Forum posts

Posted 21 years ago2003-09-24 11:16:10 UTC
in twhl: the mod? Post #1602
yay!
wha?
:|
Posted 21 years ago2003-09-24 11:07:01 UTC
in TWHL: A Milli-Centennary of Mapping Post #1601
atom: Aww, okay. Anyhow... I like colors like metalish-green/blue, and stuff like red, white/gray and black... and, uh. Yeah. I'm sure you can think of other stuff. :P
Posted 21 years ago2003-09-24 11:03:56 UTC
in Yes, me again... Post #1600
I know, but I did not get any objects disappearing either...
Posted 21 years ago2003-09-24 04:28:32 UTC
in The specialists Waypoints Post #1593
Gday

Does anybody know how to place waypoint in the specialists
Posted 21 years ago2003-09-24 02:13:27 UTC
in TWHL: A Milli-Centennary of Mapping Post #1592
The lion/tiger/vassy is andy's avatar, not atom's. And he's had it for a LONG time....I think.
Posted 21 years ago2003-09-24 01:36:53 UTC
in twhl: the mod? Post #1591
Sounds interesting - you mean 'capeesh' :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-24 01:35:26 UTC
in TWHL: A Milli-Centennary of Mapping Post #1590
lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-24 01:35:12 UTC
in TWHL: A Milli-Centennary of Mapping Post #1589
I like [color=blue]blue![/color] [colour=blue]and again? :S[/blue]
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-24 01:34:37 UTC
in jump pad tutorial? Post #1588
Whoa, nice (big) av, atom! :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-24 01:33:11 UTC
in spirit prob and texture change Post #1587
For other switching textures, i.e. completely different ones, either two func_illusionaries and two env_renders or two func_wall_toggles? :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-23 21:37:15 UTC
in Outdoor Maps Post #1586
Dang.... So that's why my Kid's look strange...
Posted 21 years ago2003-09-23 21:13:32 UTC
in spirit prob and texture change Post #1585
For buttons to change texture, use texture pairs that begin with +0 and +A, for instance +0BUTTON4 and +ABUTTON4. Those textures will toggle automatically when used on a button.
For your spirit console question, I'm not sure because I don't have spirit, but try "game spirit map mapname"
Posted 21 years ago2003-09-23 21:01:23 UTC
in Outdoor Maps Post #1584
I think you mean the sky texture. Take a look at atoms Environment tutorial for help on outdoor maps. But you definitely DON'T want to make a brush surrounding your entire level. That is known as a 'skybox' and it will cause your hair to fall out in clumps and your children will be born with two heads! OK, so it won't cause that, but it is a bad mapping technique that you should strive to avoid.
Posted 21 years ago2003-09-23 19:52:02 UTC
in Outdoor Maps Post #1583
Gday

I remember from somewhere that to make outdoor maps you need to make a brush surrounding your entire level and apply a outdoor texture to it. I can't find an out door texture, where is it???

Thanks
Posted 21 years ago2003-09-23 16:30:49 UTC
in twhl: the mod? Post #1580
i know its a bit random, but how about a little checkbox on all maps in the vault aking if they want the map or a part of it to have a chance of appearing in a mod! the idea came when i saw the mod ISSUES which asked ppl 2 send in any map and they would bind them in2 a story. it finished on the 1st of september but since twhl has loads of ppl who could contribute it might be worth a shot, comprendi? :D
Posted 21 years ago2003-09-23 16:26:41 UTC
in texture lighting Post #1579
i sent it a few hours ago. godspeed.
Posted 21 years ago2003-09-23 16:17:27 UTC
in spirit prob and texture change Post #1578
how do i make a texture change when i press a button?

