Forum posts

Posted 10 years ago2014-05-12 13:05:53 UTC
in Problems with train rotation Post #319380
Archie's tips are good, except one: tracktrains should be built to face west (180) in the top view, not east. :)
Posted 10 years ago2014-05-02 01:47:37 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319141
Just tried Sledge a bit for the first time. Looks and feels great, I'm really looking forward to this maturing.

Found one issue: setting invert y-axis for the 3D view does not change the way the mouse behaves (still non-inverted).

Also I would love it if light_spot had optional cones projecting from the entity showing the inner and outer angles. I believe Hammer 4 has this feature and I would adore you forever if this was added to Sledge. I love me some light_spots. :)
Posted 10 years ago2014-02-11 23:32:02 UTC
in Fog Post #317902
In Goldsource mods, yes. In standard Half-Life, no. :)
Posted 10 years ago2014-02-11 23:26:40 UTC
in Apache Issues Post #317901
I agree with 2much. Monsters from monstermakers sometimes work in my experience but not always. I've had to resort to teleporting in many types of adversaries before. Not elegant but neither is Goldsource.
Posted 10 years ago2014-01-05 05:58:58 UTC
in ZHLT Light Flags not working Post #317365
The ZHLT light flags apply to textures with { transparency rather than brushwork itself.
That's generally not true. The lightflags were added to give control over the shadows cast by all brush entities, not just ones with the masked textures (the { prefix). The flags do apply to brushwork.
Posted 11 years ago2013-09-24 14:23:40 UTC
in Gauss Reflectivity Help Post #315911
Does the brush thickness affect it perhaps?
Posted 12 years ago2012-04-29 22:09:09 UTC
in VHE shortcut list. Post #305834
I would think the Hotkey List in the Hammer help is the best official list.

Ctrl-tab isn't listed, and I couldn't get it to do anything in Hammer. Care to share?
Posted 12 years ago2012-02-24 13:55:11 UTC
in Long-time lurker, first-time poster Post #303690
Yeah I think twhl has become a refuge for a lot of us Goldsrc mappers over the years.
Posted 12 years ago2012-02-03 14:52:15 UTC
in PlanetPhillip HL1 competition Post #303141
I wanted to make sure everyone knew about this. Phillip is running another mapping competition, but this time it's for Half-Life and the Goldsource engine. The contest is for Black Mesa style maps that haven't been previously released.

Link is: http://www.planetphillip.com/posts/newblackmesaville-mapping-competition/

Deadline is April 2nd. Hope to see a lot of entries, we Goldsource lovers are a dwindling breed.
Posted 12 years ago2012-01-15 21:39:03 UTC
in Crushing Doors (that don't bounce re-ope Post #302750
Exactly, use a func_train - it won't bounce back.
Posted 12 years ago2011-12-30 19:37:29 UTC
in Decompile Protection Post #302267
To my knowledge a reliable method of protecting decompiling doesn't exist, at least in the HL1 engine. In any case, you can't protect from people looking at your entity setup.
Posted 13 years ago2011-07-01 01:29:50 UTC
in Nightwatch deathmatch challenge this wee Post #296088
Hi guys,

Figured there might be some interest in this around these parts. Mapcore is holding a short (72 hour only) challenge to make a Half-Life deathmatch map with the superb textures from the defunct mod HL: Nightwatch. Starts tomorrow (Friday, July 1) and runs the weekend.

Link here: http://forums.mapcore.net/viewtopic.php?f=57&t=16348
Posted 14 years ago2010-09-01 12:16:45 UTC
in How much health does this site have? Post #284820
Hi srry, yep I'm still kickin around the HL scene. Haven't been able to produce much lately but still aim to.
Posted 14 years ago2010-08-29 23:11:16 UTC
in How much health does this site have? Post #284748
Yet another VERC lost soul here. Though I've been here a while and have been checking in on TWHL for a long long time. :tired: