Forum posts

Posted 17 years ago2007-07-17 09:38:58 UTC
in Random Mini-Compo #00001a - Hallways Post #229295
Have you been living under a rock? This minicompo ended months ago! :nuts:
Posted 17 years ago2007-07-17 09:35:15 UTC
in Just a QUESTION. Post #229292
net_graph 1
Posted 17 years ago2007-07-16 15:22:31 UTC
in Solid Rocket Booster exhaust flame! Post #229175
Posted 17 years ago2007-07-16 15:15:49 UTC
in Sun/Shadow Effect (lighting) Post #229172
Note that brushbased entities (doors, trains, buttons etc and func_walls) don't cast any shadows...
Posted 17 years ago2007-07-16 15:14:23 UTC
in Solid Rocket Booster exhaust flame! Post #229170
Thanks!

Flame 2 it is! :)
Posted 17 years ago2007-07-16 15:10:03 UTC
in Solid Rocket Booster exhaust flame! Post #229168
Errrr, both links are for booster_flame1.wmv
Woops. Fixed.

Score:

Flame 1: 1 vote.
Flame 2: 4 votes.
Posted 17 years ago2007-07-16 13:15:33 UTC
in Solid Rocket Booster exhaust flame! Post #229144
I can't really decide which flame to choose for the SRB exhaust (you know, those long rockets at both sides of the External Tank of the Space Shuttle). So im asking you which one you'd like the most:

Exhaust Flame 1 (1,5 MB WMV)
Exhaust Flame 2 (3,0 MB WMV)

Note: the second flame is the same flame used in my HL1 Space Shuttle launch version.

The first flame with 5 votes is the one ill use.

Flame 1: 1
Flame 2: 5!
Posted 17 years ago2007-07-16 09:01:28 UTC
in Team DM: TWHL vs. SP Post #229113
The TWHL Server is no more, and therefore, this thread serves no purpose any more.

Closed.
Posted 17 years ago2007-07-15 18:57:11 UTC
in Map/Mod of the Month : July Post #229044
Mods, minimods and single maps are all allowed.
Posted 17 years ago2007-07-15 18:48:55 UTC
in Map/Mod of the Month : July Post #229040
Thats right.
On topic now.

Nominate maps! :)
Posted 17 years ago2007-07-15 18:44:06 UTC
in Map/Mod of the Month : July Post #229038
Ffs, Ghetto, now its very obvious that you're only 13 years old. Or should i say young? Its not a compo! Read it again!
Posted 17 years ago2007-07-15 13:22:02 UTC
in an error? Post #229011
We have a problem maps vault for a reason...
Posted 17 years ago2007-07-15 13:11:03 UTC
in Error: Item count is over the 512 limit. Post #229005
Try to increase the texture memory to 8192, so that more memory becomes available during compile. This may not work at all though.

If you're making a singleplayer map, try splitting the map in half and then connect the two halfs with a changelevel entity setup.

If you're making a multiplayer map, try combining brush entities (func_walls).
Posted 17 years ago2007-07-15 07:50:19 UTC
in how can i make my own crosshair Post #228967
For fucks sake, simehong2000, you dope! :zonked:
Posted 17 years ago2007-07-15 07:45:50 UTC
in an error? Post #228966
You forgot to tell us what that new problem is. Your compile log looks fine to me, though.
Posted 17 years ago2007-07-14 07:29:05 UTC
in my_first_sc_map Post #228901
Geez, Ghetto...
Posted 17 years ago2007-07-13 18:36:23 UTC
in I'm new to mapping Post #228864
That doesn't mean that the info_decal is the cause of the leak, the compiler just tells you that this entity is the closest to the leak.
Posted 17 years ago2007-07-13 18:22:01 UTC
in I'm new to mapping Post #228862
You should open the .lin file in Hammer, not the .prt file. The .lin file will take you to the leak. All you gotta do is follow the line from blue to red.
Posted 17 years ago2007-07-13 16:38:52 UTC
in I'm new to mapping Post #228855
He's already using ZHLT, Highlander... :nuts:
Posted 17 years ago2007-07-12 13:23:19 UTC
in A Proposition Post #228695
True.

