Forum posts

Posted 20 years ago2004-08-25 04:35:39 UTC
in argh spore in my eyes Post #53809
I'm saying that you need to move the scientist entity and the scripted_sequence so that they do not touch any brushes. The yellow stuff appears when a visible entity (ie monster) is partially stuck into a brush.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 04:33:43 UTC
in Import Post #53808
I don't think this is possible, though there might be something to do this in the SDK.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 04:32:04 UTC
in argh spore in my eyes Post #53806
Move the scientist in such a way that his bounding box is not stuck into a brush.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 04:21:15 UTC
in what happened to 2 and 3? Post #53801
Aah! Did you have to post that right before bed :P ? That's going to give me nightmares of the mysterious users 2 and 3! They will haunt me in my sleep!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 04:19:19 UTC
in !!!!!!!!!Need comp. help!!!!!!!!!!!! Post #53800
He's saying he cannot play anything in D3D for some reason, and the only thing that does run is HL, which experiences crashes as well.

Do you have the latest DirectX drivers and the latest drivers for your video card?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 04:08:35 UTC
in NS map screenies! Post #53796
http://dhost.info/RabidMonkey777/ns_screens.htm

I know you all like screenies, so check out the new Ready Room ones.

(Yes, they are dark, though I just wanted to get teh thing compiled to show some progress, and those pesky leaks held me back an hour or two :( ). I'm working on getting some monitors/machinery/something that has light! into the map so it has some brighter lighting but still keeps the same setting...I'm contemplating adding a furnace-y machine [ooh, fire!] and some other light-emitting devices.

Enjoy the update.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 03:59:19 UTC
in I got an idea(remade) Post #53787
Er, oops, I mean the LD one is the culprit and sinks inteh the floor.

Seventh, If you would be so kind as to climb up and start the roto...I mean if you would be so kind as to move my sequence a tad so Barney doesn't look godawful and go into the floor, I would be extremely grateful.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 03:27:40 UTC
in Two questions which should be simple. Post #53770
Possibly, though I doubt it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 02:21:01 UTC
in Decal help Post #53767
Are you using the decal tool (Ctrl-D) or are you using an infodecal entity placed manually?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 02:20:04 UTC
in i know it here somewhere? Post #53766
Posted 20 years ago2004-08-25 02:18:08 UTC
in Talking... Post #53765
It's just a game thing that it needs to understand the sentence group.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 02:16:16 UTC
in Texturing floor problem Post #53764
You need to select the floor texture, then click the replace button, then in the box it pops up showing two different textures (one's black at the moment) click 'Replace' under the blank texture box, select a texture, then click ok.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 02:07:53 UTC
in toggle func_illusionarys? Post #53762
Use an env_render. When triggered, the properties of the env_render are applied to the entity the env_render targets.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-25 02:06:45 UTC
in Two questions which should be simple. Post #53761
Afaik monster_generics are not implemented in DPB, much like how they do not work in Cstrike either.

You need to use cycler or cycler_sprites in this case - as your cycler seems to be causing problems, try the sprite. You have to manually enter the model name, though, as browsing, uh, looks for sprites.
I even tried adding ! before model name because on some site I heard you had to do that
That's for sentence groups.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 22:27:41 UTC
in Reflect?? Post #53729
Source supports realtime reflective surfaces like Swat3, unlike Half-Life's current engine.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 22:24:06 UTC
in buyzone help Post #53728
Use an info_map_parameters, and set Weapon_Buying to Neither CT's nor T's can buy guns.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 22:21:34 UTC
in hammer 3.4 setup for cs. Post #53726
You need to un-GCF the files to be able to use them.

http://countermap.counter-strike.net/Nemesis

Get GCFScape there and unpack the CS files you'd like (usually models, sounds, sprites and textures) to your@username/Counter-Strike/cstrike.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 22:19:06 UTC
in I got an idea(remade) Post #53725
Rabid put in some kinda were house so i continued that
More of a storage room, really.

