Forum posts

Posted 20 years ago2004-09-13 22:01:40 UTC
in will someone make me a map? Post #59139
cs is the best mod, which should be considered a compliment to twhl folk. it's just like half-life, only much better. i'm pretty new to mapping and most all i've done has been for cs. maybe after i map more for hl, i'll like straight hl sp better. i even bought the platinum hl edition so i can play all the original hl sp's again to foster my interest in hl sp. can't wait for the next compo. cs and mp are my fav so far, but who knows?

purely talking about mp mods, what is better than cs? nothing! muhahahahahahahahaha!
Posted 20 years ago2004-09-13 02:05:05 UTC
in Try To Make Biggest List Of Ideas Ever Post #58833
pirate ship yo ho ho
carnival
space shuttle and launch
transformers mod
aliens 2 on the ship with the dropship
inside the human body like innerspace

make a map with so many details and entitys and complex brushes and crap that it will never, ever compile.
Posted 20 years ago2004-09-13 01:54:00 UTC
in will someone make me a map? Post #58830
i'll take a look. i'll do it if it's for cs, because cs is the best mod.
Posted 20 years ago2004-09-13 01:50:57 UTC
in An Idea... Post #58829
if you could make the background move instead of the train you could still use entities inside the train
Posted 20 years ago2004-09-13 01:46:48 UTC
in Try To Make Biggest List Of Ideas Ever Post #58828
-space shuttle launch, where you travel up the tower and get inside the frickin' shuttle, and then launch up to a space station, and then have zaniness ensue and stuff.

-make a map in all monocrome textures so it's like your trapped in a gameboy game.

-do a county fair map or carnival

-voltron map

-takes place on a battleship like that movie with steven segal

-do an aliens 2 map where you start in the ship and then take the dropship down and then get killed by the aliens

-make a map that occurs in a burning building

transformers mod then you could be optimus prime and shoot laser beams at the decepticons and you could have a bumblebee model too. the decepticons would be hard because sometimes they fly.
Posted 20 years ago2004-09-12 21:30:50 UTC
in Reflective Floors Post #58786
don't kill them. just suggest to them to ease up a bit.
Posted 20 years ago2004-09-12 21:28:12 UTC
in models vs. prefabs Post #58785
lol. rabid, that's a good idea with using f5. i shall try that too. thanks!
Posted 20 years ago2004-09-10 16:20:34 UTC
in models vs. prefabs Post #58057
Thanks! Very helpful. i've found milkshape a little arcane to work with too, so i probably won't be making custom models anytime soon--i'm still trying to get a handle on hammer! still, it's cool to know you have another option for subverting the shortcomings of vhe.

i'd probably be better served, spending time with texturing tricks for most cases than models i guess. it never ceases to amaze me, the creative use of texturing in other's maps.
Posted 20 years ago2004-09-10 04:52:56 UTC
in models vs. prefabs Post #57909
one example of this i thought was cool was the jeb sprinfield model in de_simpsons. at first looking at the statue i thought "holy crap, how did he build this statue using vhe?" but then when i looked at the map files, it turned out the statue was a model and not a prefab.

for example, rather than building an apc or toilet, or anything using texturing and prefabs, use models for greater detail and realism, than would be possible using vhe.

besides the added time in creating the models, would having lots of static models also slow down gameplay, like too many prefabs, and what are some other potential downsides of this practice?
Posted 20 years ago2004-09-09 22:37:52 UTC
in Do func_walls need to be used... Post #57879
thanks. i meant to say "not touching the floor". i am retard.
Posted 20 years ago2004-09-09 22:14:33 UTC
in Do func_walls need to be used... Post #57874
so as long as the trees i've made or the table legs touch the floor, there is no reason to make them entitys, correct?
Posted 20 years ago2004-09-09 22:11:41 UTC
in face/world issues Post #57872
i've never noticed these checkboxes before so i opened a map to check them out. all my brushes are different when i click on them, some have both boxes checked, others 1 or the other, others neither. i could find no disernable pattern e.g. there all facing the same direction. i have no idea what these checkboxes "align to world" or "align to face" do either. i'll play around with it and write back.
Posted 20 years ago2004-09-06 22:06:04 UTC
in Applying textures individually Post #57115
holy crap!

i've been mapping on and off for about a year and i never knew you could do this! i mean, i used face properties button to align and scale textures, but godamn i never used it to apply different brushes to different faces! holy crap this is awsome!

now i can change my interior walls from out without making more brushes. now i can make the edges of my log cabin look hewn. dang there are about 10,000 applications i can think of off the top of my head.

