Forum posts

Posted 21 years ago2003-09-29 08:49:28 UTC
in Cluttered Maps Post #1835
If you group things together I believe there is an option in either the 'View' dropdown menu or on the top menu bar that will allow you to partially or completely hide objects.
-panda
Posted 21 years ago2003-09-29 05:55:08 UTC
in Cluttered Maps Post #1834
Gday

In the x,y view (top down) is it possible to make only part of the map show, my map is very tall ans skinny and the top view is getting extreamly cluttered, is is possible to configure it to ignore any thing below a certain point.
Posted 21 years ago2003-09-29 02:54:08 UTC
in advanced compile mode Post #1833
hmmm ok that kinda helps lets concentrate on norma; mode for a moment. it all works then near the end what looks like and ms-dos procces window briefly flashes and once again it just sits there.

game parametres -dev -console -game gearbox
Posted 21 years ago2003-09-29 02:25:39 UTC
in cs start with weapons Post #1832
It's game_player_equip. 99% sure.
Posted 21 years ago2003-09-29 02:24:23 UTC
in Glowing Switches in Dark Rooms... Post #1831
Maybe a small texlight which is pointing at the switch? Also, you cannot name a switchable light entity "light". A tiny texlight (Maybe "red" texture) would do the trick, and "red" doesn't emit much light.
Posted 21 years ago2003-09-29 02:22:14 UTC
in Error: Bad Surface Extents Post #1830
Either invalid brushes (But you usually get max_leaf_faces for that) or textures scaled up or down too much. Anyway, scaling textures a lot lags the area.
Posted 21 years ago2003-09-29 02:21:04 UTC
in advanced compile mode Post #1829
No, xxx is the mod's directory. Try it one normal mode with the parameters -game gearbox. Also, the operation completed successfully might be one of those fatal errors like bad surface extents and max_leaf_faces, coplanar planes etc. The help menu has something on your backwards error.
Posted 21 years ago2003-09-29 02:17:31 UTC
in Game Crashes when I play my map Post #1828
No prob! :)
Posted 21 years ago2003-09-29 01:14:08 UTC
in cs start with weapons Post #1827
info_player_weaponequip or something. Look on the "CS Entity Guide" :P
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-29 01:12:10 UTC
in Hammer 3.5 Public Beta Post #1824
Extract the models, using Wally, to HLvalvemodels.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-29 01:12:02 UTC
in NO KOL FOR A WEEK Post #1826
Lol, TWHL's gunna fall apart without us two ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-29 01:11:24 UTC
in erm map in progress forum with.......... Post #1825
He mentioned mod icons some time ago...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-28 23:08:43 UTC
in Glowing Switches in Dark Rooms... Post #1823
Also...
No point in putting a value greater than 1 in the Minimum Light level setting, as 1 is it, it is either 1 or nothing...
Posted 21 years ago2003-09-28 23:04:39 UTC
in Error: Bad Surface Extents Post #1822
Normally texture scale, but sometimes it can be brush alignment.
For the full answer see Tommy14's Error Reference
Posted 21 years ago2003-09-28 23:01:06 UTC
in advanced compile mode Post #1821
Check the setup guides for HalfLife and CS and the Glossary for Map change failed....

The Copy file line in Expert should be: Copy File $path$file.bsp $bspdir$file.bsp ..........NOT Copy File +map???
The +map command is part of the $game_exe line.. which should be the final line in the compile sequence.
The last line in Expert mode is the only one that needs changing when you are doing a mod that hasn't already got an advanced mode. Just copy one of the other expert modes and change the last line:
$game_exe line +map $file -game XXX -dev -console
Where the XXX is Opfor (or whatever it is)

In Normal mode it is loading HalfLife instead of OpFor because you need to add : -game XXX (where XXX is the name of your mod) to the Additional command parameters box at the top....

