Forum posts

Posted 21 years ago2003-11-14 17:31:29 UTC
in texturing one side of a brush Post #4741
what happend to your av?
Posted 21 years ago2003-11-14 17:26:03 UTC
in texturing one side of a brush Post #4740
Yep
:)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-14 17:25:04 UTC
in Hammer crash! Post #4739
Clownfish typz0r3d:
Am I just short on RAM?
Dunno - what're your specs? Could be old/bad graphics drivers/DirectX.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-14 17:06:46 UTC
in Missing usable solids Post #4738
Why do so many people confuse the words "random" and "miscellaneous"? They're rather different! Miscellaneous was what u meant there :nuts:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-14 16:15:37 UTC
in Custom sounds... Post #4736
ok its unbelevible but i actually made a ambient_generic work, but its not looped?
how do i make it looped!? i thought it was auto-looped...
Posted 21 years ago2003-11-14 15:49:18 UTC
in A mod in progress Post #4734
tested and commented
Posted 21 years ago2003-11-14 15:46:48 UTC
in saw leaf Post #4732
move your mouse about in the 2d view (top for example)

the first two numbers correspond with the first two in the compile log - the third one is the 'depth if you will,

btw,
hammer also has a go to brush number feature... but you can't use it to find visleaf problems, just problem brushes
Posted 21 years ago2003-11-14 15:39:46 UTC
in texturing one side of a brush Post #4730
hm how do u credit one for the texture? write in the readme that "comes with the map"?
Posted 21 years ago2003-11-14 15:31:37 UTC
in texturing one side of a brush Post #4729
Posted 21 years ago2003-11-14 15:26:14 UTC
in A mod in progress Post #4728
The mod I'm working on is in the unfinished stuff vault. Grab it and comment. Download the addon too...
.
.
.
I'm a bit rushed at the moment.

;)
Posted 21 years ago2003-11-14 13:18:28 UTC
in Trekkies Post #4725
and some opera guy got his nuts cut of when he was a child...
wasnt that like "usual" in the 15th-16th century? so that the little kid wouldnt go into puberty and have a sweet voice?
weird anyway
Posted 21 years ago2003-11-14 13:14:50 UTC
in Trekkies Post #4724
Bob marley is worst. He smoked like a chimney and he didn't deny it.
Posted 21 years ago2003-11-14 13:13:54 UTC
in Custom sounds... Post #4723
my ambient_generics never work and ill never understand them.
Posted 21 years ago2003-11-14 13:09:16 UTC
in Hammer crash! Post #4722
i know the solution:
find a screwdriver
open the chassi
pour down gasoline or some other flammable liquid
drop down a match
see the miraclework
??????????????????
ok i really dont know ;)
Ingenting
Posted 21 years ago2003-11-14 13:07:26 UTC
in saw leaf Post #4721
like x/y/z?
i have no fedit idea ;)
Posted 21 years ago2003-11-14 13:04:08 UTC
in saw leaf Post #4720
i posted the log file for my map which has this saw leaf problem, but ive never understood those co-ordinates properly, and as im near completion of my map i dont wanna have to delete too many brushes which i think may be causing the problem, does anyone have a link to a site which tells me which co-ordinates are what, like depth, length etc.,
thanx.
Posted 21 years ago2003-11-14 13:00:19 UTC
in Hammer crash! Post #4718
Not really, but sometimes I get an error from Hammer and it shuts down.
But that's like 4 times a year. Sometimes I get a message, like: Couldn't find OpenGL Driver. But that's only when I shut down Hammer.
Well your problem sounds strange, I don't think it's the RAM, cause I used Hammer on my old PC (100Mhz, 8Mb RAM). Except that it went a bit slow. (Hmmm...a bit?) :)
Posted 21 years ago2003-11-14 12:17:10 UTC
in Hammer crash! Post #4715
Everytime I start Hammer after starting up the computer, it crashes! Then I open it again, and it's ok.. Anyone else have this problem? And sometimes, video-updating with the 2-d views gets messed up and Ill have to restart the computer to make it work... Am I just short on RAM?
Posted 21 years ago2003-11-14 12:13:19 UTC
in Custom sounds... Post #4714
... ehum (cough).. I don't even need.... (sorry for interrupting myself) .... I was about to say that.... whatever, I was wrong about it so I won't say it. Never mind...
Posted 21 years ago2003-11-14 12:11:13 UTC
in Custom sounds... Post #4713
Checked it out, and that spirit-stuff sounds cool! Only that I'm making a multiplayer-game, and I don't want to risk that it won't work on computers with no spirit!

