Forum posts

Posted 19 years ago2005-07-17 02:07:08 UTC
in Invisible Wall (Undesirable Effect) Post #121419
You can shoot through them! :lol:
Posted 19 years ago2005-07-17 02:05:21 UTC
in 60th Aniversery of what? Post #121417
Then it's a sad day! :roll: A day that the US gained more power and thousands of men lost their life cause of that nuke!!! :nuke: :( Booooohooooohoooooo....... :cry:
Posted 19 years ago2005-07-17 00:51:25 UTC
in UFO (I must be going insane) Post #121401
I say you probebly seen a combat plane/you were drunk/you've been doing drugs! :lol: :quizzical:
Posted 19 years ago2005-07-17 00:37:49 UTC
in Competition 14 Post #121400
Hehehehe........ :lol: :D :cyclops: :nuts: :biggrin: ...........Onslaught you loser use VM like me! :sarcastic: Anyway I think I did like 45% of the map (and I didn't do the house yet) already and it turned out nicely! :o
Posted 19 years ago2005-07-16 23:45:39 UTC
in Put the lights out Post #121398
Have you checked for problems? :
Posted 19 years ago2005-07-16 23:37:58 UTC
in Brush not allowed? WTF?? Post #121397
choose both brushes and press ctrl+t and now a new window will pop up! Choose yes and here you go! :glad: And a func_train do needs a origin even with out the angular volcacity or strange things will happen! :P
Posted 19 years ago2005-07-16 13:24:52 UTC
in Scripted Events Post #121240
An origin is a brush in the middle of the train tied toghter with train and textured with the origin texture! :glad:
Posted 19 years ago2005-07-16 12:57:43 UTC
in Scripted Events Post #121228
here is an example on how it looks! :glad: That spinning pipe is done with angular volcacity!

In the angular volcacity value you will see three 0 seperated by spaces(if you don't then write them down) the first one is pitch the secound is yaw and the last is roll! Write insted of one of them(the axis you want the train to spin around it) an angle(0-360) and the train will spin! :)

You must have an origin for this to work properly! ;)
Posted 19 years ago2005-07-16 12:47:19 UTC
in Development News Post #121225
no... :zonked:
You did that on your site too IEMC! :lol: So why not? :nervous:

I like the one with the tounge Daubster
Posted 19 years ago2005-07-16 12:39:40 UTC
in Scripted Events Post #121222
Well thats why I advised you to use the angular volcacity! :lol: So you wont need to use the other train entity(and there is no tutorial on it)! :| Well check the example map I told you to check before cause I used func_tracktrain in there! :glad: It's set almost the same as the other train only that insted of path_corners it uses the pathtrack entity! Make sure that in the middle of the tracktrain there is a brush textured with the origin texture and tied toghter with the tracktrain! Target that tarcktrain with a trigger_auto that his trigger state is off so the train will start off! :)
Posted 19 years ago2005-07-16 12:12:50 UTC
in Development News Post #121215
We could add smilies to the shoutbox! :nuts:
Posted 19 years ago2005-07-16 12:10:13 UTC
in Scripted Events Post #121214
Ohh...just thought of something! :) Do you have any spaces in that train's name? :quizzical: If so then remove them and don't ever use spaces in mapping! :lol: (exept from special cases) :D
Posted 19 years ago2005-07-16 12:06:26 UTC
in Scripted Events Post #121213
Use trigger_once then it will only be able to trigger the train only once! Well create a cube in the area(make sure it couvers all of that area) you want it to be texture it with the aaatrigger texture and tie that block to a trigger_once entity! :glad: In that entity's target value write the name of that train and make sure that there aren't any checked flags and here you go! I did it in this example map ;)
Posted 19 years ago2005-07-16 10:21:46 UTC
in Scripted Events Post #121185
Well the plate will be a func_train so you will need to read this tutorial! And use the angular volcacity value to make the train spin all the time for func_trains don't turn on corners! :) Here is a map that will show you what I mean- http://twhl.co.za/mapvault_map.php?id=3023 ;)
Posted 19 years ago2005-07-16 09:25:21 UTC
in Competition 14 Post #121180
I hope we aren't thinking on the same idea and I thought on my idea yesterday! :quizzical:
Posted 19 years ago2005-07-16 08:23:53 UTC
in Development News Post #121167
Ohhh...this site needs a Hl2 entity guide to help all the Hl2 mappers! :glad:
Posted 19 years ago2005-07-16 07:43:46 UTC
in Trigger_Multiple? Post #121159
If you have two doors then you will need one but if you have only one then you wont have to use the multi_manager! :glad:
Posted 19 years ago2005-07-16 07:12:10 UTC
in Development News Post #121152
:the box: It's quite useless and so is the :cyclops: but I like him!
Posted 19 years ago2005-07-16 05:36:50 UTC
in Development News Post #121139
You haven't placed the new smiles in the journal,seventh! :
This post was made on a thread that has been deleted.
Posted 19 years ago2005-07-16 04:43:32 UTC
in Competition 14 Post #121137
I don't know how meny r_speeds it has for I haven't closed it yet! :|
Posted 19 years ago2005-07-16 03:08:02 UTC
in convert .bsp to .map? [closed] Post #121119
Try using another decompiler for this one sucks! :(
Posted 19 years ago2005-07-16 03:05:58 UTC
in Development News Post #121118
Ohhh...now I see it there are two :nervous: emoticons in there! The secound one is :thebox: Seventh can you please fix it!? :)
Posted 19 years ago2005-07-16 02:58:09 UTC
in Development News Post #121115
:thebox:
Where d'heck did that one come from I don't see it with all the others! :
Posted 19 years ago2005-07-16 02:19:47 UTC
in Development News Post #121107
Add an opposing-force icon for I'll soon start mapping for it! :badass:
Posted 19 years ago2005-07-16 01:02:47 UTC
in convert .bsp to .map? [closed] Post #121093
To convert a map to a .rmf just save it as an .rmf! :lol: :glad:
Posted 19 years ago2005-07-16 00:27:25 UTC
in Song you're listening to now Post #121087
Hehe used the new smile before it was published! :P
Posted 19 years ago2005-07-16 00:26:35 UTC
in Song you're listening to now Post #121086
Sodom-nuclear winter :nuke:
Posted 19 years ago2005-07-16 00:23:46 UTC
in Few Questions Post #121085
As for the first did you check the one way flag? :
Posted 19 years ago2005-07-15 22:44:42 UTC
in Song you're listening to now Post #121080
Zool - rock theme :)
Posted 19 years ago2005-07-15 22:33:54 UTC
in Few Questions Post #121078
1.Could you give a little bit more details about the door! How did you create it (which entity) and did you create any object that targets it? :

