Forum posts

Posted 21 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 21 years ago2003-10-04 04:04:50 UTC
in New Forum Board ? Post #2132
Yea..
Posted 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 years ago2003-10-03 19:50:01 UTC
in compiling problems Post #2117
What's the name of your map?
Posted 21 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 21 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 21 years ago2003-10-03 19:46:31 UTC
in FIRE Post #2114
Yeah! Where are they!?
Posted 21 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 21 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 21 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 :)
Posted 21 years ago2003-10-03 18:50:53 UTC
in Level transitions. Post #2110
a lv transtition would b good. i dont trust that d*mned collective. also sumtin about lv changes where say, ur captured and wake up in jail.
Posted 21 years ago2003-10-03 18:47:48 UTC
in twhl: the mod? Post #2109
i didnt actually own ts2 i just borrowed it 4 ps2. there was just 1 guy i needed 2 get, and 4 that i needed a gold(or was it sliver) on "someone has got to pay". since then ive always hated ducks.
Posted 21 years ago2003-10-03 18:43:11 UTC
in the best inspiration 4 hl mapping is... Post #2108
hl. use the noclip 2 find out how hl was made. 4 instance. final battle. when u get teleported in2 the big room with a jump pad and an underwater bit twice, a garg appears. where did it come from? a box outside with the AAATRIGGER texture. teleported in the 2nd time u visit the room. the nihlanths teleport is complicated and how they did it is way beyond me but take a look around. try 2 find out how exactly the screen turned green when we teleported. it really helps make maps.
sayonara.
Posted 21 years ago2003-10-03 18:32:34 UTC
in REALLY WIERD HL THING! Post #2105
i found this really wierd hl thing. u know just after surface tension with that elevator u cant get in2? well load the map (map c3a1) and enter sv_cheats 1. then load the map again (map c3a1) and type noclip. fly 2 the elevator and inside, press the red arrow 2 c...well go find out!
Posted 21 years ago2003-10-03 18:27:29 UTC
in a REALLY thorough guide on cameras Post #2104
yes i did. i f**king did try it and it was as f**king useful as a f**king book that f**king teaches u how 2 f**king read. :x
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-03 16:09:33 UTC
in good against good Post #2101
be very compilcated, and mess up easily!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-03 15:42:15 UTC
in func_train problems... Post #2099
I can't get func_tracktrains working either-in my mod I was trying originally to make a func_train that would crash through a wall when you jumped on it. I can never get func_trains to work-It had an origin brush and everything but for some reason it just appeared at its last path corner at the start of the map. My func_tracktrains just won't move either... :( :(
Posted 21 years ago2003-10-03 14:36:40 UTC
in good against good Post #2098
You could try to do some scripted stuff...
I don?t know, make Barney face the scientist and perform his shooting animation... With a multi_manager you could spawn some blood (env_blood would work?), play the shoot sound and kill the scientist as well... I don?t know if there is any way of spawning decals, maybe naming them and activating them with the multi_manager could work in painting floor and walls in red :P.
Posted 21 years ago2003-10-03 10:14:09 UTC
in Outdoor Maps Post #2094
erm thaught the wernt in a wad
Posted 21 years ago2003-10-03 10:05:02 UTC
in Outdoor Maps Post #2093
Oh, by the way. In what .wad files can I find the other sky textures.
Xen sky and the sky texture where you can see a river
Posted 21 years ago2003-10-03 09:51:41 UTC
in func_tracktrain Post #2092
Well, I actually don't know. Never tried it, HIHI :P
Posted 21 years ago2003-10-03 07:57:12 UTC
in func_tracktrain Post #2089
how do i set up the track trin welll it isnt the same a a func_train se be sure of what you say :lol:
Posted 21 years ago2003-10-03 07:41:59 UTC
in Outdoor Maps Post #2088
thers really no prob and i dont have any probs with sky boxes :D
Posted 21 years ago2003-10-03 07:39:31 UTC
in func_train problems... Post #2087
i have a stupid prob for my mod i have some func tracktrains but icant get them to work really strange they wont start moving :zonked: :zonked: :zonked:
Posted 21 years ago2003-10-03 03:54:08 UTC
in twhl: the mod? Post #2086
Sorry pepper, I wasn't ignoring you, I just didn't see the 2nd page of posts.. ;)
The Avatar logo was stolen from the site, but do me a favour and don't tell atom.... :)
To insert an image you need to link to an existing web address. So yeah, you need to publish the picture to your home site and link it that way. First person to find my homesite wins $2.50 and could you let me know where it has gone... I seem to have lost it
:roll:
Posted 21 years ago2003-10-03 03:14:26 UTC
in good against good Post #2084
but you cna od al ot more with spirit really you will see it if you downlaod it and you really should....only...the levels arent compatible wiht normal hl :|
Posted 21 years ago2003-10-03 03:09:04 UTC
in mod menu Post #2082
porr vassy igot psp7 form a friend and there was a lot of extra stuff wiht it!! :D
Posted 21 years ago2003-10-03 03:01:50 UTC
in twhl: the mod? Post #2080
sure and iam saddam hoessein(that means i dont understandt it
) :zonked: :zonked:
Posted 21 years ago2003-10-03 02:51:23 UTC
in New Forum Board ? Post #2079
yeah iam working a fun mod so it woudl nbe handdy he he
:P
Posted 21 years ago2003-10-03 02:23:47 UTC
in mod menu Post #2077
That happened to me as well with the avi video. Of course, I was using a fairly cruddy animation program (The complete animator). I used to have PSP, trial ran out, now I have to resort to stupid old school resources.
Posted 21 years ago2003-10-03 01:57:40 UTC
in mod menu Post #2075
Are the videos the right size? Are they the right colour-depth? (256 colours)?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-03 01:56:54 UTC
in good against good Post #2074
Nope, except with Spirit of Half-Life (a mod).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-03 01:54:46 UTC
in New Forum Board ? Post #2073
Yeh! :cool:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-02 21:57:47 UTC
in good against good Post #2072
Is it possible to make Barny shoot a scientist? If so, can u please tell me? :zonked:
Posted 21 years ago2003-10-02 21:27:53 UTC
in mod menu Post #2071
I um, don't know how to change the HUD color.
Posted 21 years ago2003-10-02 21:26:55 UTC
in mod menu Post #2070
I have created several .avi movies for the little menu logo thing and it dosn't load when i put it into the "media" folder in my mod folder. Instead of the Half-Life logo, its just blank. I also have no idea how to change the words and colors of the text in the menu.