Forum posts

Posted 20 years ago2003-10-30 15:46:06 UTC
in gun import Post #3666
No you can't, you'd have to create a mod that uses the model and the code for it, or reskin the default model for the machine gun. Which I must say is a BAD idea and noone will let you.
Posted 20 years ago2003-10-30 14:44:39 UTC
in TWHL, the server? Post #3665
  • Cut the horseplay sir, or I will be forced to reject you from all aquatic
activity
  • Who exatly are you?
  • Lifeguard on duty sir, if you don't mind I have to watch the pool.
Jim Carrey in: Jacuzzi Lifegard
Posted 20 years ago2003-10-30 14:38:30 UTC
in gun import Post #3664
How can I take the SAW from opfor and put it into a half-life level? It won't need to be selected, only picked up, fired for a bit, then go through a player_weaponstrip. Oh, and if you're gonna say use wally please EXPLAIN in humiliating detail how to do this, cuz I'm stupid. ta
Posted 20 years ago2003-10-30 14:38:22 UTC
in Site Problem Post #3663
I guess Atom is the "master" of this site so check this out Atom.
I can't post my map, after a while I get this message:

Warning: Unable to open '/var/tmp/phphFWiJs' for reading: No such file or directory in /mnt/web_i/d18/s00/a000tm53/www/twhl/mapvault_edit2.php on line 71

Warning: Cannot add header information - headers already sent by (output started at /mnt/web_i/d18/s00/a000tm53/www/twhl/mapvault_edit2.php:71) in /mnt/web_i/d18/s00/a000tm53/www/twhl/mapvault_edit2.php on line 179

What are you waiting for, GET TO WORK!
Posted 20 years ago2003-10-30 14:28:10 UTC
in What the hell does this mean Post #3662
will this involve mashing up hammer and rearranging it in all sorts of potentially catastrophic ways? ie will I lose anything
Posted 20 years ago2003-10-30 14:23:50 UTC
in Trekkies Post #3661
Sure, I will. But I'v noticed that the music in Elite Force 2 is exactly as in the series. Have you come to that forest level? Very nice.
The factory level (where they create those aliens), it reminds me a bit of The Elder Scrolls: Morrowind. There are simmilar places in that game, but instaed there are old "castles" made by the dwarfes.
Posted 20 years ago2003-10-30 14:15:28 UTC
in What the hell does this mean Post #3660
One more thing, I see that you are using the "qtools". Download zoner's custom tools instead, you can find them on VERC collectives site
http://collective.valve-erc.com/
Posted 20 years ago2003-10-30 14:09:55 UTC
in What the hell does this mean Post #3659
Make sure that all of your extern walls are solids and not func_wall.
Posted 20 years ago2003-10-30 14:04:54 UTC
in textures Post #3658
btw the blak hawk's pic isn't actually a black hawk, It's an AS 565 panther
Posted 20 years ago2003-10-30 13:59:02 UTC
in What the hell does this mean Post #3657
I've been trying to get rid of a particularly offensive leak that I can't find, and suddenly I'm getting this message as well. Eh????

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
WARNING: MakeNodePortal:new portal was clipped away from node@(1182,282,-820)(1196,-248,-724)
LEAK LEAK LEAK
Posted 20 years ago2003-10-30 13:43:28 UTC
in What mods do you like and why? Post #3656
no. you didnt.
Posted 20 years ago2003-10-30 13:39:38 UTC
in Geeky Nerdy Thread [Danger of Death] Post #3655
but its nerdy.
Posted 20 years ago2003-10-30 13:35:32 UTC
in Optical Illusion(s) Post #3653
no, the little yellow ones arent fun anymore. the green and blue ones are the in thing, my friend!
Posted 20 years ago2003-10-30 13:29:17 UTC
in In da House Post #3651
but jesus told me they were ok! i met him when i was flying to the moon! he told me pills are ok, not to give peace a chance and bluhbluhbluhbluhGRAP!

