Forum posts

Posted 20 years ago2003-10-12 04:59:12 UTC
in Zhlt comment... Post #2535
thats because one texture light can be as many as 7 -8 different lights
(up to 16 if -extra is turned on (3point oversampling) )

Lighting is a MASSIVE subject, and because of this, maybe there should be 3 tutorials on light?

the firt beeng very basic - no messing with command line switches etc..
the second : introducing light_environments, light_spot and a few basic params. for hlrad

and finally a complex tut covering lightflags - more advanced command line switches like ambient light in shade etc..
(i'm in way over my head)

and thanks for the email andy - :P
Posted 20 years ago2003-10-12 04:15:56 UTC
in Minimicus Post #2533
I really didn't get the plot, but it was funny and I loved it anyway.
Posted 20 years ago2003-10-12 04:07:33 UTC
in ambient sounds Post #2532
Make sure your start volume is the same as the volume of the sound. And custom .wav files won't loop unless you copy 'em over older ones. In redemption, for example, they replaced siren with a bell sound. That's why it loops.
Posted 20 years ago2003-10-12 04:05:33 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2531
I feel that spirit is BRILLIANT if you want to make mods. And I don't find it very buggy, I just stick with the old ents and use their new properties. Also, if say you were making a map which is some sort of HQ under attack from grunts, you'd want good, reskinned grunts rather than barneys defending it. That's why the pick model function for monster entities is so good. You just place a grunt, change him to behave as barney, his reaction just becomes barney's (Friendly unless provoked), and maybe gag him so he doesn't keep using his radio like the enemy grunts, and hey presto! Better, recognisable defences. ALso allows gun turrets on you side which you don't have to control. That's why I like spirit so much. But my compo entry is original HL.
Posted 20 years ago2003-10-12 04:01:06 UTC
in a REALLY thorough guide on cameras Post #2530
But if I'm reskinning models, they have SO many more skins to retexture, and with the high-def ones, they're all just thrown together so there are MANY fewer textures. Plus, barney looks so lame in low-def.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-12 03:56:43 UTC
in Zhlt comment... Post #2528
And you want to include texlighting. Looks soooooooooo much better and more realistic.
Posted 20 years ago2003-10-11 20:55:00 UTC
in extreme bug level Post #2527
Seems Ok to me? what was the problem...
Posted 20 years ago2003-10-11 20:54:36 UTC
in Leaf Post #2526
Thanx for the help :P :P :P
Posted 20 years ago2003-10-11 19:57:54 UTC
in Leaf Post #2525
I put the solution in a comment on the problem map post. Just lower your sky to the top of the rocks and the problem is fixed.
Posted 20 years ago2003-10-11 19:57:18 UTC
in func_train problem Post #2524
How do I make it so that the train banks and turns on a path_corner? I have the yaw on different angles, but it still points in the same direction.
:confused:
Posted 20 years ago2003-10-11 19:55:32 UTC
in new uploads Post #2523
It plays cd tracks on game cds. Can't find that right quake or half-life cd track to play in ur map? use this! I guess I'll put it in the completed maps section? Maybe that will work.
Posted 20 years ago2003-10-11 18:48:00 UTC
in ambient sounds Post #2522
If I remember correctly, the 8 Bit is fixed, you can play with the Hz levels... don't quote me.
Most sound based problems are normally caused by format as Kol suggests, but it is always worth looking at the path you have entered for the ambient generic. In the PATH dialog box of the ambient_generic put in soundfolder/filename.wav. So if you have a sound called bang.wav in the ambience folder you would enter ambience/bang.wav Note that there is a forward slash used! and that there is no need to add the half-life/valve part of the string, because that is already recognised.
If that doesn't work, post a zip file in the problem maps section of the Map Vault with the offending .wav file included.
Posted 20 years ago2003-10-11 18:32:18 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2521
I don't know ....
I have been watching this post with fascination..
Will have to wait for Atoms answer, but for what it is worth, most Spirit maps are buggy, unpredictable and require an indepth knowledge of the .fgd, If you think it will make your maps better :) think again...

Contests are normally judged on how the level is constructed, the playability of the level and the FUN value. Oh, yeah and if it addresses the theme of the contest. Simplicity is the key.
Posted 20 years ago2003-10-11 18:22:40 UTC
in a REALLY thorough guide on cameras Post #2520
Once again it is a case of expecting the engine to do what you want it to do, rather than what it was intended to do.
Take Kol's advice. Test with the default models and in software. It will improve your mapping, and it will reduce the amount of bug's you get.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-11 17:59:07 UTC
in Zhlt comment... Post #2518
Yeah, I saw that when it was posted, I had a good look at it and couldn't really see how I would use it in the type of maps I build... Not that they ever get past project stage ;)
I think what I wanted to do with the light tut is to give people a good overview and let them do the rest. It really is a huge subject. The ZHLT stuff is ok if you understand the theory, but how the hell do you put that in understandable English. The main reason I decided to shelve the tut was because it will never be quite finished as Light seems to interact with everything else. Model lighting is from underneath, Lights effect light_environment settings, named lights - errors? and the list goes on.
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 ago2003-10-11 13:59:31 UTC
in Leaf Post #2514
yiu've got geometry problems
Posted 20 years ago2003-10-11 13:53:19 UTC
in ambient sounds Post #2513
The sounds have to be

PCM,11,025 Hz, 8 Bit, Mono - hl won't play them otherwise

I'm not sure about the 8 bit sampling but you can experiment with the
format ...
Posted 20 years ago2003-10-11 13:22:24 UTC
in Leaf Post #2512
BTW, forgot to say this: I have uploaded the map so you can se whats wrong with it.
it in problem maps,
Name: dream1.

:cool:
Posted 20 years ago2003-10-11 13:20:40 UTC
in ambient sounds Post #2511
how do i use ambient generics to play wav sounds? i placed a bunch in half-life/valve/sounds but the game refuses to play them. i dont know if they are not being recognised, but its extremely irritating
Posted 20 years ago2003-10-11 13:20:28 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2510
I have a 56k and I have spirit. Doesn't take too long to d/load. Go ahead!
Posted 20 years ago2003-10-11 13:17:29 UTC
in mesha needin helpedin Post #2509
but he dont now how to use the multi maneger right.

and the teleport it depends on what location you are and there you need the teleport :P
Posted 20 years ago2003-10-11 13:16:18 UTC
in a REALLY thorough guide on cameras Post #2508
Why? It looks SO much better and more realistic in high-def!
Posted 20 years ago2003-10-11 13:10:28 UTC
in extreme bug level Post #2507
By the way, map name is test3
Posted 20 years ago2003-10-11 13:08:26 UTC
in What mods do you like and why? Post #2506
Oh yeah, Wanted is the biggest piece of s*** ever! The bots are a great idea, but they move really weirdly, 'cos their animation sucks, and they're a real distraction, especially since their health is so high.
Posted 20 years ago2003-10-11 13:02:16 UTC
in extreme bug level Post #2505
Have a BIG problem with my map can someone check it out it's on the problem level (.rmf)
Posted 20 years ago2003-10-11 13:00:38 UTC
in func_tank Post #2504
geus thats the best :P
Posted 20 years ago2003-10-11 12:53:53 UTC
in Leaf Post #2503
i have a problem with one of my maps, for some reason it says:

WARNING: Leaf portals saw into leafaverage leafs visible: 131

what does it mean and how can I get rid of it..my map looks a bit strange when i run it..some solids disappear... :x
Posted 20 years ago2003-10-11 11:56:01 UTC
in mesha needin helpedin Post #2502
uuuuh...
just put a trigger_once on the teleport destination and set the target field to the name of the multimanager
Posted 20 years ago2003-10-11 11:52:44 UTC
in Zhlt comment... Post #2501
Andy: for your light tut, you might want to refer to this little prog. that generates custom light styles :

http://collective.valve-erc.com/index.php?doc=1063863063-91421600

ant the tut seems to be comming along nicely.. :P
Posted 20 years ago2003-10-11 11:49:15 UTC
in func_tank Post #2500
um, don't try to complicate things for your self, post the map in the problems section and let every one have a look
Posted 20 years ago2003-10-11 11:47:30 UTC
in Zhlt comment... Post #2499
you know thats odd and slightly scary.. i was thinking of a tut on levelchanges (again) and i thought of naming it:

"The level change : All you ever need to know"

wierd huh?
Posted 20 years ago2003-10-11 11:44:56 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2498
valid point, but if enough people use spirit then the compo will have to be spirit based
Posted 20 years ago2003-10-11 11:42:22 UTC
in new uploads Post #2497
whats the prog about?

if you can't find any one - contact me and i'll host it on my site - http://www.hlcore.tk
Posted 20 years ago2003-10-11 10:01:56 UTC
in new uploads Post #2496
Do you have somewhere that you can upload misc. zips? Like, I have this VB program that might really help mappers. Is there anywhere I can upload it? :confused:
Posted 20 years ago2003-10-11 09:45:29 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2495
yeah i now but hey i want to be evil and i dont think atom would rate it for this contest because you have a advantage if you use spirit :P
Posted 20 years ago2003-10-11 09:43:44 UTC
in func_tank Post #2494
geus you have to set up some multimanegers and it would have to walk similair ith the gun so....yes it would be very hard :
Posted 20 years ago2003-10-11 09:08:17 UTC
in Replace function Post #2493
It compiles but it takes 50 secs instead of 20
Posted 20 years ago2003-10-11 07:26:08 UTC
in func_tank Post #2492
very odd. could u use another ambient_generic 2 cut the sound? or would that get real complicateded
Posted 20 years ago2003-10-11 07:19:30 UTC
in func_tank Post #2491
no i tryed the not looped to but is isnt working :(
really dont now why
Posted 20 years ago2003-10-11 07:00:24 UTC
in mesha needin helpedin Post #2490
hmm...so far so good but how, may i ask, how, would i trigger a multimanager when teleporting to an info_teleport_destination?
Posted 20 years ago2003-10-11 06:53:04 UTC
in mesha needin helpedin Post #2489
multimanager? shivers

...hokay, hi'll try, but hit might go hawfully wrong.
Posted 20 years ago2003-10-11 06:30:37 UTC
in func_tank Post #2488
then its probably ''is not looped'' or something....
Posted 20 years ago2003-10-11 05:31:13 UTC
in func_tank Post #2487
i have the latest one the one for hl 3.5
Posted 20 years ago2003-10-11 04:54:11 UTC
in func_tank Post #2486
get the latest hl fgd pepper
Posted 20 years ago2003-10-11 04:50:28 UTC
in a REALLY thorough guide on cameras Post #2485
The HD models were not designed for low end machines (low end meaning less than a pIII or the equivalent) - it says so in the manual

so i don't think moaning about their speed is justified - gordon was never ment to walk so i don't know...

You should really be testing your maps with the default models and software mode anyway
Posted 20 years ago2003-10-11 04:46:25 UTC
in func_tank Post #2484
nope te be ugley ore something but i dont have any not toglled flag in the ambiecent generic ore func_tank hehe..... ;)