Forum posts

Posted 20 years ago2003-10-04 12:55:42 UTC
in Speech Post #2166
you need to edit the sentences.txt - its in the valve/sound folder

find the line with the name of the wav that the scientist is supposed to say, it will look some thing like:

// SCIENTIST

SC_OK0 scientist/excellentteam
SC_OK1 scientist/fellowscientist

now, find this line :
SC_ROCKET scientist/c1a4_sci_rocket

you can change c1a4_sci_rocket to iwounded2 or iwoundedbad*

*that name is the wav name with out the .wav

alternatively, you can add a new line to sentences.txt, like so:

SC_WOUNDEDBAD scientist/iwoundedbad

make sure its in somewhere with the other SC_whatever entries
and also be sure to distribute the modified sentences.txt

have i mentioned everything? oh, in the scripted sequence properties make sure you have a ! before the sentence name
Posted 20 years ago2003-10-04 11:32:55 UTC
in Speech Post #2165
Sorry I keep asking so many questions but I have this problem. On HL:Uplink there was a part where you found a dying sci who said:
"Well I seem to be seriously wounded" before he died. I have tried to put a wounded sci in my map, and tried to make him say some sentence before his death. For some reason though he can only seem to say "Fire the rocket engines, destroy the damn thing before it grows any larger"Does anyone know anyway to override this and play a different sentence? I am using a scripted_sequence. :)
Posted 20 years ago2003-10-04 11:24:19 UTC
in Sitting models Post #2164
How do you make barney sit down on a chair?
Posted 20 years ago2003-10-04 09:23:31 UTC
in See-through grates. Post #2162
if you want to be able to shoot through the grate turn it into a func_illusionary > with the same properties >
then surround the func_illusionary in a clip brush*

*its an ordinary brush which is completely covered in the clip texture (clip) its invisible in the game but blocks players
Posted 20 years ago2003-10-04 08:41:56 UTC
in Level transitions. Post #2160
I can help with the words.... :nuts:
Posted 20 years ago2003-10-04 08:27:59 UTC
in See-through grates. Post #2159
Thanks! :D
Posted 20 years ago2003-10-04 08:26:43 UTC
in Level transitions. Post #2158
Tlax,
If you think the maps are a good enough example of level transitions, please load them in the Example Maps. If you think they need words, I will have a go at it if you want, unless someone else wants to volunteer :
Posted 20 years ago2003-10-04 08:08:05 UTC
in See-through grates. Post #2157
Tie to an entity, e.g. func_wall. Rendermode Solid, Render amount 255. :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-04 08:06:50 UTC
in REALLY WIERD HL THING! Post #2156
He means monster shadows! They were pretty good actually, used to criss-cross, though. Wish I had an old enough ver to see 'em first hand: www.planethalflife.com and look at the Nostalgia project/Screenshots. Very interesting.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-04 07:56:32 UTC
in See-through grates. Post #2154
This is probably a silly question but how do you get rid of the "invisible" blue bits of texture in see-through grates and stuff? Thanks :)
Posted 20 years ago2003-10-04 07:33:24 UTC
in Retexturing Tutorial Post #2152
tis a beutiful tut, i tell they.
Posted 20 years ago2003-10-04 07:24:49 UTC
in Retexturing Tutorial Post #2151
Triple lol.!!! I want to see It !!!
Posted 20 years ago2003-10-04 07:13:21 UTC
in play testing Post #2150
Sorry :zonked: I was Read before Post
Posted 20 years ago2003-10-04 07:10:59 UTC
in play testing Post #2149
hmm...now if it was a sp map i could help, but multiplayer aint my thing...
Posted 20 years ago2003-10-04 07:09:53 UTC
in play testing Post #2148
Hmmmmm !!! Dificult !!!