Arggggghhhhh!!!!!!!!!!!!! It is driving me nut's too!!!!!
Posted 21 years ago2003-09-28 20:30:48 UTC
in CS lightning problem Post #1819
Were you able to use the -ambient setting, or did you fix it some other way?
Posted 21 years ago2003-09-28 20:25:12 UTC
in Glowing Switches in Dark Rooms... Post #1818
If you are using Zoners Half-life tools, you can set the minimum light level for some entities, definitely for buttons. Or you could place a dim light entity that is always on, right next to the button. (In the problem maps section of the map vault is a map called teldelay. In that map is a button where the minimum light level has been increased to make it more visible.)
Posted 21 years ago2003-09-28 19:47:35 UTC
in cs start with weapons Post #1817
how do i make it so the players start with and without certain weapons. like in scoutzknivez how people do not start out with a scout, but not with a glock or usp.
Posted 21 years ago2003-09-28 19:00:24 UTC
in Glowing Switches in Dark Rooms... Post #1816
Well, here?s another one...
Imagine a room with a lamp. The lamp has a light entity above and this light entity is triggered in/off by a switch on the wall.
Whenever the room is lit you can see the switch but when you press it you can?t see it (obviously, light has gone)...
The thing is, I want to make that switch glow in the dark so you can see it when you turn off the light, you know, something like in the original Half-Life where switches were glowing, telling you to push them.
Anyone knows how to do it?. I?ve tried with Render Fx (Pulse and so on...) but got no results.
Thanks!.
Posted 21 years ago2003-09-28 18:49:47 UTC
in Paths and Doors... Post #1815
Thanks!.
Posted 21 years ago2003-09-28 15:21:14 UTC
in Minimicus Post #1814
muwhhahahahahah you still dont have him cause i blow up the transport in ts muwhahahahaahaha
:P
Posted 21 years ago2003-09-28 15:19:09 UTC
in Hammer 3.5 Public Beta Post #1813
i have them bove but i wont change anything i dont even see modles!!!! :x :x :x :x :x
Posted 21 years ago2003-09-28 15:17:58 UTC
in Hammer 3.5 Public Beta Post #1812
i have them bove but i wont change anything i dont even see modles!!!! :x :x :x :x :x
Posted 21 years ago2003-09-28 15:15:37 UTC
in Error: Bad Surface Extents Post #1810
Ok, this is actually still the map that I had mentioned in another topic. I've since fixed that problem but I am now getting an error "Bad Surface Extents" when I compile. But Hammer doesn't see any problems with my map. What does this error mean and how can I go about fixing it?
-panda
Posted 21 years ago2003-09-28 15:14:53 UTC
in Game Crashes when I play my map Post #1811
Thank you everyone for all of your help! The problem ended up actually being Zoner's compile tools. For some reason, they just stopped working! But now I can finally compile my map! YAY!
Thanks again, everyone!
-panda
Posted 21 years ago2003-09-28 15:14:30 UTC
in erm map in progress forum with.......... Post #1809
yeha but atom hasnt give his reaction yet!!! :
Posted 21 years ago2003-09-28 15:11:45 UTC
in Semi-away for a week! Post #1808
hes gone crazy :P
Posted 21 years ago2003-09-28 15:08:24 UTC
in NO KOL FOR A WEEK Post #1807
where are you going?? :|
Posted 21 years ago2003-09-28 14:45:45 UTC
in Mod problem. Post #1806
Tempted to give up on The Portal already-my map has got a really tiny leak I can't find anywhere! DAMN LEAKS! ARRRRRRGGGGGGGGGHHHHHHH!!!!! :x :x :x :x :x
Posted 21 years ago2003-09-28 14:35:09 UTC
in advanced compile mode Post #1805
i am creating a map for opfor using the advanced compile mode./ it all goes well until the end where it says ::
  • Could not execute the command:
Copy File +map STARGA~1
  • Windows gave the error message:
"The operation completed successfully."

And then it just sits there and does not compile.

