Forum posts

Posted 17 years ago2007-06-20 11:04:17 UTC
in env_beam in MP map Post #225827
Yup. Use an env_laser.
Posted 17 years ago2007-06-18 08:34:17 UTC
in Can we make something like Megatexture? Post #225544
Yeah, its the max.
Posted 17 years ago2007-06-18 05:05:34 UTC
in Can we make something like Megatexture? Post #225540
512x512 works fine on models.
Posted 17 years ago2007-06-18 04:56:01 UTC
in loop sound Post #225538
Add the cue point at the start of the file. Placing the cue point at the end crashed HL.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-06-17 08:44:41 UTC
in Can we make something like Megatexture? Post #225494
Gotta love the HL1 engine eh?
This post was made on a thread that has been deleted.
Posted 17 years ago2007-06-16 12:49:32 UTC
in Can we make something like Megatexture? Post #225392
I guess he wants to combine multiple textures into one single big texture.
This is going to cause problems though, cuz HL can't handle texture larger than 512*512.
Posted 17 years ago2007-06-16 11:21:01 UTC
in Strange shadow Post #225383
I now totally understand what was causing it and its fixed!
Thansk Kasp! Ftw!
Posted 17 years ago2007-06-16 11:00:00 UTC
in Strange shadow Post #225379
Now that you mention it, i moved the skybrushes a little of that part... Ill redo the 3D skybox part.
Doing it now. :)

Alex: its not one big brush with one big textures fitted on it, those are 16 brushes, each with a 1024*1024 texture fitted on it.
Posted 17 years ago2007-06-16 10:50:47 UTC
in Strange shadow Post #225376
I have some sky brushes surounding the part the will be rendered in the skybox, but if i remove those, i get a leak.

Im not really sure what you're saying... :zonked:
Posted 17 years ago2007-06-16 10:32:15 UTC
in Strange shadow Post #225374
(link removed)

There's a large shadow going from left to right, and some dark area at the top right. I don't know what is causing this, there are no invisible brushes in the sky or anything.

I have removed the launch pad, towers and Shuttle to see if any those are causing it, but the shadows still appear.

Anyone know how i can get rid of it?
Posted 17 years ago2007-06-16 09:27:24 UTC
in Recharging shields_hl1 Post #225372
No kidding.
Posted 17 years ago2007-06-16 09:10:16 UTC
in Now Playing: ... Post #225370
Jan Hammer - Crockett's Theme
Posted 17 years ago2007-06-15 15:05:29 UTC
in Recharging shields_hl1 Post #225339
Shield = HEV Suit Power.

And yes, this would require coding.
Posted 17 years ago2007-06-15 08:27:06 UTC
in Half-Life: Hostage Situation Post #225294
Completed maps should be send to me, but be sure to include ALL your custom content and make sure your map runs without errors.
Posted 17 years ago2007-06-14 13:43:47 UTC
in Nova Prospekt stylings Post #225234
Oopsies. It was [ s ]. :nuts:
Posted 17 years ago2007-06-14 12:24:29 UTC
in Nova Prospekt stylings Post #225226
This should help. *pulls out needle tutorial*

http://forum.interlopers.net/viewtopic.php?t=2861
Posted 17 years ago2007-06-14 10:54:22 UTC
in Mario Keys Post #225217
Espen, non-Steam maps/mods still work under Steam.

@ DocRock: Get rid of those screenshots, they make the file unnessecarily large, plus, they are BMP's, which is bad. Jpg's would've been ok though.
Also, don't include your config.cfg file, since noone wants to play with your keybindings.
And finally, there are a couple of files in some folders here and there that don't serve any usefullness, like the save folder, some .wc files, voice_ban.dt, custom.hpk. Remove all those.
Posted 17 years ago2007-06-13 17:15:12 UTC
in Start mapping Post #225151
Hmmm, didn't thought about that, its true.

:nuts:
Posted 17 years ago2007-06-13 16:54:33 UTC
in Start mapping Post #225147
You need Half-Life 1 to run DoD, since DoD is a mod for HL1.
Posted 17 years ago2007-06-12 12:22:22 UTC
in Safari Post #225002
Haha, dude, well, there's your problem! :nuts:

I have Firefox open and it uses 90 mb! Thats bad compared to iexplorer and opera. No tabs, only this TWHL page.

Still, i keep using Firefox.
Posted 17 years ago2007-06-12 11:47:29 UTC
in Texture switches back to old one Post #224997
Try deleting all the "trash" files, and recompile.

Trashfiles are created during compile, and Hammer:

.prt
.pts
.p0
.p1
.p2
.p3
.wic (look in your mod/maps as well, sometime these appear there for an unkown reason)
.bsp (the one in your mod/maps and Hammer/maps folder)
.max
.map
.rmx

Be sure not to delete your rmf though!
Posted 17 years ago2007-06-11 10:59:55 UTC
in Half-Life: Hostage Situation Post #224907
Haha! I'd say its a perfect example on how its not supposed to be done.

^_^
Posted 17 years ago2007-06-11 10:49:48 UTC
in Half-Life: Hostage Situation Post #224902
You don't think stuff like this should be agreed upon and standardized throughout the entire mod? I mean, we have to display the name of the chapter at the start of it, right? If it was seemingly random whether it showed up or not, that wouldn't make much sense...
Im talking about author/name/nick. Leave that out. Chapter title only.
User posted image
So " - By FsC | Hunter" should be left out.