If map is Good I can try.But Server location will be
in Bulgaria-East Europe. :|
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-04 06:48:20 UTC
in REALLY WIERD HL THING! Post #2146
look at shadows? thats uhh normally how u c them. by lookin at em.
Posted 20 years ago2003-10-04 06:23:11 UTC
in REALLY WIERD HL THING! Post #2145
lol - i knew that one ages ago - probably some extra level they decided to cut

there are lots of things like that in hl - like the shadows for example - if you have a really old v if hl you can look at them.. they were removed in a patch

same goes for some models, sounds etc..
Posted 20 years ago2003-10-04 05:19:49 UTC
in twhl: the mod? Post #2144
yeah i didnt c it and i wondered where my posts went!
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-04 04:52:54 UTC
in Problem With CHANGELEVEL Post #2141
Hey my doodle got screwed up...:(
Posted 20 years ago2003-10-04 04:37:35 UTC
in FIRE Post #2139
pepper: You can use the HL Model Viewer for that, it opens the paks and you can view the models, the poses and everything for it in the window. You can also play the sounds and open the txt files (like titles.txt, sentences.txt etc).
Posted 20 years ago2003-10-04 04:27:39 UTC
in erm map in progress forum with.......... Post #2138
no really
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-04 04:27:28 UTC
in twhl: the mod? Post #2137
Andy said:
I just didn't see the 2nd page of posts..
Nor did I! Atom: how 'bout some double-arrows or summat at the bottom of each page?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-04 04:22:43 UTC
in erm map in progress forum with.......... Post #2136
you don't say
Posted 20 years ago2003-10-04 04:16:37 UTC
in twhl: the mod? Post #2135
its amazing how some posts go way off topic.. its great !
Posted 20 years ago2003-10-04 04:12:19 UTC
in Level transitions. Post #2134
um, you can try the trigger_player_weaponstrip if you want the 'jailers' to take the players weapons and all.. the suit stays and so does the long jump module
Posted 20 years ago2003-10-04 04:05:52 UTC
in Web Hosting Post #2133
Does anyone here know anything about 1&1 (www.oneandone.co.uk)? They seem remarkably cheap, and look pretty professional, but I couldn't really find any (recent) reviews or opinions?

Anyone? Even recommend a better (cheap) host? :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-04 04:04:50 UTC
in New Forum Board ? Post #2132
Yea..
Posted 20 years ago2003-10-04 04:03:39 UTC
in How do I... Post #2131
Yes, place a func_wall_toggle in front of the screen(s), probably textured BLACK, and name it/them something like "offscreens". In the Flags of them, check "Start Invisible". Set the button to target "offscreens". Vo?la. I'll even make you a little example map if you want ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-04 03:53:41 UTC
in the best inspiration 4 hl mapping is... Post #2130
oo.. almost forgot.. if you are going to use any of the pictures in your levels, make sure to credit the photographer
(i think his first name is Henk)
Posted 20 years ago2003-10-04 03:49:01 UTC
in the best inspiration 4 hl mapping is... Post #2129
yea, but make sure you are not trying to copy othe people's work exactly.. most players will spot the clone immediately.. try this site for some inspiration :

http://www.abandoned-places.com/ :cool:
Posted 20 years ago2003-10-04 03:35:18 UTC
in Outdoor Maps Post #2128
i now there in the env folder but i htuaght the one he wasloking fr might be in a wad
:P
Posted 20 years ago2003-10-04 03:33:03 UTC
in FIRE Post #2127
all the files are pakced in a pak. file so it saves space and the game loads them very handy.. like if you wanna se moleds in hammer you also need to extract them all(yes i did extract all the modles) :zonked:
Posted 20 years ago2003-10-04 03:29:34 UTC
in How do I... Post #2126
erm if ima right it are light texture so you hsould a light texture wich is off and i think you should make it a func wall ore a func wall toggle iam not sure :D
Posted 20 years ago2003-10-04 01:54:28 UTC
in How do I... Post #2125
Hello,

I have a CS map I'm working on, and in this map I want a big plasma TV and a bunch of computer screens (Set up in kind of a battle ship Combat/Radar Center). In a different location, I have an electrical switch. Is there anyway for me to get the TV and the computer screens to go off when the switch is hit?

