Forum posts

Posted 20 years ago2003-08-19 06:54:12 UTC
in texture compile problem Post #1260
thx again
Posted 20 years ago2003-08-19 06:53:37 UTC
in texture compile problem Post #1261
seventh just helped me on irc so thx seventh-monkey!!!!
Posted 20 years ago2003-08-19 06:51:57 UTC
in texture compile problem Post #1259
Don't worry Andy, I fixed it for pepper ;)
Reminder (for pepper):

Rename texture (without a space)
Rename WAD (same problem)
Keep in same directory as most/all other WADs

These are all good practises anyway :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-19 06:33:09 UTC
in cant ungroup.. Post #375
What I wanted to do was select, say, twenty panes, and tie them all to individual entities - so they don't all smash when you break one, which is what normally happens. I don't want to have to do what I did for the competition all the time (select them all individually) :)
Seventh-Monkey Seventh-MonkeyPretty nifty
This post was made on a thread that has been deleted.
Posted 20 years ago2003-08-19 06:20:28 UTC
in cant ungroup.. Post #374
Carving with a func_entity like a func_breakable or clipping will cause some of the adjacent brushes to group to the original. The only way to ungroup them is to turn the entity back into a world brush and then ungroup them...
But this might not be your problem..
Yep, I am rambling again, sorry
Posted 20 years ago2003-08-19 06:18:31 UTC
in cant ungroup.. Post #373
to ungroup the glass once its together if they are made up of separate brushes, just have them all selected then right click on it and select ungroup, then deselct the object then now you should be able to select all the brushes individualy.

Or if the brush is not made up of more than one piece then use the clipping tool to cut the brush in half and so forth, just press the clip tool then place the cursor over the section you want to start the cut and then place it where you want it to end then press the clip button a few times till you get the whole brush highlighted then press enter.

Pressing the clip tool more than once cycles through the different clipping modes, you can either cut the brush and delete the left half of, or press again to delete the right half or press a third time to just cut without deleting anything.
Posted 20 years ago2003-08-19 06:18:29 UTC
in SCRIPT Tutorial Post #365
I need ideas Guy's and Girls...
Pepper has sent in a tutorial on scripted sequences, but I am faced with a bit of a problem. I have searched the web and most sites do something with scripted sequences, and show you a few tricks but really leave the rest to your imagination.
Most of the forum questions here at TWHL are asking for specific types of scripting, like retinal scanners, door opening and that kind of thing...
What do you want? Problem is, to cover all possibilities is beyond the scope of any tutorial that can be written (or so I believe) So what I need is ideas.
I would like to use peppers work as the base for a tutorial, but do you think it would work as a tutorial that covered different scenarios?? Adding bits as people asked for them. Or do you just want the basics?

Up to you.
Posted 20 years ago2003-08-19 06:00:11 UTC
in texture compile problem Post #1258
Pepper, I will have a look at it.. I might be able to find the problem.
However, I am meant to be doing the Scripted tutorial aren't I..:-)

Oh well, send it anyway.
Posted 20 years ago2003-08-19 03:40:12 UTC
in scripted sentences Post #379
Doesn't matter, Vassy: I e-mailed it to him :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-19 02:57:30 UTC
in scripted sentences Post #378
Go on vlatitude.com, select resources from the menu on the left. It has a list of barney's sentences and scientists' sentences.
Posted 20 years ago2003-08-19 01:34:44 UTC
in cant ungroup.. Post #370
Do you mean something similar to this l33t doodle:
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
individual panes, all breaking at once?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-18 19:49:31 UTC
in cant ungroup.. Post #369
fro some reson i cant ungroup some glass. so once i shoot it all of them break, ayone know why?
Posted 20 years ago2003-08-18 19:45:26 UTC
in scripted sentences Post #377
Can Anone Give me the scripted sentences?
Posted 20 years ago2003-08-18 15:17:05 UTC
in Turrets which hurt grunts Post #403
Tried it with a still func_train. Didn't work. Neuther did info_target. The tank is determined to take ME out.
Posted 20 years ago2003-08-18 13:50:58 UTC
in Crushing Bigmomma Post #1275
a new monster entinity : monster_super_gman thats freaking scary............. brrr
Posted 20 years ago2003-08-18 13:49:20 UTC
in texture compile problem Post #1257
hehe i found the problem.
it was one of my home made textures. i dont now why the texture gives the problem but i have a problem wiht it.
if you are a textuer expert mail me and i will sned you the wad so you can take a look at it. it is made with wally.