thank god. with the help of this mighty forum, i shall conquer the world--echo while getting louder and louder--conquer the world<repeat>
MUHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHHAAHAHHAHAHAHAHAHA!
Posted 20 years ago2004-09-06 20:16:37 UTC
in Help making textures for McDonalds Map Post #57104
I like the hostage rescue idea best, 'cause it's concievable a militant fringe PETA group or similar might actually do it. And Mr. Jobabob, how dare you disparage my preferred source for cheap protien! i can't imagine life without the dollar menu.
Posted 20 years ago2004-09-05 23:10:19 UTC
in Prefabs Post #56844
holy crap, that's very helpful...thank you very much! i just tried it and it works quite well! thanks again!
Posted 20 years ago2004-09-05 23:01:16 UTC
in cs mapping scale Post #56840
i usually put a info_player_start next to a wall or doorway or whatever to get a sense of scale when first starting a map. there are some tutorials available on the subject too, that list proper heights and widths for things, but i personally believe it's to laborsome to count units all over the place to make sure the scale is correct. if you compile regularly--which you should for lot's of reasons--run around and look at what you've built. is a railing to high to jump on or shoot over? is a doorway too small or too big? then adjust accordingly.
Posted 20 years ago2004-09-05 22:45:00 UTC
in Help making textures for McDonalds Map Post #56837
holy crap the collective consiousness strikes again! i was just going throught the drive-thru like 3 days ago and thought of makin a mcRonalds map! if you tell me what you need i can make some prefabs for you, i'm pretty new to texturing, so no help there. good luck!
Posted 20 years ago2004-09-05 22:36:02 UTC
in Prefabs Post #56834
is there anyway to seperate parts of a prefab after it's been saved to apply different textures to different parts. like i made a prefab of a cabin, complete with everything except doors and windows. 'cept when i load it and say try to put a different roof texture on, the saving process has made the entire thing the same. that is, if you try to select the roof, you select the entire prefab. any help?

this also sometimes happens when carving, hammer "joins" brushes together that used to be seperate. Thank god for "ctrl+z", for i'd be lost without it. also, i've noticed a lot of you guys give carving a bad name...i love carving, and have never had too much trouble with it. at least not yet.

any help greatly appreciated. sorry if too longwinded--too many dr. peppers in ma belly.
Posted 20 years ago2004-08-27 18:23:07 UTC
in Combine WAD files Post #54643
there are no helpfiles in wally, but just use WAD Merge in wally.
Just DONT COMBINE ANY WADS from the existing half life installation. HalfLife wont like it, no siree!
it's a pointless question on my part, but i'm just curious if you know why you shouldn't combine exixting half-life wads?
Posted 20 years ago2004-08-27 18:21:34 UTC
in Stupid VHE causing yet another problem.. Post #54641
quote: "check the chair/keyboard interface"

Download wally and use WAD Merge.
Posted 20 years ago2004-08-23 20:42:32 UTC
in MP3s in HL? Post #53360
kool thanks!
Posted 20 years ago2004-08-21 23:13:44 UTC
in Pity from the mapping gods Post #52702
you need to reinstall windows...just kidding. my approach if i was having trouble this early on would be to delete all your half-life stuff and vhe stuff, and start over. i realize this is long and protracted, and probably overkill, but i donot what to suggest with the info you've supplied. it sounds weird.
Posted 20 years ago2004-08-21 23:07:56 UTC
in leak problem Post #52697
try using the cordon tool. i think it increases your compile time, but at least you can rule out if your problem is actually a leak or not. please also take this advice with a grain of something, as i am quite a vhe noob.
Posted 20 years ago2004-08-21 23:04:43 UTC
in textures Post #52692
thanks. i was wondering the same thing.
Posted 20 years ago2004-08-21 22:13:18 UTC
in simple mistake that caused hours of pain Post #52674
when i first started mapping, i spent like 8 million hours laying out this map. it compiled fine in vhe, and using zoner's tools, ran in counter-strike after compiling. but, i noticed when i would try to run it starting from counter-strike and not from vhe, it wouldn't load and said something like "exec not found" and would never load.

after searching laboriously to find some weird error like a bad brush or entity or leak or some obscure problem, i finally decided that it was just corrupted somehow and that it just wouldn't work. so i deleted the map and started from scratch. only after another 8 million hours of redoing it, i realized the problem wasn't the map, but it's filename:

"my map.rmf" instead of what it should have been: "my_map.rmf"

after figuring this out, that something as small as one underscore/ nonspace character was stopping my map from loading, i was partially relived that i found the mistake, but mostly stupifed at all the time i wasted shiting around looking for another reason why it wasn't working.

has anyone else done this? i hope not, but i decided to post just in-case
somebody just starting was making the same mistake.

yes, i know i am a retard. hope this helps someone.
Posted 20 years ago2004-08-20 14:48:30 UTC
in breakable vehicles Post #52308
i'm just learning vhe and got exited when i started mapping that i could build a ct vehicle--van or apc--and have the ct's jump inside to facilitate rescuing the hostages. further, i wanted to make breakable glass or doors on it to add realism. is there a way to make a functioning vehicle with beakable doors/windows/tires on it?