Forum posts

Posted 20 years ago2003-08-28 13:37:24 UTC
in Looping animations? Post #278
John_Crichon and I had the same problem in our competition entry, so we had to make a monster follow some path_corners instead - no help to you, though, sorry ;(
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-28 13:35:39 UTC
in 500th Login Message Post #1101
What, is that as high as they go? :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-28 13:24:44 UTC
in Trapped Compo - I won but no trophy is i Post #285
Yeah, I did like your map vassy, but ummm, I did use god mode second time over to get to the end - I am a bit of a cheater - LOL.

Still no sign of a trophey - well I'll be damned!!!

Atom, if your reading this, please understand that I would only like the trophey so that I can say - look - I won this compo! It doesn't have to be all technically linked does it??

Anyway - thanks All

Goodluck Vassy with mappin, if you carry on at your age you will be awesome in a couple of years (my age)!!!
Posted 20 years ago2003-08-28 11:00:14 UTC
in Looping animations? Post #277
I am quite new to using the Valve Hammer Editor. I have version 3.4 and I have recently become very stuck-I am trying to get a scene in my map where a scientist is being dragged into a ventilation shaft by a zombie-but I cannot get the animation ventpullidle2 to loop smoothly-the scientist plays the animation once-and then when it is finished he stands up for a few seconds, and then plays the animation again. I have tried everything to make the animation loop smoothly without him getting up (like in the game) but it simply won't loop! I am using the aiscripted_sequence entity. I have tried using the scripted_sequence entity- it is the only way I can get the animation ceiling_dangle to play-but the scientist always plays the animation round the wrong way (facing inside the vent) and still won't loop. Could someone please tell me how to get animations such as ventpullidle2 to loop correctly and/or how to get the scripted_sequence animations to play the right way round-I have changed the angle on the object but it just won't seem to turn the animation round. sorry for making this so long. Any help would be appreciated. Thanks.
Posted 20 years ago2003-08-28 10:27:42 UTC
in WOW Post #1113
good thought. at the mo the contest system is a bit inflexible, but since i'll be redesigning it anyway (for the next contest), I think that's a good idea for a feature...
Posted 20 years ago2003-08-28 10:24:51 UTC
in I want my money back Post #1120
Heh, that'll teach you!
Posted 20 years ago2003-08-28 10:21:50 UTC
in 500th Login Message Post #1100
heh, 500 already! i'll have to think up some more :)
Posted 20 years ago2003-08-28 03:48:39 UTC
in WOW Post #1110
Skeeve just wants a trophy desperately :P
Posted 20 years ago2003-08-27 22:14:52 UTC
in WOW Post #1109
Due to real life stuff, it has been a while since I have logged on. First thing I noticed was the CS Guide. The current contest entries are great. Its really nice to see such an active online community.

Oh while I am here, atom you may want to create a trophy to represent a team effort win. This is not meant to downgrade a team entry, for it takes more planning and communication to put something together as a team.

Having a trophy set that represents a team entry winning, will let users know there are more than one person to credit for the entry. Not suggesting a new entry class, just a trohpy class.

Just a thought.
Posted 20 years ago2003-08-27 14:55:33 UTC
in Trapped Compo - I won but no trophy is i Post #284
I survived it, fair and square! Maybe I'm just too good ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-27 13:28:05 UTC
in Trapped Compo - I won but no trophy is i Post #282
Hi, this message is mainly for atom.

Hi Atom, as you know me and Seventh_Monkey entered the trapped map compo as a joint entry, and well, won!!

I am very pleased that you included both our names on the winners page, but (and I hope not to sound picky) Seventh_Monkey has the tropy in his trophy cabinet (under his user) and I don't.

I was wondering if it were possible for both of us to have that trophy, so people can see that I won if they look at my stats!

Thanks, hope you can help,
John_Crichton
Posted 20 years ago2003-08-27 13:16:51 UTC
in I want my money back Post #1119
Yeah, I spent at least a couple hours converting my map though :P