On this subject, did the falling barney issue in my area get fixed? It only works with SD or LD models, and I remember teh SD one sinking into the floor...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 22:15:11 UTC
in Possible Hammer Problem Post #53724
A leak error always gives the name of the point entity nearest to it. This can often help in certain maps, in a recent NS one I managed to narrow down the leaks to my Ready Room, where the only info_player_start entities were in the map. If all your leaks are in the only point entity in the map, however, things get a bit more peachy. Use the pointfile to your advantage here, it can usually track down nasty (mostly) invisible leaks and if you have Hammer 3.5, it can show the pointfile in editor, which makes things easier too.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 22:10:19 UTC
in Blood Gulch Remade Post #53723
Davideo, I've done the VM work and uploaded it to my site.

http://dhost.info/RabidMonkey777/files

It's called bg_rm_ver3.zip or something like that...that's the most recent version.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 16:00:25 UTC
in Help out Post #53656
I called RAD Radiant, the name of the Doom/Quake editor, and not Radiosity. Hence my remark on doom editing.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 15:07:09 UTC
in Help out Post #53649
(too many entities that get complicated lag it)
It's not just entities. Lots of complex brushes or decals can lag maps too.
RAD = Radiosity
That's what I meant to say :P . All this Doom editing is getting to me...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 14:58:50 UTC
in Blood Gulch Remade Post #53648
He has pics, and the terrain/Vm work is done on the cliffs.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 14:42:36 UTC
in Func_conveyer + Pushables = huh? Post #53644
Yes, func_conveyors move func_pushables.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 14:39:22 UTC
in no no get it off me arghhh Post #53642
You can use env_shooter too, if you want your gibshooter to make something other than bloody gibs, like metal or computer gibs.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 14:35:37 UTC
in MP3s in HL? Post #53640
You need to use wav for custom music, but target_cdaudio works with the CD tracks, which are now MP3s and if you work on mods, custom "CD tracks", which can be MP3s. .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 14:33:46 UTC
in Water-filled barrel... Post #53639
You can ungroup and take off the top bit of the ashtray. It's only two pieces, y'know. And it's a cylinder, just an 8 sided one ;) .

Arch tool is an idea, though it takes a fair deal of VM to get it to align to the cylinder shape to make the barrel bits on the bottom. It's easier to just hollow in this situation.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 14:28:03 UTC
in Reflect?? Post #53636
It is impossible. They probably had a func_wall that had the room 'mirrored' on the other side...there's a tut on it here.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 05:22:50 UTC
in What is up with Steam?? Post #53462
Yes. The new NS installers search for your SteamAppsHalf-Life folder automatically, though.

It doesn't show the games in my games? That's odd. Try a Steam reinstall?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 05:21:18 UTC
in Compiling error Post #53461
@Habboi: Substing things doesn't make a new drive - it simply creates a drive which acts as a shortcut to a folder, or program.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 05:07:16 UTC
in bots Post #53455
Well, its looked down upon to use others' work without their permission.

If you ask teh creator of the model/SvenCoop team if you can use it and they approve, then it should be okay.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 05:06:09 UTC
in welcome to half life train Post #53453
The train shape requires quite a bit of VM, Shearing, and clipping, but it can be done! Take screenshots and practice and you'll get it, it obviously wasn't made in 5 minutes.

Track is easier - Shearing and clipping.

The door and the wheels were done with a few func_doors, func_rotatings, and probably a multi_manager/multisources, and some clever scripting.