casdewit@xs4all.nl
Posted 20 years ago2003-08-18 13:46:18 UTC
in cs buyzone and spawns? Post #395
go to counter-map tutorials.

search for the site on google
Posted 20 years ago2003-08-18 13:45:06 UTC
in Bon chance! Post #389
did you do those brushes i toled you about and work it all??
Posted 20 years ago2003-08-18 13:44:23 UTC
in Texture lighting Post #384
isnt the light in the textures it self??? ore am i wrong now??

well iam not much working with lightning(i have hl in software mode so...)
but i really thought it was in some textures
Posted 20 years ago2003-08-18 13:38:16 UTC
in Texture lighting Post #383
All you need to do is get a LIGHTS.RAD and put it in the same folder as your compile tools. I had real problems trying to find out how to use texlighting too. I can also give you my FGD (I followed those very same instructions) :)

I'll write a little tutorial on it next week if I remember.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-18 11:26:10 UTC
in texture compile problem Post #1256
that didnt help.....
Posted 20 years ago2003-08-18 05:45:43 UTC
in Entity add-on Post #1148
Let's add some info then. How do I submit?
Posted 20 years ago2003-08-18 05:43:00 UTC
in Tutorials for download Post #1144
Thanks a lot. Kol and Atom. I didn't know about the save as option.
Posted 20 years ago2003-08-18 03:38:35 UTC
in IRC/ICQ/MSN/AIM/Yahoo messenger all at o Post #1252
Hey

try the new Trillian message centre.... you can have everything all at once... sure is slick...

http://www.ceruleanstudios.com
Posted 20 years ago2003-08-18 01:46:32 UTC
in Problem With World Craft!!!!! Post #385
Try taking the space out of the map's name.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-17 16:46:33 UTC
in Entity add-on Post #1147
We did make a start on the TFC / CS entities but eventually decided it wasn't worth the effort, partly because collective.valve-erc.com had got started on its own entity guide system, which had the potential to be much better maintained (okay, so it hasn't got very far yet...).

If you go to cariad.co.za/twhl/entitycats.php?game=2, you'll see the CS entities with no info. Cool, eh?
Posted 20 years ago2003-08-17 16:36:50 UTC
in Tutorials for download Post #1143
I know how you feel...

The method I use is to save pages as MHT format (IE), because that makes everything one file, which is neat.

There's also the 'printable' link on each tutorial.

