Forum posts

Posted 17 years ago2007-06-03 15:44:59 UTC
in how to use the "spawn" command Post #224309
Should work.
Try this:

alias x give env_spark
bind "x" "x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x;x"

xD!
Posted 17 years ago2007-06-03 15:00:08 UTC
in how to use the "spawn" command Post #224303
Note that when using the give monster_... monster command, HL can crash if you try to spawn a monster that is not in the precache list. In other words: you can only spawn monster that are currently in the map. Lets say you're in a map with headcrabs, alien slaves and zombies, then these are the only monsters you can spawn, if you try to spawn other monsters, HL will crash.
Posted 17 years ago2007-06-03 14:16:48 UTC
in Muzz's HLDM Server Post #224299
Yup. So im closing it.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-06-02 17:22:24 UTC
in half life 1 dl Post #224248
[i]No warez talk on TWHL.[i/]

Just buy the game, HL1 is crazy cheap nowadays.
Posted 17 years ago2007-06-02 16:34:08 UTC
in env_smoketrail Post #224226
Tomorrow. Im too pissed off now. :lol:
Posted 17 years ago2007-06-02 16:33:00 UTC
in Muzz's HLDM Server Post #224225
60 euro's per 6 months. :zonked:
Posted 17 years ago2007-06-02 14:40:03 UTC
in Muzz's HLDM Server Post #224208
Aye, im basically just throwing away money.
The server will close in the upcoming summer months.

But, with any luck, ill have a new free server up by then, hosted by a friend of mine.
Posted 17 years ago2007-06-02 11:36:14 UTC
in env_smoketrail Post #224191
As long as it looks like a Shuttle exhaust flame, like in the image above.
Posted 17 years ago2007-06-02 11:25:09 UTC
in Cueing for loops Post #224186
Actually, only one cue point is required for wavs to loop in HL. And it should be placed at the start of the file.
Posted 17 years ago2007-06-02 11:09:36 UTC
in env_smoketrail Post #224180
It works, just don't trigger it, and don't name it. Just place an env_smoketrail and compile and it'll show up ingame.

The problem is that i simply cannot change any of its properties, like the start and end color. Its just keeps grey ingame. Plus, there's no fire. Why is there a firesprite property when it is not showing any fire? Its just smoke.

I have an env_smoke, and that does exactly what i want: spray a constant stream of particles downwards. The only problem is that you can't specify a different sprite (fire sprite), it only emits smoke. If i was able to specify a fire sprite for the env_smoke, my problem is solved. And no, turning off SmartEdit and add the property and value manually doesn't work.

Stupid Valve and there's stupid limitations! All i want is a long exhaust flame, like this:
User posted image
Is that too much to ask!? God.. damn! Fucking Source and its fucking entities not listening to what the mapper tells them to do!
Posted 17 years ago2007-06-02 10:24:57 UTC
in env_smoketrail Post #224177
Well, all i need is a exhaust flame that matches the one in my Space Shuttle map as close as possible.

I can't even change the fire sprite, the smoke puff, the colors and whatnot for the env_smoketrail, it just keeps grey ingame.

Horrible entity!
Posted 17 years ago2007-06-02 09:01:09 UTC
in env_smoketrail Post #224170
Nope, doesn't work. Nothing happens the sequel.

set_emit has a red font, and Hammer report bad I/O connections (Alt+P)

Edit: when i don't name the entity, and just compile with all its properties set to its default values, it works, but there's only smoke, no flame.

(You've probably guessed it: i need a rocket exhaust flame)
Posted 17 years ago2007-06-01 16:46:06 UTC
in env_smoketrail Post #224068
So i should use set_emit as Input? So its:

My outputs named: OnTrigger
Target entities named: smoketrail
Via this input: set_emit
Posted 17 years ago2007-06-01 16:11:06 UTC
in env_smoketrail Post #224064
I can't this entity to work.