I've seen that pic before, though I don't remember it on a mod...it was on ytmnd.com on a little movie thingy.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 05:02:50 UTC
in no such file or directory?!?! Post #53450
Er, my post was supposed to have a comment on the "Token too large on line 5". That long error bit from Tommy14 refers to the "Token too large" error.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 04:13:10 UTC
in Moving func_lasers....or not Post #53435
You can have a func_train that goes the length of the corridor, and then have the func_laser target the name of the func_train....dunno if that's the effect you want though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 01:40:39 UTC
in Blood Gulch Remade Post #53425
Ok, think three times that because I split the squares into triangles and the ground up to make terrain.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 01:26:42 UTC
in Blood Gulch Remade Post #53423
Yes, I haven't compiled but I assume it's pushing it's limits right now.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 01:06:30 UTC
in Software for Mod making Post #53419
Sept. 30th.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 00:48:52 UTC
in Software for Mod making Post #53413
Ah, you could always go with Softimage|XSI for HL2 modeling. It's the tool VALVe uses....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 00:46:25 UTC
in Software for Mod making Post #53411
Tools in the SDK can probably recompile for you.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 00:44:42 UTC
in 1 room diff grav? Post #53410
My hands are tired, and I don't think it's too much to ask someone to search a forum page for an answer, especially when I've provided the link.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 00:43:35 UTC
in Software for Mod making Post #53407
Naaah, if you're getting into hardcore modelling and such, you want more than Milkshape...3dsMAX and Maxon 3D are excellent programs that are much more effective and more stable than MS3D IMO. They are expensive commercially but if you search enough you can often find enormous educational discounts for non-commercial usage, which is fine unless you want to release your mod commercially and charge for it.

You'll also want the HL SDK from the ERC, thats a must for any mod makers, and you want to get things like Kratisto's MDL Decompiler, and the utilities that come with the SDK like StudioMDL and some other programs.

As always, make sure you have the latest ZHLT and you should be good to go.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 00:33:01 UTC
in Water-filled barrel... Post #53395
It's in the 'Crates' category.

If you still dont have it, just make a cylinder, then do the same as I described above.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 00:28:24 UTC
in Water puddle... Post #53393
You don't need liquids.wad, and in most cases I recommend against it, it doesn't have that great a selection of textures for that valuable wad position out of 8.

Any texture with ! in front will work, and there are some nice ones in halflife.wad.

You don't always have to change it to func_water either. If you dont want waves, leave it as a func_wall or world brush and it'll still act like water.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 00:25:53 UTC
in question about choosing texture Post #53392
Most textures can be used on both entities and world brushes, though there are cerain restrictions on certain ones.

ORIGIN is always used as part of an entity, it's the point on which a rotating item moves.

CLIP cannot be part of entities. It blocks player movement and is transparent.

{textures with blue are used with a func_wall or other SolidEnt with rendermode Solid and RenderAmt 255, which makes the blue transparent.

{textures with white are used with infodecals. and appear in game as one color, not greyscale.

SKY makes sky and cannot be an entity.

-0, -1, etc. are randomly tiling.

+a, +0, etc are animated.

! is liquid.

~ are light emitting textures.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-23 23:07:36 UTC
in no such file or directory?!?! Post #53382
The "too many wads" as mentioned above. 8 wads in WC/Hammer is a good limit, more may cause this error among others. If you are using more than 8 wads you can use Wally to combine the extra wads into one custom wad.
Too long a path/name for the map or compiling tools. Only a limited amount of memory is set aside for the path/names. Solution is to move the compiling tools or map into a shallow folder.
Having a space in a path/name. Examples: frequently Program Files is part of the path name. Compiling tools do not like the space between "program" and "files". Solutions are to either use the MSDOS pathname, or to move the offending files from under the spaced folder, or put quotes " " around the whole path name in WC/Hammer so that windows uses it right. If your map has the space in its name (eg. Bob map), remove the space and change it to (Bobmap).
Probably that "program files" or the long pathnames.

I posted something about using MSDOS 'subst' to fix the problem, do a forum search for subst and see if you can find it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-23 23:01:33 UTC
in 1 room diff grav? Post #53381
Read Andy's post more carefully.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-23 22:41:27 UTC
in 1 room diff grav? Post #53378
http://cariad.co.za/twhl/forums.php?action=viewthread&str=trigger_gravity&type=1&pg=1&id=4354

If you would have done a forum search, you would have found the following thread and thus have an answered question.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-23 22:24:52 UTC
in HL2 and CS:S!! Post #53376
Sounds like VALVe to me.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-23 22:01:58 UTC
in Compiling error Post #53372
Re-setup hammer using G:half-life as your HL directory, G:half-lifevalve as the game dir, etc. and try recompiling.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-23 21:36:33 UTC
in Water-filled barrel... Post #53365
Hollowing isn't a great practice either, but its very handy in these sorts of situations.
RabidMonkey RabidMonkeymapmapmapfapmap