Forum posts

Posted 21 years ago2003-09-20 16:24:36 UTC
in High Definition Problem Post #1478
I'm not sure if anyone would be able to help about this, but I keep getting this very irritating problem when running the Blue Shift High Definition Pack. I bought Blue Shift when it first came out. I then installed the High Definition Pack and for a while I was very happy. Then one day I had to reinstall HL and when I played it again the High Definition Pack wasn't working. I reinstalled the Pack again but still nothing has happened. I've tried installing the original content and then reinstalling the Pack but it still doesn't work. Could anyone help please? I've had this problem for ages and it's getting very frustrating!
Thanks. :D :) : :| :( :x
Posted 21 years ago2003-09-20 15:24:30 UTC
in Custom textures Post #1477
but i dont have the money!!!!
Posted 21 years ago2003-09-20 15:22:16 UTC
in model making? Post #1476
but after a while you cnat use it anymore:(
Posted 21 years ago2003-09-20 15:20:49 UTC
in compiling textures in bsp Post #1475
thx and then the textures are in your map so that you dont need to include wads??
:P
Posted 21 years ago2003-09-20 15:13:38 UTC
in compiling textures in bsp Post #1474
in CSG, -wadinclude blah.wad OR -nowadtextures
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-20 15:12:55 UTC
in Custom textures Post #1473
Yes. Pay.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-20 14:08:16 UTC
in model making? Post #1472
I got a timed demo version downloaded free. You do have to pay for the full version though. :)
Posted 21 years ago2003-09-20 13:31:47 UTC
in model making? Post #1471
YOU HAVE TO PAY FOR MILKSHAPE!!!!!!
Posted 21 years ago2003-09-20 13:30:58 UTC
in compiling textures in bsp Post #1470
i have heard something about compiling you textures in your bsp i only dont now how :)
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-20 13:24:31 UTC
in Custom textures Post #1467
it are all trial and if a poor kid i dont have money to pay for it :| :x :x
Posted 21 years ago2003-09-20 13:18:02 UTC
in jump pad tutorial? Post #1466
Ah, I [i]see[/]i - thanks, kol. Great idea.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-20 13:16:06 UTC
in Custom textures Post #1465
Yeah, got that too, but use PSP for the colour conversion, more advanced ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-20 12:27:00 UTC
in Custom textures Post #1463
IrfanView is cool, every mapper should have it, also usefull for some pallet manipulation, eg: changing 32bit images to 256 col ones...
Posted 21 years ago2003-09-20 12:18:55 UTC
in jump pad tutorial? Post #1462
no the elevator will be a little wierd...
i'll make an example map every one can use
brb ;)
Posted 21 years ago2003-09-20 12:13:39 UTC
in Internal Server Error? (+ Suggestions) Post #1460
what?
Posted 21 years ago2003-09-20 08:06:54 UTC
in Internal Server Error? (+ Suggestions) Post #1455
there goddam better b a music smiley. not a face a musical note.
Posted 21 years ago2003-09-20 06:15:18 UTC
in Internal Server Error? (+ Suggestions) Post #1454
lol :D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-20 05:54:25 UTC
in Internal Server Error? (+ Suggestions) Post #1453
Heh, thanks for the response atom. I haven't gotten any more internal server errors right now, but we shall see.

"- Editing posts: okay. I'll do that when I get round to the admin bits. "
Woot. :)
"- Avatars: I wrote that in this afternoon, but I can only upload it when I've finished the quote bbcode... tomorrow hopefully. "
Woot again.
"- Smilies: there are 20-odd more - just got to list them somewhere... tomorrow again. "
I see.
"- Posticons: yep, I'll work out the read/unread system, then find / draw some icons (for other stuff too). "
Cool.
"- Private messaging: cool idea... I guess TWHL's community is large enough now to make that worth-while. I'll look into it as a separate thing (i.e. not necessarily very soon). "
Alright.
"- Custom titles: arg, I deliberately dropped that from the design "
Haha, kk. :P