I have a trigger_once:
My outputs named: OnTrigger
Target entities named: smoketrail
Via this input: FireUser1

Doesn't work. Nothing happens. Why?
I don't get this fucking input/output shit!
Posted 17 years ago2007-06-01 14:13:19 UTC
in Best training level in a mod Post #224050
map c4a0
impulse 101
Posted 17 years ago2007-06-01 13:38:37 UTC
in Best training level in a mod Post #224047
Xen is simple. I finished it many times without cheats.
Posted 17 years ago2007-06-01 11:39:42 UTC
in Half-Life: Hostage Situation Post #224038
Its fine. The model. Stop whining about little details.
Posted 17 years ago2007-06-01 06:44:14 UTC
in Checkers? Post #224020
Thanks all. :)
Posted 17 years ago2007-06-01 06:42:32 UTC
in my full game conversion Post #224019
Wrong forum.
Moved to Maps and Mods.

I hate to say it, but Pengyunboy is right. Its like you're just making other people map for you while you're doing nothing. To prove im wrong, show us something that you've made.
Posted 17 years ago2007-06-01 04:46:22 UTC
in Checkers? Post #224008
You still have to manually write the VMTs regardless.
Thats just crap! I want that automated.
Posted 17 years ago2007-06-01 04:40:44 UTC
in Mini Modeling Compo #01 Post #224007
Yay!
Get modelling!

Note that you can earn extra points of you complete any of the secondary objectives.

If this is successfull, we might consider a prop modeling compo (For HL1).
Posted 17 years ago2007-05-31 16:39:15 UTC
in Checkers? Post #223968
Drag and drop is too slow. And it doesn't create vmt's, only vtf's.
I need something automated. Something that can handle a whole bunch of TGA's.

Also, i don't care about all that normal map stuff. Confuses me. Just normal texture is fine.
Posted 17 years ago2007-05-31 16:13:50 UTC
in Checkers? Post #223965
I don't use photoshop...
Posted 17 years ago2007-05-31 15:53:59 UTC
in Checkers? Post #223961
Hell, i don't even know if im actually gonna release this map, since im crap with Source.

Also, its seems vtex or whatever made my textures look crap. They have these weird artifacts, pretty much like those artifacts you get with jpg compression. Why?
Posted 17 years ago2007-05-31 15:44:18 UTC
in Checkers? Post #223959
Well, it works anyway. They show up in Hammer.
Posted 17 years ago2007-05-31 15:35:07 UTC
in Checkers? Post #223957
Ill check.

/me opens random vmt file:

"$basetexture" "Documents and Settings/Atom/Bureaublad/asdw/{fixedss"

Well there's my problem. :P It should be:
D:SteamsteamappsSourceModsSTS-121materialssts_121{fixedss"

Ill recompile the TGA's now. :)
Posted 17 years ago2007-05-31 15:29:39 UTC
in Checkers? Post #223954
Why are my custom texture appearing as black/purple checker board in Hammer?

http://www.themightyatom.nl/screenshots/stupid_source.jpg
This post was made on a thread that has been deleted.
Posted 17 years ago2007-05-30 14:14:21 UTC
in Top 5 best games Post #223823
1. Half-Life Series
2. Command & Conquer Series
3. Serious Sam Series (mostly just the First and Second Encounters)
4. No One Lives Forever Series
5. PopCap Games/Gamehouse Games (simple but addictive games)
Posted 17 years ago2007-05-30 11:40:45 UTC
in Changing loading screen Post #223818
I just noticed that the GFX Wad Compiler SDK is NOT included in the full SDK (v2.3).
But i've managed to get a copy from the old Wavelength site, and im now hosting it on my site.

The exact pupose of the GFX Wad Compiler is to allow people to modify Half-Life's fonts, and edit the LOADING/PAUZED text.
Posted 17 years ago2007-05-29 14:28:40 UTC
in spawn problem Post #223756
Not sure, but i believe this happends when using HINT/SKIP brushes incorrectly. Delete those and see if that fixes it.
Posted 17 years ago2007-05-29 04:17:40 UTC
in Mini Modeling Compo #01 Post #223712
Sheehs, lazy biatches you all are! :P
Posted 17 years ago2007-05-27 17:35:26 UTC
in Mini Modeling Compo #01 Post #223621
Ok, 4 weeks should be enough. Ye happy?
Posted 17 years ago2007-05-27 10:03:32 UTC
in Mini Modeling Compo #01 Post #223588
Well, its just a crowbar replacement, not an over the limit eight-barrel-minigun-with-6-attached-grenade-launchers (unless you model that and use that as a crowbar replacement).