I'll see what I can do as far as making saving tuts easier and quicker.
Posted 20 years ago2003-08-17 13:20:07 UTC
in competition entries Post #1154
And give my map a home after it loses :(
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-17 10:13:18 UTC
in Tutorials for download Post #1142
do what i do, just go to the file menu and save the page as normally, gets all the pictures and all.
Posted 20 years ago2003-08-17 09:55:23 UTC
in Tutorials for download Post #1141
Ok I'm a poor 56kb modem user and the tutorials currently forces me to make the tutorials available off-line or as plain text. This is painful in some cases where pictures help a lot. What if the tutorials could be downloaded in a html document, complete with pictures and all. And packed as a zip file, for file size. It would help me a lot since I can't be on the net everyday.
Posted 20 years ago2003-08-17 09:41:03 UTC
in Forums Post #1159
Get the edit post function too. I just wrote a post, submitted it and found out I had forgot something important. Had to make a new post because of that.
Posted 20 years ago2003-08-17 09:39:14 UTC
in Entity add-on Post #1146
Under the category other, maybe
Posted 20 years ago2003-08-17 09:38:31 UTC
in Entity add-on Post #1145
Why not add some entities from some of the most popular mods out there currently to the entity guide. And details how to use them etc.
Posted 20 years ago2003-08-17 09:31:32 UTC
in competition entries Post #1153
Yes, add that section to the map vault. It would be great to see what other people has created.
Posted 20 years ago2003-08-17 05:33:51 UTC
in cs buyzone and spawns? Post #394
Server-config dependent.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-16 19:51:39 UTC
in Turrets which hurt grunts Post #401
Problem with turrets is that they were never meant to take out friendlies.
Have you thought of targeting a little func_train and having that cover an area where the humans are going to be?
Posted 20 years ago2003-08-16 19:46:25 UTC
in cs buyzone and spawns? Post #392
Just incase the Shoutbox rolls past Seventh's answer...
CT Spawn points are defined by info_player_starts.
T Spawn points are defined by info_player_dethmatch.
And Buyzones are func_buyzones and as a brush entity they are as big as you make them. You can have more than one, actually it is a good idea to have one at each Spawn point that covers all the spawn points in that area.
Most people use armoury entities as top up areas, as the buyzone is disabled by it's timer after game start, but that depends on the settings.
Posted 20 years ago2003-08-16 17:25:23 UTC
in Bon chance! Post #388
Good luck to everyone in the competition! Crichton and I finally finished our entry and Crichton's compiling it with his Atlon 2200 now.

May the best mapper win :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-16 17:24:17 UTC
in cs buyzone and spawns? Post #391
ShoutBOX - answered there. Tired. zzz
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-16 15:05:37 UTC
in cs buyzone and spawns? Post #390
in cs, how do you make multiple or atleast one buyzone and how do you select how big it is? also, how do you designate a spawn a t or ct spawn ?
Posted 20 years ago2003-08-16 07:02:04 UTC
in texture compile problem Post #1255
Posted 20 years ago2003-08-16 06:35:26 UTC
in texture compile problem Post #1254
this is the whole compile log without rad and vis
Posted 20 years ago2003-08-16 04:46:42 UTC
in Monstermakers and info_nodes Post #405
I think monsters will use info_nodes whenever they can.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-16 04:40:35 UTC
in Turrets which hurt grunts Post #400
I've noticed that monster_turret, monster_miniturret and monster_sentry only shoot barneys, scientists, and aliens. And you. Yet for some reason they don't shoot assassins or grunts. How do I create turrets which do this (Could be func_tank, maybe?), I'd like to create a level where a place is being invaded by humans, and you need to activate autoguns to filter them out. How do I do this? I don't want to just stand by a controllable turret throughout the level (Perfect Dark players, does this sound familiar?)!
Posted 20 years ago2003-08-16 04:17:17 UTC
in Monstermakers and info_nodes Post #404
Hi, me again. If you have a monstermaker, will the new monsters immediately follow info_nodes, or just stand there like idiots until they see you? Does the same apply with stationary guards (Assassins, grunts)?
Posted 20 years ago2003-08-16 04:14:25 UTC
in Enemies and info_nodes Post #409
High definition pack? No, you don't understand, all of the monsters from the original HL are there, plus the new OpFor ones. And they behave in the same way.
Posted 20 years ago2003-08-15 23:12:53 UTC
in Enemies and info_nodes Post #410
Monsters that follow path_corners will only do so until interupted, and then they will revert to the models original AI, if you have path_corners and info_nodes, they will follow the PC's until they see you or are interupted and then they will use the info_nodes to track you down.
Posted 20 years ago2003-08-15 23:03:39 UTC
in Would it hurt? Post #413
Mmm, I didn't think of that. But yeah, if your VM work is of line, you will get these types of errors.
Remember: If you get an Error... Always check Tommy14 at Slackillers site for the error. They have the largest list of errors on the planet.
Glad you fixed it M, hope to catch you on IRC again.
Posted 20 years ago2003-08-15 18:10:01 UTC
in Crushing Bigmomma Post #1274
Gman doesn't crush! Just stands there holding up the crusher like freakin superman! :)