(pigeons)
Posted 20 years ago2003-10-30 13:23:17 UTC
in tanklaser Post #3650
it is in the vault. its called tanklaser. choose a laser 2 fix. mine or slayera's laser he made 4 me.
Posted 20 years ago2003-10-30 13:22:16 UTC
in In da House Post #3649
what? you mean those purple and pink pills are... dangerous!?
Posted 20 years ago2003-10-30 13:20:49 UTC
in PROBLEM Post #3647
ah damnit why didnt my work ?
;)
Posted 20 years ago2003-10-30 12:26:52 UTC
in textures Post #3645
anonymous? that was me
Posted 20 years ago2003-10-30 10:30:48 UTC
in PROBLEM Post #3644
lol; pld ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 09:34:33 UTC
in PROBLEM Post #3643
Bugger,
I have been away too long.
Try Setting up Hammer
Posted 20 years ago2003-10-30 09:32:16 UTC
in PROBLEM Post #3642
I think you meant [url] http://cariad.co.za/twhl/tutorial.php?id=47]Setting up WorldCraft/Hammer[/url] ;)
Posted 20 years ago2003-10-30 09:12:14 UTC
in PTS and BPS Files Post #3639
Don't blame'm
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 09:11:53 UTC
in In da House Post #3637
yep
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 09:11:18 UTC
in Optical Illusion(s) Post #3636
noooh.. .
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 09:10:59 UTC
in multi-textured brushes Post #3635
yeah: excellent idea; give the man a medal :P
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 09:10:18 UTC
in Texture brushes not seen Post #3634
Hint Brush tutorial on its way. I have been doing some CS stuff that I set a hard figure of 500 poly's on and had to use a few hint brushes. Once I have the text together I will post the results and you might be surprised by the outcome, I was....
MattyB is right, the good stuff is over at VERC, but the Hint brush tutorial over at counter-map is also worth a look.
Posted 20 years ago2003-10-30 08:53:48 UTC
in textures Post #3633
i ran the map, and there are some probs
you didnt have sky texture, it turned up purple/black checkers(read sky tut)
there was no light so it turned up fullbright(try putting up some streetlight along the wall and in the middle, that'll look cool :D )
some minor were that the doors were ugly textured, those stairs in the beginning are PROBABLY causing some error, i dunno.
and there was a whole lot "solid entity emty" errors.
Posted 20 years ago2003-10-30 08:48:05 UTC
in Optical Illusion(s) Post #3632
OMG.... you have been taking the little yellow ones again haven't you?
Posted 20 years ago2003-10-30 08:45:22 UTC
in multi-textured brushes Post #3631
ooo really smart ;)
Posted 20 years ago2003-10-30 08:41:28 UTC
in textures Post #3630
just place a normal light or something
Posted 20 years ago2003-10-30 08:39:51 UTC
in In da House Post #3629
I am now convinced that you have all been taking some strange medication while I have been away ;)
Posted 20 years ago2003-10-30 08:34:41 UTC
in PTS and BPS Files Post #3627
Me wonders if Anthony is wanting to Batch Compile to produce the files, rather than use Hammer ??
Posted 20 years ago2003-10-30 08:32:30 UTC
in What mods do you like and why? Post #3626
Stuck in DarkStar.... More like headcrabbed to death. Arghhh I hated that mod, if it wasn't for the really good construction and ideas I never would have played it all the way through... Ummm that makes me wonder if I did play it all the way through?
Posted 20 years ago2003-10-30 07:47:42 UTC
in Compiling modes and differences... Post #3625
Yes: it "corrects VIS errors, which can actually increase r_speeds!" apparently. Can't remember where I read that. Still better, though!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 06:41:58 UTC
in Compiling modes and differences... Post #3622
depends, for my starwars map, a full vis actually INCREASED r_speeds. However this is due to the somewhat bizarre nature of the map.
Posted 20 years ago2003-10-30 05:29:33 UTC
in Compiling modes and differences... Post #3620
nah, always full :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 05:04:36 UTC
in Escalator Post #3617
I'd keep it static else it'll either crush people or go wrong quite a lot. It would also increase r_speeds really badly.
Posted 20 years ago2003-10-30 04:45:14 UTC
in dedicated server Post #3616
Works with C&C Renegade. Don't know about HL though.
Posted 20 years ago2003-10-30 04:44:15 UTC
in Compiling modes and differences... Post #3615
So, what do you reccomend on this Full vis thread?. Full for Indoors and Normal for outdoors?. And if my indoor map has a large area (as large as a... as the place where Gordon does the experiment in the original HL)?
Posted 20 years ago2003-10-30 04:29:16 UTC
in Escalator Post #3613
arent there any tuts on them as yet?
Posted 20 years ago2003-10-30 03:34:39 UTC
in dedicated server Post #3612
whoa - gimme!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 03:34:15 UTC
in Hidden Doorways? Post #3611
lol :)
Nice t'see ya, Devil :cool:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 03:30:43 UTC
in Compiling modes and differences... Post #3609
and -fast is a kinda sketchy VIS. It's pretty poor; almost as bad as no VIS at all in large areas!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 03:28:44 UTC
in Escalator Post #3608
Well, you could do it yourself. Or you could use a prefab. Search on Google. :cool:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-30 03:11:24 UTC
in Escalator Post #3606
can an escalator be made in cs? how?
Posted 20 years ago2003-10-30 03:01:41 UTC
in textures Post #3605
i tried placing light environment, but the map then just turns dark and nothing is visible....
Posted 20 years ago2003-10-29 23:36:30 UTC
in Compiling modes and differences... Post #3604
-extra (rad) won't improve r_speeds, but makes the lighting look better. -full (vis) will make your compile slower, but it will reduce r_speeds. Lower r_speeds = faster map. You should always do a full vis on anything you plan to release.
Posted 20 years ago2003-10-29 22:59:28 UTC
in New to hammer and need help Post #3603
thanks
Posted 20 years ago2003-10-29 21:53:16 UTC
in Compiling modes and differences... Post #3602
Well, here?s a good one...
Having learnt things about building a map and making it both working and playable a question comes to mind...
I started doing complex architecture... Well, sort of, it?s more like too many brushes to be seen (reducing those r_speeds, I?m afraid, but still the map runs smooth (more or less) on my K7600))... The thing is that I?m afraid of my map running too slow to pack the action and so my question comes:
-Is there any differences between making RAD and VIS compile EXTRA and FAST instead of NORMAL?. Will my map run faster or just compile faster?. Well, that?s the thing.
Posted 20 years ago2003-10-29 20:23:07 UTC
in Going to kill the cameraman... Post #3600
Fixed it... Just... Redid the whole thing (never fails :D).