How long then? 2 weeks? 3?
Posted 17 years ago2007-05-27 08:56:50 UTC
in Mini Modeling Compo #01 Post #223584
We have mini mapping compo's, so why don't organize a mini modeling compo as well? With Rimrook's Gift pack, its shouldn't be that hard to produce something nice. So i present:

Mini Modeling Compo #01 - Crowbar Replacement

Lets start easy: Make a crowbar replacement. Use the tools provided in Rimrook's Gift and read this thread carefully: http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=13845&pg=1

You can make anything you want, as long as it is a Crowbar replacement model with fully working swing animations. You can use any modeling program you want: Milkshape, 3DMax, Blender, Maya, whatever, but since Rimrook's gift is focused on 3DMax, i think you should use that. Its up to you to decide.

Primary objective:
  • Make a fully functional Crowbar Replacement
Secondary objectives:
  • Originality
  • One or more idle animations (when not using the crowbar)
  • Different swing animations
  • Use the HD v_crowbar model (from Blue Shift HD pack) as the base
To submit your entry, email it to me using: junk@themightyatom.nl. Don't forget to actually attach your model in zip or rar format. Also, be sure to include a small readme.txt file with your name, nickname and anymore information. You may also include this info in the email itself.
If you have hosting capabilities, you can host the model yourself, but provide the download link in the email. If you don't have hosting, ill will host it for you. Just let me know if you can host or not.
When the results are in, they will all be posted in this thread and the winner gets to decide the next modeling compo.

You have four weeks (compo ends June 27th).
Posted 17 years ago2007-05-26 17:47:36 UTC
in Now Playing: ... Post #223525
Mythbusters - Theme Song (Instrumental)
This post was made on a thread that has been deleted.
Posted 17 years ago2007-05-26 16:47:48 UTC
in Error: ReadSurfs g_numplanes Post #223519
-onlyents?
This post was made on a thread that has been deleted.
Posted 17 years ago2007-05-26 15:40:14 UTC
in Error: ReadSurfs g_numplanes Post #223511
If it shows a number in the error, like this:

ReadSurfs (line 99416): 32189 > g_numplanes

...tread on:
  • Before you go wild, try a recompile or 2 - sometimes it is just a random thing. Also search for a brush with more than 32 faces, such as a cylinder in the Maxpoints error.
Otherwise this error means you went over the limit of the number of planes allowed. This means too many faces in the map = too many brushes, or too complex ones. Time to trim back the level map! Some solutions:
* Do not put a box around your map to fight leaks. Seal each section seperately and fight the leak war.
* Try to line up the faces of brushes with the same texture at the same scale. Then the engine may make them into one face plane.
* Avoid detail brushes, use texture to "fake it" instead.
* Plain make fewer brushes. Keep construction simple. HL and complexity mix poorly.
* There are some newer compiler programs being tested that remove unused and unneeded planes from the outside of a level. You could try to get and use one of them.
Source: http://www.slackiller.com/tommy14/errors.htm#numplanes
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 ago2007-05-24 04:43:57 UTC
in Changing loading screen Post #223273
I made a mistake, the gfx.wad actually holds the font data, like the concole font, ingame text font and the Loading... text. With this file, you make your own font for HL.
Posted 17 years ago2007-05-24 04:30:07 UTC
in A GIFT TO ALL TWHLer's Post #223272
Its all in Rimrook's rar, espen. Just read the txt's.
Posted 17 years ago2007-05-23 14:50:52 UTC
in A GIFT TO ALL TWHLer's Post #223209
How to do proper texturing. Its still a pain in the butt.
Posted 17 years ago2007-05-23 14:41:51 UTC
in A GIFT TO ALL TWHLer's Post #223207
:P

Ok. Ontopic.
Posted 17 years ago2007-05-23 14:37:31 UTC
in A GIFT TO ALL TWHLer's Post #223205
Haha.

IK = me in Dutch.
JIJ = you in Dutch.
Posted 17 years ago2007-05-23 14:31:54 UTC
in A GIFT TO ALL TWHLer's Post #223203
What are JIJ-chains then?

:P :nuts: :cool:
Posted 17 years ago2007-05-23 14:26:19 UTC
in A GIFT TO ALL TWHLer's Post #223201
Thanks! Thats what i wanted to know. :)

RIM FT WIN!