Forum posts

Posted 20 years ago2003-10-17 16:37:52 UTC
in Reanimating models Post #2820
The HL SDK [full one, you might want blackcat to download it :)] has all the models ready-decompiled - think they're Milkshape-compat, I can find out if you want?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 16:36:30 UTC
in Reanimating models Post #2819
it is.. buy it
Posted 20 years ago2003-10-17 16:29:34 UTC
in HL2 Post #2818
hey! I said, I'm totally against this! hugs gates poster :(

catch the sarcasm? :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 16:28:59 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2817
hmmmmmm. Atom musta died, or just started hating us :(
Posted 20 years ago2003-10-17 16:27:46 UTC
in Reanimating models Post #2816
So I should just buy milkshape? I've been considering it, it seems pretty cheap for such a great program.
Posted 20 years ago2003-10-17 16:21:19 UTC
in What mods do you like and why? Post #2815
but, but, but, but...I WANNA PART 2!
Posted 20 years ago2003-10-17 16:11:01 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2814
i ment tell us all what the situation is with spirit and compo maps
Posted 20 years ago2003-10-17 16:10:13 UTC
in monster targets Post #2813
hmm. you can have invisible enemies behind func walls > with the render mode set to solid and render amt to 255 > this usually works

its kinda complicated so i tell you what > i'll bang up a quick example map
Posted 20 years ago2003-10-17 16:07:19 UTC
in fans Post #2812
i think you mean the Z axis... ie when looking down on it or looking up ?
the center if the origin brush determines the point of turning - it makes no difference what shape it is > the compiler automaticaly gets rid of all of the 'brush' during a compile and the set model centers retains the pointof the axis.. blah blah blah...

if you leave the two flags empty : x and y the fan spins arround the z axis > hl uses the left hand rule for the yaw pich roll / x/y/z thing - don't take my word for it i may be wrong about this, i probably am..
any way, i hope that helps
Posted 20 years ago2003-10-17 16:05:12 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2811
dont kill this post! I started it!
Posted 20 years ago2003-10-17 16:03:55 UTC
in LEAK LEAK LEAK... Post #2810
Posted an uptade of test3
Posted 20 years ago2003-10-17 16:01:06 UTC
in HL2 Post #2809
w0000!
:P
Posted 20 years ago2003-10-17 16:00:08 UTC
in monster targets Post #2808
mayb a monster_jump? and the brush can b any but make it a func_monsterclip ent.
Posted 20 years ago2003-10-17 15:54:03 UTC
in monster targets Post #2806
how can i use a brush based entity that will be attacked by monsters, but without requiring them to destroy it (namely getting headcrabs to jump up and down on the spot - I'm adding a humorous disco type thing into one of my levels)
Posted 20 years ago2003-10-17 15:51:27 UTC
in new avatar: is it 2 rude??? Post #2805
i've heard more offencive things from you ministeve ;)
so i think this is well within the moral limit
Posted 20 years ago2003-10-17 15:47:02 UTC
in HL2 Post #2804
i bet the guy who stole it was sum little nerd with the latest technology and posters of bill gates all over his room...and is 36 but looks 12 and lives in his parents basement which he calls "hacker central". i know its probably a little exaggerated but thats just my way of describing nerds.

(bet the guys never even seen sunlight...)
Posted 20 years ago2003-10-17 15:40:30 UTC
in new avatar: is it 2 rude??? Post #2802
so i can keep it? dleicious, i tell they. :lol:
Posted 20 years ago2003-10-17 15:24:33 UTC
in LEAK LEAK LEAK... Post #2801
Danke sch?n (Thank you very much on German) :)
Posted 20 years ago2003-10-17 15:03:03 UTC
in Reanimating models Post #2800
look, gearbox had the original models (uncompiled) all they did was add the extra anims. and submodels and coded them in to the mdl... and all the rest of the model stuff...
Milkshape does all of this of course, it has a small price to pay for such a prog. really...
Posted 20 years ago2003-10-17 14:53:48 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2798
never. he's been here recently and didn't even check it :(
Posted 20 years ago2003-10-17 14:41:28 UTC
in Setting up a mod, Part 2 Post #2797
I sent an email, Vassy. Check it out.
Posted 20 years ago2003-10-17 13:38:34 UTC
in HL2 Post #2795
Im With Kol
Posted 20 years ago2003-10-17 13:34:49 UTC
in LEAK LEAK LEAK... Post #2794
Dario, I have told you twice how you change entities back to solids=)
:P