So, I'll stick to the default "rail-elevator"-sound (or whatever it was) for my train for know, and when I find I nice train - .wav I'll try out a string of ambient_generics as JB suggested. I don't even need
Posted 21 years ago2003-11-14 11:38:21 UTC
in Missing usable solids Post #4712
i WOULD make a screenie but it takes too much work sorry ;)
Posted 21 years ago2003-11-14 11:38:05 UTC
in Missing usable solids Post #4711
no, prefabs are to the right of the window, in a little box named "move selected", there u can choose what to create
Posted 21 years ago2003-11-14 11:28:14 UTC
in texturing one side of a brush Post #4709
[ url= www.sitesitesite.com ] TYPIE [ /url ] ;)
Posted 21 years ago2003-11-14 11:14:23 UTC
in texturing one side of a brush Post #4708
yeah, got it last night. I'm still trying to get my head round it. It seems more geared towards Quake than HL tho or is that just me gettin the wrong end of the stick!!!
Posted 21 years ago2003-11-14 10:59:33 UTC
in Custom sounds... Post #4707
As far as I know it's not possible with HL (pleese correct me if im wrong)

But here's a random and completely untested idea: if your desperate, you could have a seperate ambient_generic for every path_corner... and link the "fire on pass" property of each path corner to an ambient_generic that plays only once. It's fiddly and inconsistant, but if you're desperate...
Posted 21 years ago2003-11-14 10:59:13 UTC
in Submitting Tutorials, Important Post #4706
actually you'll get a better site when people aren't flamed, as this makes more people wan't to join.
Posted 21 years ago2003-11-14 10:49:43 UTC
in Missing usable solids Post #4705
hello recently i have replaced worldcraft v3 with v5 (hammer) but even with the same configurations in the options menu i no longer can create chairs desk lamps or crates as well as other things like radom solids, where are they?, do i have to make them my self now?
Posted 21 years ago2003-11-14 10:47:00 UTC
in texturing one side of a brush Post #4704
Have you heard of Wally? It's a program for making your own Qua- >AHEM< I mean, Half-life textures with!
or even better converting bmp's, jpg's etc to hl textures! get it at www.telefragged.com/wally/ (how do u post url's with this thing? :|)
Posted 21 years ago2003-11-14 10:24:30 UTC
in texturing one side of a brush Post #4703
Actually while we're on the subject does anyone have any good links to sites that have loads of extra wads that I can dl and add in to hammer? I'm doing a door at the moment and the bog standard textures you get with hammer just aint enuff!

