Forum posts

Posted 20 years ago2004-08-13 20:05:14 UTC
in hooking up hammer 3.5 beta Post #50810
Get 3.4 from VERC also.

You need to install 3.4 first, then follow the instructions that come with 3.5 on how to achieve installation.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 19:55:49 UTC
in light wad.file Post #50808
It's in hammer/tools and is called valve.rad, just rename it to lights.rad.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 18:49:26 UTC
in TWHL SHOULD BE #1!!!!! Post #50795
No? Damn :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 18:45:28 UTC
in I got an idea(remade) Post #50794
Good idea. It saves everyone who knows the rules of the project from having to re-explain them each time.

Welcome back, by the way :) .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 18:44:01 UTC
in Scary Psychic Thing Post #50792
Has anyone noticed that the symbols change each round?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 18:36:12 UTC
in Compo idea!! Post #50790
There was 'Map a Movie' a while back...sounds kinda similar.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 18:06:09 UTC
in Favourite THREE bands Post #50780
1: Blink 182
2: Mi6
3: Teh Casualties

It's a very close call though, I have lots of bands I coulda have stuck up there and be satisfied.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 18:04:09 UTC
in funny pics Post #50778
LOL @ werd :D .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 18:03:50 UTC
in Hurricane! Post #50776
'luck.

Live through it so you can finish the entities on that ML map :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 17:40:18 UTC
in Monster Jump Post #50769
Hm. Well, the entity guide seems to answer the question.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 16:52:07 UTC
in TWHL SHOULD BE #1!!!!! Post #50753
Twhl is s0o good, we'll be going there tomorrow, the next day, the day after that day, the day after the day after that day....

Now that I've found TWHL, my stupid live is made better. I like it this way.

I used to be ill, but now that I found TWHL I feel much more happier! Thanks, TWHL!

/me switches off the camera :P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 16:48:21 UTC
in Another HEV question - map oeilvert Post #50751
Hmm...if there are no ammo pickups then it was noit designed for DMC, as DMC uses different weapons (double shotgun, BFG, nailgun, etc) and thus does not recognize things such as 9mmARs and Buckshot that are used in HL.

If ladders don't work, i'd say its another compatibility issue with HLDM -> DMC.

Suggestion: Don't run Deathmatch Classic, and just run normal HL. It'll play as Half-Life Deathmatch in that case, and should work ok.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 16:33:40 UTC
in Another HEV question - map oeilvert Post #50747
Did DMC even have ammo pickups?

In any case, you certainly did nothing wrong, and are launching the map correctly.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 16:23:24 UTC
in I don't get HEV in undergroundFacili Post #50742
On the contrary, maps made with non-steam may not work ON steam, which is the mainstream platform for HL at the moment.

Useless comment: it's called a tilde, Seventh :)

Funny, I always thought it was Tiald ? (ed: Andy)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 16:16:47 UTC
in Another HEV question - map oeilvert Post #50737
In Multiplay games, you start off with an HEV, though you'd need to create a new server to get it as HL does not start you off with an HEV when maps are launched via console.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 16:10:05 UTC
in New Map: cs_bank Post #50736
Posted 20 years ago2004-08-13 14:54:06 UTC
in I don't get HEV in undergroundFacili Post #50708
Since you have a WON build, just run the game with c:sierrahalf-lifehl.exe +map undergroundFacility +sv_cheats 1 . Once it loads the map, open the console and type give item_suit and it will spawn a suit.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 14:30:46 UTC
in Monster Jump Post #50699
I'm not sure if monsters can jump.

Certain ones like hgrunts have jump animations which can be used with scripted_sequences.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 14:28:07 UTC
in Machine gun Post #50698
If you turn off SmartEdit you can specify a certain wav to play when the gun fires, afaik.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 04:54:50 UTC
in Free Website Post #50555
No, that's it's only drawback, but the incredible bandwith more than makes up for it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 04:02:44 UTC
in A Horror Idea, Some Screens Post #50541
Exactly the point I tried to make a couple weeks back....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 04:00:47 UTC
in Scary Psychic Thing Post #50540
A logical explanation only known to the secretive cult of the IRCers :P .

I shall add a cookie to the pride of being smarter than others. A big, tasty cookie. Mmmm......
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 03:57:11 UTC
in Free Website Post #50539
Supposedly one popup on Dhost, though browsers like Firefox and Opera seem to block them.

It also has 300GB (yes, GB) bandwith per month :D .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 03:41:15 UTC
in trigger the sprite Post #50537
Have the trigger_once trigger a Multi_manager that triggers both, instead.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 03:37:58 UTC
in No filling in Hull Problem Post #50536
Or, I can explain...it's something to do at this wee hour of the morning.

