Forum posts

Posted 20 years ago2003-10-13 13:43:04 UTC
in What mods do you like and why? Post #2603
Trigger happy is a good map - its one amp that rendomly generates gruns in various locations - give it a try - its fun - and replayable
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-13 11:02:23 UTC
in erm map in progress forum with.......... Post #2600
lol geus kol wanna be a admin :D
Posted 20 years ago2003-10-13 10:59:39 UTC
in Minimicus Post #2599
like slayer said before me slayer and ministver and the only people on the wolrd mo read readmes :D
Posted 20 years ago2003-10-13 10:54:34 UTC
in TWHL: A Milli-Centennary of Mapping Post #2598
yeah lol c2a3 ore what about a red grey color combination :D :nuts:
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-13 10:40:07 UTC
in func_train problem Post #2594
thats hwo it shall be said god,allah,boedha and any other god especialy hammer god :D
Posted 20 years ago2003-10-13 10:37:30 UTC
in water solid??? Post #2593
told ya so :P :P :P :P
Posted 20 years ago2003-10-13 08:32:43 UTC
in water solid??? Post #2592
nope, got it. my water is now...well, water.
Posted 20 years ago2003-10-13 08:05:15 UTC
in TWHL: A Milli-Centennary of Mapping Post #2591
how bout hl textures?
Posted 20 years ago2003-10-13 07:40:46 UTC
in water solid??? Post #2590
u WANTED 2 go 2 school? 2 things here: 1. u would rather go 2 school than eat, sleep, drink, map and play around with ur overheatin comp.
2. October holidays.
Posted 20 years ago2003-10-13 07:38:42 UTC
in water solid??? Post #2589
No idea, sorry. Don't feel well anyway, and very bored, I wanted to go to school today and now I'll be behind on cowo and stuff :(
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-13 07:18:01 UTC
in water solid??? Post #2588
and everything inside the water cube is gone! i tp in and im in the void!
Posted 20 years ago2003-10-13 07:17:14 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2587
? what u mean u ahv 2 pull out cos the threads about the compo? and dont give ur stuff away like that! hink if sum1 wins with ur stuff. every1 will hav put so much effort in2 it, and the winner just took his stuff from sum1 else.
Posted 20 years ago2003-10-13 07:02:23 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2585
Since this thread's about the compo: I'm gonna have to pull out prolly :(
Shame, anyway: anyone want the sound files I've edited so far? I was doing Romeo and Juliet :cool:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-13 07:02:23 UTC
in mesha needin helpedin Post #2586
I mean the brush trigger_once. (Is there a point-based one?) ;) If you are getting teleported and the trigger isn't triggering, double-check your target field in the trigger_once.
Posted 20 years ago2003-10-13 06:33:46 UTC
in water solid??? Post #2584
all my water has turned solid! anything inside it acts like a block thats not been hollowed! and my water was fine yesterday and it wasnt hollow!
Posted 20 years ago2003-10-13 05:46:46 UTC
in a REALLY thorough guide on cameras Post #2583
umm...a little off topic?
Posted 20 years ago2003-10-13 05:45:18 UTC
in mesha needin helpedin Post #2582
u mean brush trig 1nce or point trig 1nce cos i got brush and it not workin
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-13 04:55:52 UTC
in Savage :) Post #2580
New game called savage on http://s2games.com/savage/ - how do i map for it? :zonked:
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-13 02:38:38 UTC
in What mods do you like and why? Post #2577
Anyone tried the Waste when it's was released?
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-12 22:51:29 UTC
in extreme bug level Post #2574
No... I think this is a tiling texture that doesn't look the same in 3D as it does when compiled. Some textures that begin with - are specific tiling textures. There are normally 3 or 4 in a set. So there will be -0brick -1brick -2brick and so on.
In Hammer when you choose one, it looks ok in the 3D window, but when you compile the game engine adds the rest of the texture set to the wall using the properties you have set, face or world. Getting this right can be a real pain.... you can play with the textures till you get it right, find a non tiling texture (as there normally is one of the same name that is similar) or you can just use Wally to convert them to non-tiling textures by renaming them and removing the -
Posted 20 years ago2003-10-12 22:43:46 UTC
in Vis problem! Post #2573
Welcome back NinjaGrinch....
Answer correct as always.

Jester since your going to read this , I think your test3 texture problems are due to the fact that you are using tiling texture? Is that the problem... looks good in the 3Dview, but doesn't look the same after compile? Have a look at texture types in ITB 3 as you are using textures from a set.
Posted 20 years ago2003-10-12 22:41:17 UTC
in mesha needin helpedin Post #2572
Place the trigger_once right under the info_t_d. Then when the player gets teleported, he hits the trigger once.
Posted 20 years ago2003-10-12 22:33:44 UTC
in new uploads Post #2571
I moved it into the example maps section...
Seemed to be a better place for it, but I would prefer it to be hosted externally...
Thanks for the useful tool anyway.
Posted 20 years ago2003-10-12 19:30:52 UTC
in func_train problem Post #2570
No not so good.
That's how it is,
func_tracktrain shall always build in direction of 180 degrees (be facing west).
When the map start it will move to the first path_track and placing itself to facing the second path_track.
func_tracktrain shall have a origin brush, and the origin brush tell the func_tracktrain how it be orient to the path_track.
func_tracktrain shall always follow a track of path_track.

:cool:
Posted 20 years ago2003-10-12 18:58:00 UTC
in What mods do you like and why? Post #2569
I?ve got to add one more Mod to the list... This one is pretty cool, some sort of Blue Shift. Name?s Azure Sheep (sure you know it).
It?s quite big (about 100 mb, I think) but really deserves it.