Are we clear?
Posted 17 years ago2007-06-10 06:10:44 UTC
in Half-Life: Hostage Situation Post #224824
Added another point.
Posted 17 years ago2007-06-09 14:15:06 UTC
in 3DS Max8 Fun Post #224811
The engine source code has never been released by Valve, so that isn't possible.
Posted 17 years ago2007-06-08 11:45:56 UTC
in Half-Life: Hostage Situation Post #224753
K. Rofl. :nuts:
Posted 17 years ago2007-06-08 11:38:00 UTC
in Mini Modeling Compo #01 Post #224751
Well, i planned 2/3 weeks but then pepper started whining about itbeing to short. :P

Pepper, send your model to me via email! This is absolutely critical.

Urb, see if you can make your model better. :)
Posted 17 years ago2007-06-08 11:33:46 UTC
in Texture creation help? Post #224749
Thats strange, because i used 24-bit bitmaps before. Then i used Wally's batch conversion to compile those 24-bit textures into a wad. Works fine.
So: safe in 24-bit.
Posted 17 years ago2007-06-08 11:31:40 UTC
in Mini Modeling Compo #01 Post #224747
June 27th.

Plenty of time i guess.
Posted 17 years ago2007-06-08 07:27:47 UTC
in Half-Life: Hostage Situation Post #224741
What is that zing crap i keep seeing all around the forum?

(zing is sing in dutch
zingen = singing)
Posted 17 years ago2007-06-07 15:00:54 UTC
in how to use the "spawn" command Post #224684
Yeah ok, its just a one time joke.
But the point is: there's no spawn command in HL other than the "give something_something" command.

If you have other questions, make a new thread.
Posted 17 years ago2007-06-07 10:21:42 UTC
in how to use the "spawn" command Post #224661
You might, but you cannot provide the properties of it, so it may spawn, but you won't see any light.
Posted 17 years ago2007-06-06 15:09:01 UTC
in Tutorials Post #224624
TWHL covers both games.

Have a look at the entity guide here: http://developer.valvesoftware.com/wiki/Main_Page
Posted 17 years ago2007-06-06 12:02:56 UTC
in Orpheus Post #224596
Lame.

Orph is ok.
Posted 17 years ago2007-06-06 06:44:21 UTC
in how to use the "spawn" command Post #224567
Gheh.

Ok, back on topic. :)
Posted 17 years ago2007-06-06 05:35:24 UTC
in how to use the "spawn" command Post #224556
Sorry, that was me, could'nt resist. :lol:
Posted 17 years ago2007-06-06 04:30:58 UTC
in how to use the "spawn" command Post #224551
Yes, precache is like putting something in the memory for later use. The way i see it: The game creates a package with a headcrab inside and puts that in the memory. Later when, the game needs to spawn/create/show a headcrab, it calls that package. But what will happen if that package cannot be found? Exactly, the game will crash, because the game is trying to spawn/create/show a monster that is not loaded into the memory and so it cannot be created, resulting in a "Not in precache function" error.
Posted 17 years ago2007-06-05 16:35:55 UTC
in Half-Life: Hostage Situation Post #224517
Don't think so, we never really talked about custom console backgrounds, custom fonts and whatnot.
Posted 17 years ago2007-06-05 15:23:34 UTC
in how to use the "spawn" command Post #224513
Dude, i explained what precache is a few posts up. :zonked:
Posted 17 years ago2007-06-05 14:16:31 UTC
in Wierd compile error, help. Post #224507
Playbus, Brendon is making a map for GoldSrc map.
Posted 17 years ago2007-06-05 13:51:00 UTC
in Wierd compile error, help. Post #224504
Use the edit button.

Don't uninstall 3.4 since 3.5 is just an update for 3.4, you only replace the executable.

Keep using ZHLT, don't switch back to the Q tools.
Post the entire log here, there's probably an error in HLCSG preventing the other tools to run properly.
Posted 17 years ago2007-06-05 12:45:22 UTC
in Wierd compile error, help. Post #224500
First, don't use any non characters, such as the "@" in your filename. Use only text and numbers and underscores.

Second, get the latest compile tools: http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip
You're using the old Q tools.

Third, moved to HL1 Engine Discussion.
Posted 17 years ago2007-06-05 11:01:25 UTC
in Wierd compile error, help. Post #224491
You're not making any sense. Are you mapping for the HL1 mod NS or what? Because, as far as i know, there is no NS mod for HL2.
Posted 17 years ago2007-06-05 04:40:40 UTC
in how to use the "spawn" command Post #224471
You're probably confused, there's no spawn command in HL. Not until you install Entmod, which is only used for game servers, not for singleplayer.
Posted 17 years ago2007-06-05 04:35:54 UTC
in Desktops of June Post #224470
haha muzz have you ran the C&C3 worldbuilder yet? it sucks up RAM, like, 1GB!
I know, its horrible. Im going to uninstall this thing, since C&C3 mapping is not really my doing.
Posted 17 years ago2007-06-04 16:38:53 UTC
in Desktops of June Post #224404
Posted 17 years ago2007-06-04 12:21:47 UTC
in env_smoketrail Post #224381
Nevermind, ill just stick with env_steams. :/