Perhaps thats why I didnt even rank ;)
Posted 20 years ago2003-08-27 13:09:32 UTC
in My Entry: Who Did What Post #298
I want the RMF! I can't get the damn zip file to extract. Lousy frickin' computer...
Posted 20 years ago2003-08-27 08:37:36 UTC
in compiling Post #295
If there are spaces in the map name, try taking them out.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-27 08:32:58 UTC
in compiling Post #294
i have tried and tried to get one of my maps to compile but as some as counter strike loads up it says the map is not found please help
Posted 20 years ago2003-08-27 06:49:10 UTC
in Texture Lighting Tutorial Post #297
Done.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-27 06:10:46 UTC
in Texture Lighting Tutorial Post #296
I'm writing a tutorial on Texture Lighting today. That's it. Just in case anyone cares :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-27 04:55:22 UTC
in I want my money back Post #1118
Nah, that's just a copy of a TFC map, innit Jobabob, even got the same readme :D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-27 03:13:00 UTC
in I want my money back Post #1117
I love people who don't understand basic sarcasm, or 'psche' as they call it in america for some stupid reason :S
Posted 20 years ago2003-08-27 02:14:54 UTC
in all map lighting messed Post #303
ooo
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-27 01:56:31 UTC
in I want my money back Post #1116
u serious, u actually paid someone to make u a map? I dont beleive it.
Posted 20 years ago2003-08-26 17:18:06 UTC
in I want my money back Post #1115
That map cost me ?500, I expected at least bronze. Last time I hire Levelord to make anything for me! >:|
Posted 20 years ago2003-08-26 16:51:36 UTC
in all map lighting messed Post #302
You'll be wanting Environment - http://cariad.co.za/twhl/tutorial.php?id=6

And yes, there will be a new contest soon. Likely to be sooner than a month as well...
Posted 20 years ago2003-08-26 14:25:08 UTC
in all map lighting messed Post #301
There's a tutorial on it here somewhere. Have a look through 'em, you'll find it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-26 13:52:27 UTC
in Level transitions. Post #1123
Posted 20 years ago2003-08-26 13:42:53 UTC
in all map lighting messed Post #300
lol i know i wouldnt have a chnace i just need a goal for a map otherwise they suck =) . but like how would you get it to look like natural lighting like in dust1/2 and stilll have the dark tunnel?
Posted 20 years ago2003-08-26 10:24:51 UTC
in Level transitions. Post #1122
Where can I find a tutorial then???
Posted 20 years ago2003-08-26 03:47:23 UTC
in Reflective glass Post #311
Same as the car in 3DMike's ts_bikini. Anyway, look in the Example Maps section, there's another of mine (lol, well, it was my idea), showing one-way glass.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-26 03:11:56 UTC
in Reflective glass Post #310
yeah how do u do a shiny reflective texture? i noticed in one of the specialists mod map the texture was shiny, as if it was reflecting the light. Anyone else seen it, have a look at the tm_corporate map and look for one of the big N logos in the map, on one side of the logo you will see NASH CORP writing on it and it will look reflective when you move around.

I didnt think that the halflife engine could draw shiny textures?
Posted 20 years ago2003-08-26 03:08:51 UTC
in Reflective glass Post #309
Right, trying NOW
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-25 23:07:07 UTC
in all map lighting messed Post #299
for some reson in map prop my default lighting is messed, ive tryed 0, 100, 1000, and it all seems about halflit. dunno why, suggestions? (ps, get another competition going!)
Posted 20 years ago2003-08-25 17:43:47 UTC
in Reflective glass Post #308
That was me, btw. I'll try tommorow, sorry, watched the Italian Job (lol)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-25 14:13:26 UTC
in Reflective glass Post #306
Yes.
Posted 20 years ago2003-08-25 13:55:07 UTC
in Reflective glass Post #305
You mean you want to make a one-way pane of glass, one side transparent and one side not? I can show you how if that's what you mean.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-25 13:07:08 UTC
in Reflective glass Post #304
Is it possible to make reflective glass? I've got Spirit if it's necessary. It doesn't actually need to be reflective, it just needs to be transparent on one side and opaque on the other.
Posted 20 years ago2003-08-25 04:55:07 UTC
in Transparent texture making Tutorial? Post #1131
yep thats correct, a tutorial on actually making the transparent texture maybe in photoshop or any graphics program for that matter.
Posted 20 years ago2003-08-25 04:45:33 UTC
in why does the env_glow.... Post #312
why does the env_glow entity when in game, from far away its not very bright, but depends on how you look at it or when you come close to it, it just all of a sudden turns on, it just switches on brighter when you get close to it?

This is for the specialist mod. the properties are render fx:constant glow, render mode:glow, scale:2

Also this glow is being seen through a func_wall that is render mode:texture, fx amount:225, so its a bit see through.

When the env_glow is not being seen through the func_wall its fine.