Okay, so they're not the most intellectual answers but I'm not the most intellectual person. :)
Posted 21 years ago2003-09-20 05:25:47 UTC
in Problem with leaves? Post #1452
aww thanks :D :)
Cpl.1nsane Cpl.1nsaneOld Lurker
Posted 21 years ago2003-09-20 01:46:25 UTC
in Custom textures Post #1451
lol, but PSP is easier!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-20 01:29:48 UTC
in -wadinclude Post #1450
MASTeRmiNd is right on the money.
I did some testing after the previous posts and it doesn't really matter what you use. Both -wadinclude xxxx and -nowadtextures only include those textures that you have used in your map.
However, -nowadtextures includes all .wad files like halflife.wad into your .bsp, where -wadinclude only includes those files you select.
The savings in .bsp size can be considerable. It all depends on who is getting the final map. do they have the .wad files that we consider generic? Some of the Mod specific .wads are not all that common. CS is a classic example of this. If you don't have the same CS maps as the guy distributing the map, then there is a good chance that you won't have the right .wad file.
An easy way around this is to use Wally to build a common.wad (all your favorites) and -wadinclude it. No need to add generic files like cstrike.wad or halflife.wad... and we know you can't add the decal.wad, but it will save the guy at the other end a whole heap of problems.
Posted 21 years ago2003-09-20 00:57:34 UTC
in -wadinclude Post #1449
the -nowadtextures parameter is what i always use, that way its makes things alot easier when it comes to packaging your map, you dont have to worry about the .wad file, it puts all the textures that you have used into your map .bsp only, not the whole .wad.

Example: if you use 10 textures out of the halflife.wad, it will only include those 10 textures into the .bsp file, not the whole .wad.
Posted 21 years ago2003-09-20 00:39:57 UTC
in Custom textures Post #1447
Photoshop is the way to go, eats PSP for breakfast, yum yum!
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 ago2003-09-19 21:33:51 UTC
in elevator trigger Post #1440
Use the "Fire on Pass" propertyof the path_corner to target a Multimanager. Set the Multimanager to trigger the entities.
Have a read of SlayerA's Multimanager tutorial.
Posted 21 years ago2003-09-19 21:31:14 UTC
in Custom textures Post #1439
When I burn CD's I normally put them in the fire.... :)
Oh.... was that a little humour happnin there?
Posted 21 years ago2003-09-19 21:29:29 UTC
in Problem with leaves? Post #1438
First stop call for all errors is Tommy14's Error table. The one you are looking for to explain this is Leaf saw.
Posted 21 years ago2003-09-19 21:22:49 UTC
in Odd Problem Post #1437
Yeah... I have been here before. You are on the right track and you almost have it right.
Make your cylinder out of an arch, or just a cylinder brush. Do some serious VM to make sure all the face brushes are clicked to the grid. The problem your having is because you have carved the window across two or more sections of the cylinder.
Try selecting one piece of the cylinder wall and carving into that, or better still, copy it and raise the section from the floor and put your hole in and use the copied bit to replace the bottom part? does that make sense :
Anyway, the main thing is that you should only work on one face of the cylinder or arch, and make sure if you carve, that you are not carving across any other faces.
Posted 21 years ago2003-09-19 21:07:40 UTC
in Internal Server Error? (+ Suggestions) Post #1436
And having just posted that, I clicked on the return to forum and got the Internal server error?
Posted 21 years ago2003-09-19 21:06:21 UTC
in Internal Server Error? (+ Suggestions) Post #1435
Arhhh yes the admin bit's... I was wondering when I would be able to correct my lousy spelling.
;)
Posted 21 years ago2003-09-19 19:12:04 UTC
in elevator trigger Post #1434
how do i trigger loads of entitys when an elevator gets to a certain path_corner? :
Posted 21 years ago2003-09-19 17:55:47 UTC
in Custom textures Post #1433
Eh, I think I'll stick with MS paint. Good enough for me. Just. 24 bit, eh? Thanks. And as for PSP, black cat doesn't have a CD burner. Or so he says. When my dad burns CDs, he just put 'em in the normal drive.
Posted 21 years ago2003-09-19 17:30:48 UTC
in Internal Server Error? (+ Suggestions) Post #1432
err... i guess you could say it's bad. doesn't seem to be anything wrong, so maybe it was a once-off. still happening for you?

