG there was this huge forest and it took me years to realize that all the trees far away were sprites
Posted 8 years ago2015-12-23 21:25:09 UTC
in The Official HRP "Halp!" Threa Post #327865
Not sure but in PS, I would have transparent/checkered areas then convert it to indexed keeping the transparency and the transparency would be the last color in the palette, then I would simply change it to 255 blue.
Posted 8 years ago2015-12-23 18:39:31 UTC
in The Official HRP "Halp!" Threa Post #327863
That's the problem, you got many blues, even if it worked, you'd see blue stuff all around the silhouette, there has to be no anti-aliasing.
Posted 8 years ago2015-12-23 13:31:00 UTC
in The Official HRP "Halp!" Threa Post #327857
If there is more than one 255 blue color in the palette you can't be sure which one you're using, you must use the last one.
Posted 8 years ago2015-12-22 23:11:06 UTC
in Clipping objects lead to errors Post #327845
func_detail does create a world brush but tells the compiler to not contribute it to visibility (VIS) calculation so you can't seal the map from void with it. It should be used for details, just like it's name says. And some other smart uses...