Thanks, Adombom
Posted 20 years ago2003-10-04 00:32:57 UTC
in FIRE Post #2124
You need to access the pak0.pak file. It is in the Half-Lifevalve folder.
The pak0.pak file has to be opened with Pakscape, Wally or something similar. You then need to extract the sprite folder into your Half-Life directory.
You will not be able to view the available sprites until you unpack the pak0.pak file.
Posted 20 years ago2003-10-04 00:27:16 UTC
in compiling problems Post #2123
Sorry, too busy trying to compile your map... :)

Seriously though, if you use Gensurf19 or nemisis then be ready for a long wait. 1 hour isn't all that long, and it's not the fault of the compile tools. It is the fault of the map. The map you uploaded has hundreds of grouped brushes that have opposing faces and angles. The tools have to break this down into faces and leafs so that it can get an idea of what is there, then it needs to build a light map....
If this was not such a complex brush map, then it would take about 5 seconds to compile... But with so many bruses with different faces.. Oh well.

Have you tried generating the terrain yourself?
Posted 20 years ago2003-10-04 00:17:41 UTC
in Outdoor Maps Post #2122
Go up four posts and read Kol's reply...
The sky textures are not in .wad format. There in the env folder, and that is only if you have unpacked them with Wally or whatever.
Actually there is a tutorial somewhere on making your own Sky textures... but the link I have is broken..
Happy searching ;)
Posted 20 years ago2003-10-03 20:38:34 UTC
in Dark... Post #2121
Maybe it?s just a light problem... Try to give a Minimum Light Level of 1 to the Door (in "properties"). If the door is textured you should set some lights near the faces that are seen on black... Remember that the lightining of walls and moving entities will stay the same (it they move) that when they were rendered.
Posted 20 years ago2003-10-03 20:35:33 UTC
in Problem With CHANGELEVEL Post #2120
Well, you may be right about those albums... Old School IN FLAMES!!!.
Posted 20 years ago2003-10-03 20:17:42 UTC
in FIRE Post #2119
ive only got about 10 visable sprites in the valve/sprites folder
Posted 20 years ago2003-10-03 20:04:06 UTC
in FIRE Post #2118
in the half life folder i couldnt see anyone with sprite in its name
Posted 20 years ago2003-10-03 19:50:01 UTC
in compiling problems Post #2117
What's the name of your map?
Posted 20 years ago2003-10-03 19:48:45 UTC
in FIRE Post #2116
You need a program like PakScape or Pak Explorer to see all of the sprites and notice their names. Go into the sprites folder, and a list of all the sprites u need are there.

To see the actual sprite in action, you need SpriteViewer.
Posted 20 years ago2003-10-03 19:46:34 UTC
in compiling problems Post #2115
I have a small (in size) map that I am trying to make into a 1 on 1 deathmatch for half-life. I used GenSurf to make the general ground and added buildings etc. So I compile it and it get's stuck on leaf thread. Now this happens often, so I go and watch the Simpsons, and then King of the Hill, plus make a sandwhich. All in all about 1 hour and 30 mins. I come back and it's STILL on leaf thread! So now i'm kind of mad that the compile tools (ZHLT) can't compile a smal, high brush map. Is there some way I can fix this problem so that it dosn't take 3 days to compile?

I am going to put the map in the "problem maps" section. Maybe u can help me.
Posted 20 years ago2003-10-03 19:46:31 UTC
in FIRE Post #2114
Yeah! Where are they!?
Posted 20 years ago2003-10-03 19:45:31 UTC
in Dark... Post #2113
Yello everyone! I have small problem, how can I get the textures visable on a door when the door starts in the wall. The textures are just black!
Posted 20 years ago2003-10-03 19:39:04 UTC
in FIRE Post #2112
Gday

Where the hell are the fire sprites and how do you modify their size
Posted 20 years ago2003-10-03 19:38:09 UTC
in Problem With CHANGELEVEL Post #2111
Thanx Marlboro for the very long advice. I found out that the problem was that the triggers must have a bit of space between eachother, or else you'll just end up with loading from one level to another (if the triggers are close to eachother)

P.S.
I think Whoracle, Colony and Clayman are better :)