Also on normal mode it works but loads hl instead of opfor and says
map change failed stargate command not found on server.
(stargate command is my map name)

it is driving me nuts please help !!!
Posted 21 years ago2003-09-28 12:53:33 UTC
in Mod problem. Post #1804
Yellow Phase? Lol, kinda on hold, loadsa coursework.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-28 12:51:23 UTC
in Mod problem. Post #1803
Sorry last post was me. Don't know why it came up as Anonymous...
Posted 21 years ago2003-09-28 11:14:53 UTC
in NO KOL FOR A WEEK Post #1801
:(

i'm going away... and never coming back..

oh wait, i am coming back! next month ;)

thats why i'm starting a new thread - tired of living off on replies...

And now to pimp my sites great service:
need a different texture? sprite? model?

go to www.hlcore.tk - visit the costum content section - you can even upload your own created textures etc..
Posted 21 years ago2003-09-28 11:09:47 UTC
in Semi-away for a week! Post #1800
lol
Posted 21 years ago2003-09-28 10:37:04 UTC
in Semi-away for a week! Post #1799
Given up upgrading it myself, scared of shorting summing out etc. I'll be on when at school. Can't wait to have a decent PC! :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-28 10:00:24 UTC
in CS lightning problem Post #1798
SUCCESS!!! :D
Posted 21 years ago2003-09-28 09:39:52 UTC
in twhl: the mod? Post #1797
ok, its there and i'd like to announce a new feature:

My costum content thing works now.

you can send in your textures/sounds/models/prefabs/sprites for review to : igotstuff@hlcore.tk so that other people can use them its like the map vault only for other content
Posted 21 years ago2003-09-28 09:34:14 UTC
in Single player Mods Post #1796
redemption is good, but there are better levels out there

ones that didn't come free with the retain vertion of CS :P
Posted 21 years ago2003-09-28 09:11:54 UTC
in Single player Mods Post #1795
I LOVE Redemption!
Posted 21 years ago2003-09-28 07:46:59 UTC
in twhl: the mod? Post #1794
i'll fix that one right away!
Posted 21 years ago2003-09-28 07:26:08 UTC
in twhl: the mod? Post #1793
Yes it's working. Looking good. After you click the link provided above you have to take out the <br>/ in the address bar ...seems to have remained with the code, like Andy said. There is one glaring error with your 'links' section.....no link to TWHL!!! ;)
Posted 21 years ago2003-09-28 07:12:37 UTC
in erm map in progress forum with.......... Post #1792
i'd like to see 'sections' in the map vault for Mp, Sp Hl Cs.. other mods etc..
Posted 21 years ago2003-09-28 05:37:50 UTC
in Single player Mods Post #1791
lol
Posted 21 years ago2003-09-28 05:36:07 UTC
in model making? Post #1790
or you can boycot milkshape, wait till hl2 ships, buy the dev vertion and get the super sweet softimage's XSI wooooohooooooo FR33!!!!
Posted 21 years ago2003-09-28 05:30:17 UTC
in Single player Mods Post #1788
That was Tlax I disappeared ???
:
Posted 21 years ago2003-09-28 05:28:25 UTC
in Mod problem. Post #1785
true, multiplayer only gets rid of 'new game' ; 'load/save game' etc..
but i dont think that works the other way arround

you could open up valvegfxshellbtns_main.bmp and actually 'ERASE' the multiplayer menu using paint.. make sure you paint over them with black only!
Posted 21 years ago2003-09-28 05:23:37 UTC
in Single player Mods Post #1783
play Dave jonson's ETC2 ( www.planethalflife.com/davej ) - a map that actually physically had me trembling.. getting chased by a real pissed gargantua while on 23 health and 3 clips of ammo is not exactly a stroll through the park!

i havent been terrified by a map like that since i first played Half-Life Uplink - still beats most freelance hlsp maps.
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-28 05:19:26 UTC
in Outdoor Maps Post #1781
the sky texture in the wads makes no difference

its the tga and bmp files in the gfx/env folder
Posted 21 years ago2003-09-28 05:17:28 UTC
in Atom, just wondering... Post #1780
donny darko is a must see