Well..read above=)
Posted 20 years ago2003-10-17 12:17:55 UTC
in fans Post #2793
Odd. Try just having the origin brush as a block, since the centre is the axis it rotates on. Otherwise, try the x axis flag, or, try leaving it as default.
Posted 20 years ago2003-10-17 12:02:33 UTC
in fans Post #2792
Posted 20 years ago2003-10-17 11:45:49 UTC
in Setting up a mod, Part 2 Post #2791
Yeah, but I can't get 'em to work right!
Posted 20 years ago2003-10-17 11:36:26 UTC
in Reanimating models Post #2790
UHHHHHHHHHHHHHH! Answer the damn question! And do you mean my mod or opfor? I assume you mean opfor...but what's that got to do w/ anything? Someone please help me.
Posted 20 years ago2003-10-17 11:02:58 UTC
in LEAK LEAK LEAK... Post #2789
select and click "to world"
Posted 20 years ago2003-10-17 11:01:12 UTC
in fans Post #2788
how do i get fans to rotate about the y axis? I've tried ticking the Y-axis flag and i've got the origin brush running vertically, but it will only roll horizontally ( if at all )
Posted 20 years ago2003-10-17 10:27:40 UTC
in LEAK LEAK LEAK... Post #2786
Sure it is, but I still have to know how to change func_wall to a solid.
Does anybody know?
Posted 20 years ago2003-10-17 09:27:02 UTC
in Li'l forum bug Post #2785
ah, thanks. :) fixed
Posted 20 years ago2003-10-17 08:05:59 UTC
in LEAK LEAK LEAK... Post #2784
Thats very helpful :)
Cpl.1nsane Cpl.1nsaneOld Lurker
Posted 20 years ago2003-10-17 07:23:23 UTC
in Reanimating models Post #2783
WOW! Sounds like a great mod!
Posted 20 years ago2003-10-17 07:19:37 UTC
in LEAK LEAK LEAK... Post #2782
Thanx Tlax, but how do I chage func_wall back to a solid?
About the textures, I changed the names of some textures because HL (or Hammer) placed the some textures att wierd places. Anyways I'll send the .wad as soon as I'm finished with test3
Posted 20 years ago2003-10-17 05:48:32 UTC
in TWHL, the server? Post #2781
I'm not thinking of using a server company for this. Reasons? Like you said: Money. But maybe someone of us could put up one from time to time.
Posted 20 years ago2003-10-17 05:46:48 UTC
in TWHL, the server? Post #2780
looks like we need a private server then. I check around for that. BUT it can't obviously be up 24:7. So we have to have a set GMT time.
Posted 20 years ago2003-10-17 03:33:04 UTC
in LEAK LEAK LEAK... Post #2779
Men Men sn?lla ( But but please JesteR)
You have do the hole map to func_wall????
It only a few brusher is normal. You can't have a entity out in the void or as a wall to the void, there you have the leak.
And you have a textur as coming up white that textur is not in H-L.wad so you must send it with the map in a wad.file or do the compiling with wadinclud.

:roll:
Posted 20 years ago2003-10-17 02:36:47 UTC
in Reanimating models Post #2778
The scientist models in OpFor are the same as the ones in the original HL. But they have a few new animations, and in this case, 2 extra submodels: Einstein w/ Clipboard (Walter in hi-def) and Slick w/ stick. Did gearbox software actually remodel the scientist entirely just to add a few new animations and 2 new submodels? It looks suspiciously exactly the same basic model. And it seems like a hell of a lot of work, getting the sci to look the same. How did they do it? I'd like to know 'cos my grunts need a new animation in my mod, and barney needs a few extra heads. Anyone got any ideas?
Posted 20 years ago2003-10-17 02:12:06 UTC
in LEAK LEAK LEAK... Post #2776
Aah, never knew about gl_clear 1 ... thanks
also another good command is gl_wireframe 2 > for tweaking visibility
Posted 20 years ago2003-10-17 02:06:29 UTC
in erm map in progress forum with.......... Post #2775
uhhu..
pepper you started this post as far as i know... ;)
Posted 20 years ago2003-10-17 02:06:16 UTC
in channel Post #2774
thats against the rules of chatbear you do realise....
Posted 20 years ago2003-10-17 02:05:03 UTC
in ShoutBOX Post #2773
what? :S
just early :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 02:04:05 UTC
in ShoutBOX Post #2772
heh, thank god for insomnia
Posted 20 years ago2003-10-17 02:03:57 UTC
in Li'l forum bug Post #2771
that was my point ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 02:02:49 UTC
in LEAK LEAK LEAK... Post #2770
Whoa, thanks for gl_clear 1!!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 02:01:33 UTC
in Li'l forum bug Post #2769
yes, i've noticed this also, 'Anonymous' doesent seem to appear...
Posted 20 years ago2003-10-17 02:00:33 UTC
in new avatar: is it 2 rude??? Post #2768
hehe, I like it
doesn't mean you can have it though ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 01:58:00 UTC
in new avatar: is it 2 rude??? Post #2765
thats not swearing, thats a crap an funny pun - puns are ok... :P
Posted 20 years ago2003-10-17 01:55:59 UTC
in camera tutorial Post #2764
lol, love the pic! :D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-17 00:21:33 UTC
in LEAK LEAK LEAK... Post #2763
You could try loading the pointfile and tracking it down that way.

This from the help file/ http://collective.valve-erc.com/index.php?go=leaks

"Make sure that mapname.pts is being copied into the valvemaps folder along with the compile map (you'll have to move it manually otherwise). The .pts file contains a set of coordinates that form a line of dots that should lead you to the leak. To load the pointfile in the game, bring down the console and type pointfile.
You will see a message similar to 1050 points read, and you should see something similar to the above picture. (You may have to run about your level to find it).

The default engine limit is 2048 points, which may not be enough to trace a line to the leak in your map. If this is the case, start Half-Life at the command prompt with "hl -particles 10000" (or some higher number) to allow the engine to display more particles, and thus trace a longer line to help you find your leak.

When you've loaded the pointfile, type "noclip" to allow you to walk through walls and "r_fullbright 1" to make the map bright so you can see everything. (If you're using Zoner's compile tools, the map will already be fullbright since the RAD process didn't run.) If there are monsters placed in the level, typing 'god' and 'notarget' at the console will make things easier as well. The 'notarget' command causes monsters not to become hostile to your presence, and 'god' makes you immune to damage of any sort. If you noclip outside the level, it might also be useful to type 'gl_clear 1' in the console. This will turn the void into a solid color, rather than the mess that it will be if you're using the glide or opengl renderer.

Once you find the line, follow it. It bounces all over the place, goes in screwy directions, both inside and outside the level. At some point, it will pass through a hole in the walls of your level. There's your leak."

Hope it helps.