also i cant run any spirit maps in the console. do i type sumtin other that map "mapname"?
Posted 21 years ago2003-09-23 14:42:13 UTC
in TWHL: A Milli-Centennary of Mapping Post #1577
tiger? um,
Lion - the last time i checked... :P ;)
Posted 21 years ago2003-09-23 14:41:29 UTC
in jump pad tutorial? Post #1576
yea, about that jumping pad i promiced... should be there by this evening.. (at the time of this post) ;)
Posted 21 years ago2003-09-23 14:34:59 UTC
in milkshape replacement Post #1575
i now but iam mean(only in this post) :|
Posted 21 years ago2003-09-23 14:23:48 UTC
in Yes, me again... Post #1574
-dev shows the messages, just because they don't show up doesen't mean there not there...
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-23 11:43:58 UTC
in milkshape replacement Post #1571
That's not very nice... :P
Posted 21 years ago2003-09-23 11:39:00 UTC
in model making? Post #1570
There's a few OK tuts. at milkshape's home, chumbalum soft or whatever, but only a few are really any good.
Posted 21 years ago2003-09-23 11:21:09 UTC
in cs-hl map vault Post #1569
shouldnt we have a special cs maps section cause there alre a lot of cs on the moment :P
Posted 21 years ago2003-09-23 11:16:44 UTC
in erm map in progress forum with.......... Post #1568
wiht screenshots,

a idea for a forum with a kind of maps wich arrent ready for the unfinshd section: but you cna show people some screenies of your map and get some first comment:D cause i would liek that cause iam now bizzy for 2 weeks with my tfc map and i need some backup;) but i cant put it in the unfinishd map section :P
Posted 21 years ago2003-09-23 11:01:56 UTC
in Yes, me again... Post #1567
I was using -dev 'cause the cheats wouldn't work for me otherwise... However, when I play without -dev, that error disappears but no cheats seem to work (god, noclip, give WEAPON/ITEM, impulse, etc)...

Uh. Little help? :)

Thanks for that though, I didn't know of the limit before. :P
Posted 21 years ago2003-09-23 10:25:36 UTC
in TWHL: A Milli-Centennary of Mapping Post #1562
lol, err, well, since they were mostly stolen... no :)

Djinn: I'm going to try alternative colours... but it's not using any smart template system or anything, so changing the actual layout of the pages would be a mission. Give me colour suggestions though :)
Posted 21 years ago2003-09-23 10:02:37 UTC
in milkshape replacement Post #1561
seventh this iste was already up!! atleast i could come up

and andy, seventh started so blame him not me had to porve that i was meaner!!

and atom, dont give andy his forum rights back, i have human rights he cant toast me, he cna toast seventh but not me:)
Posted 21 years ago2003-09-23 09:59:12 UTC
in The Specialists Post #1560
i would say in ts directory and hl wad(depends on what map):)
Posted 21 years ago2003-09-23 07:57:24 UTC
in texture lighting Post #1559
hmm. i thought it was in the mappin questions. i'll giv u the lights.rad when i get home. today at the earliest and tommorow at the latest.
Posted 21 years ago2003-09-23 06:57:29 UTC
in coversion of normal to deathmatch Post #1558
Thaks mate
Posted 21 years ago2003-09-23 06:54:13 UTC
in coversion of normal to deathmatch Post #1557
If you stick in some info_player_deathmatchs, and run it as a deathmatch game (launch a server/run it on one) then you'll respawn after you die. You'll start with a HEV, crow and 9mm too :)

Items will also respawn in deathmatch.

To start Hl in DM from the command-line, just add +deathmatch 1 to the line, i.e. "d:hlhl.exe -console -map deathmap +deathmatch 1".

Hope this all helps :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-23 06:51:48 UTC
in DoD Setup Post #1556
no prob :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-23 06:51:22 UTC
in The Specialists Post #1555
the ones in the Spec dir? :)
that's, I think specialists.wad, halflife.wad (in valve) and mebbe some others. Just add them all, as long as you have NO CUSTOM ONES!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-23 06:47:36 UTC
in DoD Setup Post #1554
yeh, i did that, it works

thanks
Posted 21 years ago2003-09-23 06:42:58 UTC
in coversion of normal to deathmatch Post #1553
Gday

Ive got my map, whenever you die the level restarts, like in single player. I want it to be a deathmatch map where when you die you respawn.