Anyone know the reason why an env_glow being seen through a func_wall has this affect and can it be fixed?(apart from deleting it)
Posted 20 years ago2003-08-25 04:10:18 UTC
in Transparent texture making Tutorial? Post #1130
Yes, he does (we discussed it yesterday on IRC)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-25 04:03:21 UTC
in Transparent texture making Tutorial? Post #1129
Do you mean transparent as in with the blue mask?
Posted 20 years ago2003-08-25 02:46:52 UTC
in Barneys and tanks Post #347
Well, if we email people on TWHL and tell them to get spirit, and to tell others about it...actually, that wouldn't work that well. However, even though I've got spirit, I don't use it that much, 'cos not only does it not make models appear in the 3d view with Hammer 3.5, but scripted_sequences don't seem to work properly half the time. I'm sure I'll figure it out though...oh wait, that's because the sequence I was using wasn't supposed to be looped constantly.

I've just had an idea on how to fix the problem!
If we submit maps for Spirit, make it obvious that it's for Spirit. Tell people where to download it if they don't know already, and that should work OK.
Posted 20 years ago2003-08-24 17:30:37 UTC
in Barneys and tanks Post #346
Problem is: who actually has Spirit, except a few of us?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-24 17:07:19 UTC
in Barneys and tanks Post #345
Hell, I'll just use spirit.
Posted 20 years ago2003-08-24 12:49:49 UTC
in Half-Life 2 Post #328
wait untill the game ships - then upgrade your pc.
in the meantime save up as much as you possibly can if you want any sort of chance at a game of hl2

the editor used will be a new edition of VHE - it wont be able to do hl1 maps or so i hear, but you can import them into the new hammer - you'll have to re-texture everything though, hl2 uses 'materials instead if 'textures'
Posted 20 years ago2003-08-24 12:42:39 UTC
in Level transitions, console. Post #316
Posted 20 years ago2003-08-24 12:38:23 UTC
in Level transitions, console. Post #315
try this for your level change problem:

1. make sure the level names are all lowercase - v.important!!

2.!!!!!this is very important!!!!! - when testing level transitions, you should not run your map from VHE or a front end compiler. Compile the map(s) without running the game, then load Half-Life manually and load the maps from the console.

3. Are you getting this error message?

CHANGE LEVEL: map1 landmark1

This problem occurs because the area in map1 where the player would spawn is already occupied, in whole or in part, by another trigger_changelevel. When setting up level transitions, it is a good idea to put a bit of dead space (that is, space not occupied by a trigger_changelevel) around the landmarks

i'll try to do a diagram:

_ = wall
  • = info_landmark
| = trigger_changelevel

MAP 1:
___________________
|
|
|
*         |
          |
direction of |
movement -->> |
________________|__

MAP 1:

___________________
|
|
|
| *
|
| direction of movement
| <<--
__|________________

5. is the level transition a 'One-Way Transition' ?

A one-way transition is any transition where you go from the origin map to the destination map, but you cannot return to the origin map. This is the type of transition that usually gives people headaches. Logic would seem to tell you that you don't need a trigger_changelevel in the destination map, just the info_landmark. For some reason, this isn't correct. The destination map must have a trigger_changelevel in it that correctly references the previous map in the New Map Name property, and identifies the info_landmark in the Landmark Name property.

if you are still having problems i sugest you post up your maps on the vault or go here to get some example maps and more info on level transitions:

http://collective.valve-erc.com/index.php?doc=1037474528-90629700
now as for your console problem : i don't know how to fix it but i did have the same problem with OpFor.
try updating hl to the latest version (1.1.1.0)

phew!! that was one long typing session!!!
Posted 20 years ago2003-08-24 11:07:14 UTC
in Level transitions. Post #1121
Is there a tutorial on how to make lever transitions?
If not, that would make a fine addition to our tutorial section. Also because I need to know how to create it.
Posted 20 years ago2003-08-24 10:58:31 UTC
in Single player mod Post #360
Make a mod about something you've liked. It's sp right? so there's no need to go over mp ideas. Have you seen some movie you think would fit or should you make a mod in style with HL uplink? I'm sure you will find a great idea for a mod.
Posted 20 years ago2003-08-24 10:45:55 UTC
in Half-Life 2 Post #327
How many people will be able to play Hl2 when it comes?
I heard the specs are outrageous.

And think of the the map editor it will use. OMG

:)
Posted 20 years ago2003-08-24 10:12:44 UTC
in Spirit of HL Post #323
Posted 20 years ago2003-08-24 09:40:37 UTC
in Spirit of HL Post #322
What, 7th? I don't understand that.