suggestions... cool!
  • Editing posts: okay. I'll do that when I get round to the admin bits.
  • Avatars: I wrote that in this afternoon, but I can only upload it when I've finished the quote bbcode... tomorrow hopefully.
  • Smilies: there are 20-odd more - just got to list them somewhere... tomorrow again.
  • Posticons: yep, I'll work out the read/unread system, then find / draw some icons (for other stuff too).
  • Private messaging: cool idea... I guess TWHL's community is large enough now to make that worth-while. I'll look into it as a separate thing (i.e. not necessarily very soon).
  • Custom titles: arg, I deliberately dropped that from the design :)
Everyone else feel free to comment on this stuff and throw your own ideas in!
Posted 21 years ago2003-09-19 16:43:48 UTC
in Problem with leaves? Post #1431
I think that means you have brushes intersecting with each other...Not sure tho.
Posted 21 years ago2003-09-19 16:41:44 UTC
in Odd Problem Post #1430
could you show us how it looks from worldcraft, so we can see how the brushes line up and everything?
Posted 21 years ago2003-09-19 16:38:14 UTC
in game_team_master for CS Post #1429
thanks for the thought, but i'd been looking at the entity information for that entity a lot and i couldn't figure it out :( .
Posted 21 years ago2003-09-19 16:28:32 UTC
in Odd Problem Post #1428
Well, the problem is, I don't want to make a cylinder out of a cube, I just want the hollowed out cylinder.
Posted 21 years ago2003-09-19 16:18:30 UTC
in Odd Problem Post #1427
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-19 16:18:03 UTC
in Odd Problem Post #1426
Read the tutorial on "VM", here
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-19 16:15:25 UTC
in Odd Problem Post #1425
I redesigned the map. Instead of hollowing out a big cylinder, I used an arch. instead of carving the wall, I used vertex manipulation to open it up for the window. Oddly enough, it did same exact thing, only difference, you can through it from the outside, but it's solid from in the inside. Odd..

Inside - http://casius4.netfirms.com/inside2.jpg
Outside - http://casius4.netfirms.com/outside2.jpg
Posted 21 years ago2003-09-19 15:49:47 UTC
in The FAQ - Your help required. Post #1424
whats with the bold? oh, wait its just me.. :

anywho, oh here it is again NEVER EVER OVERLAP BRUSHES

and for gods sake turn pipes that touch solid walls into func walls, not only reduces polycounts, but vis times too!
Posted 21 years ago2003-09-19 15:31:34 UTC
in T3h Popularity!! Post #1423
ah, foo to that

and hl will live on for a looong time andy.. ;)
thank god!
Posted 21 years ago2003-09-19 15:22:43 UTC
in The FAQ - Your help required. Post #1422
rule no 1 to prevent vis errors:

b[NEVER EVER OVERLAP BRUSHES!!!]b
Posted 21 years ago2003-09-19 15:11:54 UTC
in Odd Problem Post #1421
Well how do you suggest I do such a project? If you've ever played TFC, I'm trying to do a fr like well.
Posted 21 years ago2003-09-19 15:11:24 UTC
in Several questions Post #1420
o yeah, how odd!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-19 15:09:26 UTC
in Problem with leaves? Post #1419
lol, change the shortcut for : to :/!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-19 15:08:15 UTC
in Several questions Post #1418
I mean, the one that said "kinda?" ... it was supposed to be before my "cough cough" post.
Posted 21 years ago2003-09-19 15:08:09 UTC
in Odd Problem Post #1417
omg, never carve or hollow a complex solid!!! :) :(
Seventh-Monkey Seventh-MonkeyPretty nifty