I also want to know how you make a player start with a hev suit a crowbar and a pistol, ive only been able to do this by placing it in the player start point.

Finally, how do you get items to respawn.

If anyone can help me out id really apreciate it, cheers
Posted 21 years ago2003-09-23 03:52:05 UTC
in model making? Post #1551
Are there any experienced modellers here? Anyone know a decent (comprehensible) tutorial on getting started? I followed the included MS one but got lost when he started "patching up" the blade :( :x
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-23 01:35:24 UTC
in milkshape replacement Post #1550
Sorry :)
Glad to see the site's up again (i.e. faster than 10m/pg)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-22 22:00:54 UTC
in Yes, me again... Post #1548
Is there a reason you are running the map in software mode?
If you have an OpenGL or Direct3D capable videocard, then change your settings :)
If you don't, then welcome to mapping last century style, and as Kol mentioned, you will need to do some heavy reading on polygon counts, vis and r_speeds.
Basically your map has more than 800 polygons to be rendered by the engine from where the player is looking. The amount of short surfaces are the number that the engine is NOT drawing because it is in software mode and limited to the magical 800 figure.
Don't forget, what the engine see's and what the player see's are two different things.
FIX: Reduce the amount of brushes...
Posted 21 years ago2003-09-22 21:52:37 UTC
in milkshape replacement Post #1547
I can't wait until I get my Forum Admin rights back.....
You guy's are toast!
Posted 21 years ago2003-09-22 21:44:54 UTC
in texture lighting Post #1546
This should be in the Mapping questions forum?

Looks like you lights.rad is in the right place.
Any chance of e-mailing a copy of the lights.rad and letting me know what texture (name and what .wad it's a from) ?
Posted 21 years ago2003-09-22 16:59:48 UTC
in Yes, me again... Post #1543
um, have you tried running vis with the -full command line switch? :|

if you have, then read up on polygor reduction methods... the short surfaces only appears in software which has a max of about 600-700 surfaces or polys.. i really don't have time now to explain.. check out some tuts on polygor reduction, and vis
Posted 21 years ago2003-09-22 16:54:58 UTC
in gravity Post #1542
huh?

well, trigger_gravity is what you need, have a look at the entity lists..

;)
Posted 21 years ago2003-09-22 16:29:02 UTC
in gravity Post #1541
hi i am tring to mack a map with low gravity plese help i sowe it in sweet half life ta
Posted 21 years ago2003-09-22 15:29:21 UTC
in texture lighting Post #1540
my lights.rad dont work its in the folder i compile with. i compile through the console and i use spirit. the texture i want to light up is there and was an original texture. crystal clear. if any1 didnt understand that i'll lift thier toenails off with a screwdriver.
Posted 21 years ago2003-09-22 14:46:45 UTC
in Several questions Post #1539
www.mapping.cjb.net is also a very good prefab site :) :) :) :) :)
Posted 21 years ago2003-09-22 14:00:04 UTC
in Yes, me again... Post #1538
...and I'm back with a question. Might be more later though... :/

Alright. So I run my map. In the first room, there's a door infront of you. However, the door is not visible when you're aiming at it. At the top, it gives me the following error (or whatever it is): 'short ### surfaces' where ### is replaced by a (usually) three-digit number. Now, this happens throughout the map... objects disappearing when you look at them/other objects, and always with that message. I have no idea why it is like this nor how to fix it, so I'd appreciate any help.

Djinn
Posted 21 years ago2003-09-22 11:25:58 UTC
in TWHL: A Milli-Centennary of Mapping Post #1537
Haha. Hey, atom, are you gonna make "themes" for this site later on? if so, can I make one? I've got plenty of unused layouts on my HD. I'm sure I could edit them to fit with this site. :)