It's as simple as placing a brush covered in SKY texture where you need the sky. Just make sure it's not an entity brush or else bad things happen :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 01:22:31 UTC
in hey im back not sure how long tho Post #50526
I can see it fine.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-13 00:51:38 UTC
in hooking up hammer 3.5 beta Post #50525
Search for hammer.exe.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 23:36:10 UTC
in size Post #50520
Texture limit per map is 4megabtyes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 23:25:02 UTC
in natural selection installers. Post #50518
I could, but it would involve a loooong transfer via IRC :P . Remember how long that little texture pack took?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 23:09:06 UTC
in Error compiling, details inside! Post #50517
two of the brushes are over lapping. unfortunately halflife cant deal when two brushes exist in the same place.
You can have two brushes in the same place/overlapping. It's not recommended, though, as it looks really stupid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 23:04:33 UTC
in hooking up hammer 3.5 beta Post #50515
Your hammer dir isnt necessarily in prog files. It's where you have hammer.exe, which is often NOT in program files....mine defaulted into C:valvehammer. See if that dir exists, and then search your HD for it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 22:11:12 UTC
in Monstermakers Post #50512
If there's a toggle flag on the monstermaker, check it. If not, try checking the toggle flag on the button itself.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 22:04:10 UTC
in spawning creatures? Post #50510
'welcome :) . Glad to be of help.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 21:53:08 UTC
in spawning creatures? Post #50505
Monstermakers.

We have an example map on their usage here.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 15:46:17 UTC
in Texturing Post #50450
No, you'd need to make four seperate pieces and change the orientation on each.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 04:40:47 UTC
in Spirit of HL Post #50323
Well, it's not commonly used standalone, and is mainly designed to be used in mods and things such as that.

It has some features which are very useful, however, but if your map is not part of a Spirit mod, then it would definitely narrow the audience.

It's up to you, but i'd vote against it unless you are making a mod or something of that sort.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 04:06:57 UTC
in Scrolling terrain help Post #50311
Posted 20 years ago2004-08-12 03:43:38 UTC
in Invisible Walls Post #50306
Ah.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 03:21:46 UTC
in Invisible Walls Post #50303
Doesn't covering visible brushes with NULL give a HoM effect? Even with a rendermode of 0, I still think it would do the same thing...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 03:20:14 UTC
in hey im back not sure how long tho Post #50302
I thought Facility was from Goldeneye?

The screens look okay, though quite bland and undetailed. In the final screen, there is a crete texture where the fifties one should be. With a bit more detail, though, this map would look good.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 02:39:22 UTC
in Jedi Clan Mod- help wanted! Post #50298
September. Make a new topic next time.

I'm better off at the good-guy ish voices, never excellet at evil ones, but I'll 'ave a go at them :) .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 01:24:12 UTC
in Jedi Clan Mod- help wanted! Post #50290
So i'd do things such as taunts, if it's MP?

If you want any of my textures, SilentGunz, check my webpage. I've got two paks up there right now, though I think the first link is b0rked.

http://dhost.info/RabidMonkey777
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 00:00:11 UTC
in Jedi Clan Mod- help wanted! Post #50282
I could do things such as voice talent if thats the kind of sound stuff you'd need.

I'm a texture artist/mapper as well, though it looks like you are ok on these.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 22:47:28 UTC
in Decompiling?? Post #50273
Compiling your maps does things to the brushes, splitting them and such, and thus your decompiled map file both looks nothing like the original and will probably have errors and leaks, so you'd be much better off restarting as Andy suggested.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 22:00:12 UTC
in Gun Placement Post #50269
Place an armory_entity.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 21:52:37 UTC
in Blueshift and Opfor FGD files Post #50268
Er, thats odd.

Go to the main VERC page and there is a link to Game Data Files.

http://collective.valve-erc.com
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 21:48:56 UTC
in Texturing Post #50266
You can use the rotation tool in the texture application tool (Shift A) to change the angle of textures. You can also check the to face and to world boxes to change its alignment, very helpful on things like signs.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 15:37:31 UTC
in Decompiling?? Post #50212
You are speaking of a process called Decompiling. This is looked down upon by the bulk of the mapping community, and shouldnt be performed.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 15:35:42 UTC
in Invisible Walls Post #50211
0 = invisible, 255 = solid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 15:05:22 UTC
in Where do I find my models and sprites? Post #50200
it'd probably be a good idea to keep it for map-testing purposes as it's a lot quicker and easier.
I'd think otherwise.

That error is most definitely caused by having outdated NET runtime framework. Just get the file and youll be okay.
RabidMonkey RabidMonkeymapmapmapfapmap