Ta once again!
Posted 21 years ago2003-11-14 10:17:25 UTC
in texturing one side of a brush Post #4702
cheers guys! it all seems so simple when someone else points it out to you! :D
Posted 21 years ago2003-11-14 10:02:53 UTC
in Custom sounds... Post #4701
Well, but I'd like the sound to MOVE with the source, as when a func_train moves. You can't move around ambient_generics, right? That's why I'd like to put a sound into the list of "move sounds" etc. But maybe it's not possible?
Posted 21 years ago2003-11-14 10:00:48 UTC
in func_train problem! Post #4700
Originbrush? I though you only needed that for rotating things!... Need it for func_trains as well? Cool, that would help!
Posted 21 years ago2003-11-14 09:56:09 UTC
in Custom sounds... Post #4699
To Make a custum sound you would have to trigger an ambient_generic (If youre using plain-ol HL)
Posted 21 years ago2003-11-14 09:48:39 UTC
in texturing one side of a brush Post #4698
-that was me btw... How'd I log out? Oh well...
Posted 21 years ago2003-11-14 09:35:57 UTC
in texturing one side of a brush Post #4696
its called the "toggle-texture-application" tool. select the face u want changed, choose a texture from the list then click "apply". u might want 2 resize it also. what i do is click "fit" then change the X scale to 1.00. if u want more than 1 wall done hold ctrl and click all the faces, tick "treat as one" and do all the otherstuff i mentioned. treat as one is used 4 things like when u carve a door and the wall gets fragmented. also go with JB. i didnt read "in the beginning" and now i have no idea what an info_node is.
Posted 21 years ago2003-11-14 09:30:08 UTC
in Custom sounds... Post #4695
isnt that a spirit feature? i dunno. mayb u link 2 a sound of ur own.
Posted 21 years ago2003-11-14 09:29:01 UTC
in func_train problem! Post #4694
This sounds like a problem from a few months ago - does the '_train have an origin brush in the middle? Needs to be grouped with the train itself. Btw, an origin brush is just a brush textured with the ORIGIN texture.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-14 09:28:51 UTC
in Custom sounds... Post #4693
for func_trains, doors, buttons and such? How do you do it? :
Posted 21 years ago2003-11-14 09:28:48 UTC
in func_train problem! Post #4692
this happened 2 me in a p**saround spirit map i made. try and not make your train head in a straight line for 2 long, c if that works.
Posted 21 years ago2003-11-14 09:09:36 UTC
in func_train problem! Post #4691
I didn't know I could do that! Yea, I might do that then... But I don't have my map with me now... Later...
Posted 21 years ago2003-11-14 08:55:17 UTC
in func_train problem! Post #4690
Weird. Can you put it in the problem maps so someone can take a look?
Posted 21 years ago2003-11-14 08:52:30 UTC
in texturing one side of a brush Post #4689
Use the little tool for that purpose! (Symbol looks like a cube with a single textured side). Leftclick on surfaces you want to handle, rightclick to copy this texture to other surfaces. Easy! :P
Posted 21 years ago2003-11-14 08:49:21 UTC
in texturing one side of a brush Post #4688
Read Andy's handy-dandy tutorial's called "In the beginning"! You would want to look at part 3 but I suggest you read the lot
Posted 21 years ago2003-11-14 08:42:41 UTC
in texturing one side of a brush Post #4687
Hiya peeps,

Im new to all this so be gentile with me! How do I texture one side of a brush. i.e. I'm creating a room and a corridoor and I want a different texture on the wall as you come out of the room to the texture on the wall in the room...if that makes any sense! :confused:

hope you can help!

Cheers dudz!
Posted 21 years ago2003-11-14 08:32:57 UTC
in func_train problem! Post #4686
Hi!

I have this func_train, that actually is a train. I basically want it to move back and forth and wait some in each end of a tunnel. Now, on ONE side of the tunnel, it LOOKS like the train stops instead of continuing to its path_corner at the end of the tunnel. I checked it out in the game, but the SOUND from the train continues to the end of the tunnel and the seemingly stopped train is actually illusionary and not solid. Then, on the way back, the "real" (invisible) train meets the illusionary and picks it up, behaving real nicely til the other side and back.
What is this crap!?! A bug somewhere? Can't I have long paths? :x
Posted 21 years ago2003-11-14 07:39:51 UTC
in Copyrighted textures... Post #4685
Thanx guys, that's some good and reasonable advice! :D
Posted 21 years ago2003-11-14 07:08:07 UTC
in need testers for a map Post #4684
Upload it into the unfinished stuff vault and link this topic to it. I'm sure alot of people will help you. I'll help you too, if you'd like. :)
Posted 21 years ago2003-11-14 05:11:24 UTC
in need testers for a map Post #4683
hello,
im currently working on a map and i need testers so if anyone is interested.. let me know

"aim:protieus"
the map testing will be at 7pm central time
thx,
Scotty :)
Posted 21 years ago2003-11-14 04:42:44 UTC
in Texture problem Post #4681
Decals can be used as textures. However they look pretty ugly as the white background turns black in-game.
Posted 21 years ago2003-11-14 03:30:12 UTC
in Trekkies Post #4677
:nuts:

And almost all rock musicians are druggies :) I mean, my favourite pianist's (John Cale) first or second album was gunna be called Cocale (duh, I wonder why now). It's got pictures of him falling over in the little CD booklet :)
Seventh-Monkey Seventh-MonkeyPretty nifty