Hunter, stop whining and bitching and just ignore those people you don't like.

This is a mapping site, ffs, so lets all focus on its purpose. What other reason to join TWHL is there?

Think. Create. Play
Posted 17 years ago2007-07-11 14:00:58 UTC
in Moar Mini Compos Post #228444
Turn it into a Dopefish! That'll totally win.
Posted 17 years ago2007-07-10 14:38:29 UTC
in Fullbright???? Post #228268
little icons on the texture.
Speaking of those, is there a place where all those little icons are explained?
Posted 17 years ago2007-07-10 10:07:50 UTC
in Now Playing: ... Post #228218
Farstar C. (No more) Happy Days of Sunshine
Posted 17 years ago2007-07-09 14:45:46 UTC
in Weird Compile/Problem Post #228128
Its not Hammer, its the user.
Posted 17 years ago2007-07-09 13:12:55 UTC
in Weapon Ammo Post #228115
You need Microsoft Visual C++ 6.0, this is what Valve used to develop their code, and it the recommended tool for HL coding. Its up to you to snag a copy from somewhere.
Posted 17 years ago2007-07-09 13:02:18 UTC
in Weapon Ammo Post #228113
Server Workspace = dlls folder, contains all the source to create the hl.dll file.
Client Workspace = cl_dlls folder, contains all the source to create the client.dll file.

Find the file hl.dsw or something like that in the dlls folder and open that.
Posted 17 years ago2007-07-08 15:49:26 UTC
in Crash to desktop? Post #227961
Perhaps you have an invalid entity setup that Source cannot handle. Hammer may say nothing about it, the compile log may say nothing about it, but that doesn't always mean everything works.

Check your entities. Remove them one by one, compile, and test.
Posted 17 years ago2007-07-08 11:23:42 UTC
in HAHAHA WHAT THE FECK! Post #227936
I wanna try something with it in Gmod.
Uhm, its an .rmf, not .vmf.
I'll send it anyway.
Posted 17 years ago2007-07-08 10:33:46 UTC
in Shitty lights Post #227928
They don't. They don't emit any light, with or without a lights.rad file (i tried the TL tube one's).
Posted 17 years ago2007-07-08 09:33:26 UTC
in Shitty lights Post #227923
Yeah, i agree, but its much harder to get those lights to look right, depending on the lightfixture model...
Posted 17 years ago2007-07-07 17:32:24 UTC
in Now Playing: ... Post #227822
Brisk & Vagabond - Hardcore Virus
Posted 17 years ago2007-07-07 16:56:27 UTC
in The Free Texture Thread! Post #227818
You didn't made that, i know that theme! You just added that graffity logo!
Posted 17 years ago2007-07-07 15:48:03 UTC
in The Free Texture Thread! Post #227806
Showcase and share your selfmade textures!

Made some textures, but never used them in your maps? Showcase them here and make them available for everyone!

I personally suck at texture making, but sometimes i give it a try, so here are some of my crappy one's i never used:
User posted image
User posted image
User posted image
User posted image
Crap.
Posted 17 years ago2007-07-07 11:29:18 UTC
in HAHAHA WHAT THE FECK! Post #227754
that sphere looks pretty damn awesome.. ;o
No it doesn't, are you nuts :nuts:
Please please please compile that. Or send the RMF so I can compile it
Don't waste your time on that, we both know that we'll never use it.
Posted 17 years ago2007-07-07 09:33:30 UTC
in Now Playing: ... Post #227731
Frank Klepacki - Big Foot (C&C Red Alert Soundtrack)
Posted 17 years ago2007-07-07 09:25:29 UTC
in HAHAHA WHAT THE FECK! Post #227726
Posted 17 years ago2007-07-07 09:16:13 UTC
in HAHAHA WHAT THE FECK! Post #227722
Valve Screwdriver editor!?!
Yeah, its the latest version of Hammer for GoldSrc games. Its 3.5 full, and its renamed to Valve Screwdriver Editor.