Cons: Too much hallways, quite hard when playing in Hard mode.

Pros: Loads of action :D. Nice new models. Overall idea.
Posted 20 years ago2003-10-12 18:26:11 UTC
in func_train problem Post #2568
so if he builds the train in lets say 90 degrees angle and the first path_track is 270 degrees, the train will automatically face it?
Posted 20 years ago2003-10-12 18:22:10 UTC
in extreme bug level Post #2567
Perhaps its your DELL computer that is the problem...hehe
Posted 20 years ago2003-10-12 18:19:40 UTC
in Leaf Post #2566
hahaha! :badass:
Posted 20 years ago2003-10-12 18:13:19 UTC
in Minimicus Post #2565
u can read the txt that came with it. that tells all.
Posted 20 years ago2003-10-12 18:12:10 UTC
in What mods do you like and why? Post #2564
stenin,stenin stenin stenin. why? why forbid me when it only increases my curiosity? ive been, and i se no one ripping anyone. all i see is a load of crap jokes and screwed up pics(animated).
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-12 18:01:08 UTC
in mesha needin helpedin Post #2561
how do u get the info_t_d 2 target the trigger once? it dont hav a target thing (less its just spirit)
Posted 20 years ago2003-10-12 13:35:07 UTC
in func_train problem Post #2560
another thing to not is that the train gets 'teleported' to the first stop point and faces the next one
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-12 13:32:33 UTC
in Vis problem! Post #2558
Yep, NinjaGrinch is right > Why are you not using Merl's Custom build of ZHLT?

if there is no visible 'hole' on your level that's making the leak, make sure that all point entities are incide the level and not in the void - origin brushes outside maps are also a common culprit and remember : brush based entities do NOT block vis or seal leaks only world brushes do!
Posted 20 years ago2003-10-12 13:11:57 UTC
in func_train problem Post #2557
I wouldn't say you're screwed. You should be able to just change your func_train and path_corners into a func_tracktrain and path_tracks.
Refer to the entity guide for help filling in all the tracktrain properties:
http://cariad.co.za/twhl/entityinfo.php?ent=func_tracktrain&game=1
Posted 20 years ago2003-10-12 13:00:15 UTC
in Vis problem! Post #2556
takes a deep relaxing breath
I am in control...I am in control...

OK then, your problem is two fold:

First, your level has a leak, as evidenced by the first 5 lines of the bsp log:
<quote>
qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
</quote>
Check out this page for descriptions of virtually every single error you may encounter:
http://www.slackiller.com/tommy14/errors.htm
Go ahead and bookmark this invaluable reference now.

Second, you're using the OLD OLD OLD qtools that are with out a doubt the single-biggest source of compile problems that new mappers have. You need to use Zoner's tools, the latest version of which can be found here: http://collective.valve-erc.com/index.php?go=mhlt

Happy Mapping
Posted 20 years ago2003-10-12 11:49:35 UTC
in Vis problem! Post #2555
Really? Happened to me many times before
Posted 20 years ago2003-10-12 11:45:11 UTC
in Vis problem! Post #2554
Hmmmmmmmmmmm interesting Never had my vis say 'no vising performed' :
Cpl.1nsane Cpl.1nsaneOld Lurker
Posted 20 years ago2003-10-12 11:19:08 UTC
in Vis problem! Post #2553
I know it's an vis error but how do I fix it. Here's the full report:

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:ProgramValve Hammer Editormapstest3.map" "C:SierraHalf-Lifevalvemapstest3.map"

** Executing...
** Command: C:ProgramVALVEH~1toolsqcsg.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:SierraHalf-Lifevalvemapstest3.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
added 4 additional animating textures.
2 seconds elapsed
** Executing...
** Command: C:ProgramVALVEH~1toolsqbsp2.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
1 seconds elapsed
** Executing...
** Command: C:ProgramVALVEH~1toolsvis.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read C:SierraHalf-Lifevalvemapstest3.prt
No vising performed.

** Executing...
** Command: C:ProgramVALVEH~1toolsqrad.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:ProgramVALVEH~1toolslights.rad']
[1 texlights parsed from 'C:ProgramVALVEH~1toolslights.rad']

No vis information, direct lighting only.
2953 faces
174604 square feet [25143034.00 square inches]
12255 patches after subdivision
53 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (10)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 47/400 3008/25600 (11.8%)
planes 2888/32767 57760/655340 ( 8.8%)
vertexes 4039/65535 48468/786420 ( 6.2%)
nodes 1315/32767 31560/786408 ( 4.0%)
texinfos 194/8192 7760/327680 ( 2.4%)
faces 2953/65535 59060/1310700 ( 4.5%)
clipnodes 3987/32767 31896/262136 (12.2%)
leaves 850/8192 23800/229376 (10.4%)
marksurfaces 3228/65535 6456/131070 ( 4.9%)
surfedges 13930/512000 55720/2048000 ( 2.7%)
edges 7089/256000 28356/1024000 ( 2.8%)
texdata [variable] 1720/2097152 ( 0.1%)
lightdata [variable] 431964/2097152 (20.6%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 10914/131072 ( 8.3%)

Total BSP file data space used: 798442 bytes

11 seconds elapsed
Posted 20 years ago2003-10-12 10:58:09 UTC
in What mods do you like and why? Post #2552
Just believe me ministeve. You don't want to go there. :|
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-12 09:53:17 UTC
in func_train problem Post #2550
So theres no way to make the direction turn with path_corners? I'mso screwed...