Forum posts

Posted 21 years ago2003-02-17 20:13:12 UTC
in NULL Texture? Post #939
Once again, I am guessing here, but the files you have listed look suspiciously like the ones from the first issue of ZHLT 253. I am not sure of the custom build version but there were quite a few out there, I ran into CB 1.6 the other day.
All versions of zoners seem to mention the Null texture feature, but from what I can gather the actual true implementation of it has only come with 253 custom build 1.7 as it is included in the zhlt.wad, although I remember it being there early on ZHLT, but no information being supplied.
Is there a newer version of ZHLT than CB 1.7 out there? If so let me know.
So, when you say Radiant, are you using Qradiant to map.... Excuse the ignorance, but I don't know any thing about radiant, I just saw the Qeradiant website and it had a great tutorial on Sky's, although it wasn't any good to Hammer users as the Q fgd is different.

Glad that the info helped, keep mapping.
Posted 21 years ago2003-02-17 10:49:49 UTC
in NULL Texture? Post #938
Hmm, funny thing, my ZHLT folder (installed together with Radiant) was missing the Readme.txt file. It seems to me I've been using some obsolete version of Zoner's Tools:

CCXX32.dll
clipnode.map
default.hull
dumpbrush.pl
dumpent.pl
dumpline.pl
hlbsp.exe
hlcsg.exe
hlrad.exe
hlvis.exe
netvis.exe
netvis.html
numberbrush.pl
ripent.exe
stripnulents.pl
tfcabbrev.pl
zeditor.wad
zhlt.css
zhlt.wad
ZHLTIntro.html
ZHLTProblems.html
ZHLTReference.html
ZonersHalflifeTools.html

I've now the latest version - together with Readme file. :) Thank's for the info, Andy!
Posted 21 years ago2003-02-12 13:50:12 UTC
in NULL Texture? Post #937
I heard that NULL texture (comes with Zoner's tools) in Half-Life has the same purpose as Quake 3's Caulk (covering faces that are invisible to player for example). Is that true? Has anyone experience with it?

Great page, btw. :)
Posted 21 years ago2003-02-05 19:21:55 UTC
in map not running HELP Please!?!?! Post #942
That usually means there's been a problem with compiling the map (or moving it), and that's usually because of the configuration. I can't remember how I set up expert mode, but I noticed now that it's possible the setup can get 'stuck' when you change configurations.

So.... presuming the problem is with the config...

in Expert mode, the first FOUR commands might look like paths (e.g. 'c:program filesworldcraftzhlthlbsp.exe'). Click each one in turn, then click the Cmds button to the right, and select one of the 'program' commands based on the filename in the path. For example, 'hlbsp.exe' (or 'qbsp.exe') is the 'BSP Program'. The only one that isn't obvious is 'hlrad.exe' (or 'qrad.exe'), which is the 'LIGHT Program'.

Replace the LAST command with 'Game program' from the Cmds list.

That might work. If not, post a copy of your compile log.
Posted 21 years ago2003-02-04 19:46:31 UTC
in map not running HELP Please!?!?! Post #941
i have made my map, and saved it onto my hard-drive. when i press F9, the expert box comes up, and then i set the drop down box to 'Half - Life (full)', because that is what i configured valve hammer for. when i click the go button on the expert box, the console opens on half life, with the half life bqackground, and i get the following message:

Map Change Failed. Map 'main' Not Found on Server.

'main' is the name of my map. i have made levels for counterstrike, and never had problems like this, anyone know what is goin worng??

thanks for any help,

>>> Foxy <<<
Posted 21 years ago2003-01-29 00:26:19 UTC
in Gday Post #1214
i just stumbled across this site, im guessing its new because i reguarly search for tutorials and have never come across this before. I have to say good job on the site, and its good to finally find a site where the people in the forums actually help each other instead of being know it alls and bitching to those that dont know.

Also your tutorials have helped me alot, now i can start doing a single player mission for Half Life without having to search so much on how to do it.
Posted 21 years ago2003-01-19 00:16:21 UTC
in Blood on glass func_door? Post #957
Brilliant outside the square fix... love it.
Also my suggestion about the decal flag wasn't right, to have the blood remain on the glass it has to be checked on... Silly me.
Posted 21 years ago2003-01-18 17:41:24 UTC
in Blood on glass func_door? Post #956
Thanks Andy, that worked. I was able to play around with the env_blood settings like you suggested to get the effect I wanted. I actually had to put the env_blood on the OUTSIDE of the glass with the player so that the decal would be visible to him. I used several env_blood entities set to small amounts which makes it hard to tell that the blood is not coming from the inside of the glass room. Excellent suggestion, thanks again!
Posted 21 years ago2003-01-18 11:52:08 UTC
in Blood on glass func_door? Post #955
I played around with this and used an env_blood entity, or several, triggered by a normal trigger_multiple (in your case trigger_once would be better). It threw blood onto the glass, but not directly in front of the player. So the glass looked great everywhere else. I had it set to Blood Stream, so I wonder if that makes a difference? All I do know is that increasing the amount of blood above the default 100 doesn't seem to produce more.
Maybe the Decal flag needs to be unchecked? Let me know if you find out.
Andy
Posted 21 years ago2003-01-17 21:10:41 UTC
in Blood on glass func_door? Post #954
I am creating an action sequence that shows a monster_bigmomma getting blown to pieces in a glass enclosed observation room. Everything looks right except I want a big glob of blood to splat on the glass func_door that separates the player and the bigmomma. Any ideas on how to accomplish this? I've tried a few things, but no luck yet. -slay