:nuts:
Posted 17 years ago2007-07-07 08:43:48 UTC
in Shitty lights Post #227707
I know how the lightmaps work. :)

Im now trying to compile my map with a specified lights.rad. Im using the lights.rad file from mdw.breddels1@hccnet.nlhalf-life 2 deathmatchhl2mplights.rad (because this map is for HL2DM), but as i watch it compile, i get all these "Warning: Redundant..." warning. I know what this means, its reading the values from two rad files, probably a default rad file. I know i can ignore this, but i would like to have this fixed. So where are the redundants?

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

[Reading texlights from 'D:Steamsteamappsmdw.breddels1@hccnet.
nlhalf-life 2 deathmatchhl2mplights.rad']
Warning: Redundant 'lights/fluorescentcool001a' def in 'lights.rad' AND 'D:Steamsteamappsmdw.breddels1@hccnet.
nlhalf-life 2 deathmatchhl2mplights.rad'!
Warning: Redundant 'lights/fluorescentcool001b' def in 'lights.rad' AND 'D:Steamsteamappsmdw.breddels1@hccnet.
nlhalf-life 2 deathmatchhl2mplights.rad'!
Posted 17 years ago2007-07-07 08:35:49 UTC
in HAHAHA WHAT THE FECK! Post #227706
You and your CS!
User posted image
Posted 17 years ago2007-07-07 08:23:06 UTC
in HAHAHA WHAT THE FECK! Post #227702
This is it:

http://www.themightyatom.nl/screenshots/sucky_sphere.jpg

HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHAHAHA! Whoever made that, is a freaking dumbfuck!
Posted 17 years ago2007-07-07 08:12:15 UTC
in HAHAHA WHAT THE FECK! Post #227698
Yah.

Im not going to open that rmf, it may have a virus.
Posted 17 years ago2007-07-07 07:36:20 UTC
in Shitty lights Post #227686
effects/waterhighlight
Now that is a strange texture. What is it and how do i use it?

Also, only 6 texture lights? Sheesh.
Posted 17 years ago2007-07-07 07:12:43 UTC
in Hl2:dm Post #227684
sv_cheats 1

alias bf prop_physics_create props_c17/oildrum001_explosive.mdl
bind "p" "bf;bf;bf;bf;bf;bf;bf;bf;bf;bf;"

ppppppppppppppppppppppppppppppppp

sv_cheats 0

:nuts:
Posted 17 years ago2007-07-07 07:06:20 UTC
in HAHAHA WHAT THE FECK! Post #227682
Look what just came into my Inbox:

http://www.themightyatom.nl/screenshots/strange_email.png

Haaaaaaaaahahaaha. Dumb. :nuts:
Posted 17 years ago2007-07-06 18:23:15 UTC
in Shitty lights Post #227637
Good plan.

Valve included some vmf files of the trainstation levels. Ill check them right now.
Posted 17 years ago2007-07-06 18:18:04 UTC
in Shitty lights Post #227635
This is the one:
User posted image
But it also has the metal part in it.
Posted 17 years ago2007-07-06 18:14:03 UTC
in Shitty lights Post #227633
But those are models...
Posted 17 years ago2007-07-06 18:12:33 UTC
in Shitty lights Post #227631
Observe: http://www.themightyatom.nl/screenshots/shitty_lights1.jpg

Looks like crap. Those TL tubes aren't even bright. And the light itself comes from a spot_light, the bright part should be as long as the TL tubes.

And observe: http://www.themightyatom.nl/screenshots/shitty_lights2.jpg

Looks like crap as well. Waaaay too bright. I can't get all those lights to look realistic. Look at the freaking stair effect!
HL1 does a better job than that!

Any tips?
Posted 17 years ago2007-07-06 14:51:57 UTC
in Killing target per round?? Post #227612
Once you kill an entity, it is removed from the game and cannot return/respawn. You'll have to find another way to achieve the same effect without killing the multimanager, like temporary disable it using a trigger_changetarget or a multisource. I can't tell if either of those work, it must be tested first.
Posted 17 years ago2007-07-06 12:41:07 UTC
in Best way to make a DM map Post #227592