2.If you are using func_door or func_door rotating then just don't tick the use only flag! :lol:

3.No it's not the only way and here are two examples on skyboxes- http://twhl.co.za/mapvault_map.php?id=3112 (it's an easy way and only good for beginners to create outdoor maps) and http://twhl.co.za/mapvault_map.php?id=2950 (it's an example that shows how to use two diffrent ways to make skys with out a skybox,the theard one is a skybox) ;) I made two outdoor examples that may help you- http://twhl.co.za/mapvault.php?author=2202 :)

4.Carve tool is uncontrollable you can't know how he will carve and what! So use clipping and I only heard that if you do what you said in your theard quastion then those little annoying lines will disapear! Here is the tutorial! :)
Posted 19 years ago2005-07-15 07:14:59 UTC
in Song you're listening to now Post #120974
Steppenwolf - The Pusher :nuts: (I'm not sure thats the full name but doesn't metter)
Posted 19 years ago2005-07-15 06:43:35 UTC
in Competition 14 Post #120970
I already started! :cool:
Posted 19 years ago2005-07-15 06:35:29 UTC
in Trigger_Multiple? Post #120968
You may also use the 'fire on pass' value!(in the path_corner) Write the name of the multi manager that targets the doors and now when the train will pass that path_corner the doors will open! :)
Posted 19 years ago2005-07-15 05:26:23 UTC
in Competition 14 Post #120959
I have an idea already!
Posted 19 years ago2005-07-15 05:21:00 UTC
in Your House! Post #120957
I'll abandon the house till the contest is over!
Posted 19 years ago2005-07-14 21:47:33 UTC
in Trigger_Multiple? Post #120919
Place the trigger_multiple somewhere in the map and in the target value write the name of that lift! When the player will pass through the trigger the lift will work(if you haven't ticked the 'no clients' flag that says that the player can't activate the trigger) I made an example map with this trigger in them! It's name is H.E.V Suits Required! :)
Posted 19 years ago2005-07-14 13:56:00 UTC
in Compiling Help Post #120824
Well the game will just ignore the second word if you will write map two rooms in the console! :P
Posted 19 years ago2005-07-14 12:27:57 UTC
in Diablo 2 Post #120816
Is that a flame? for I'm not sure! If it is then I'm sorry! :(
Posted 19 years ago2005-07-14 12:26:48 UTC
in Diablo 2 Post #120815
Capitlistic gamers! You seem to like buying and trading better then fighting! :lol:
Posted 19 years ago2005-07-14 12:24:38 UTC
in Your House! Post #120814
The night is scary and the loveliest time of day for mapping(dusk is also nice)
Posted 19 years ago2005-07-14 12:14:22 UTC
in Your House! Post #120811
For the trees I'll use solids but I will still need some models for the garden for It will look stupid if I would repeate my self too many times! :|
Posted 19 years ago2005-07-14 12:09:51 UTC
in Converting music files [closed] Post #120807
How can I do it? I want to convert a .wma file into a .wav so I could include it in my map!(and renaming it doesn't work my brother seggested that already) :
Posted 19 years ago2005-07-14 11:39:30 UTC
in Your House! Post #120803
Just chacked there are two kinds plant models but it's not enough to make a whole garden so I still need those models!
Posted 19 years ago2005-07-14 11:32:04 UTC
in Your House! Post #120802
This project is getting bigger every moment! Anyway I'll need some plant models for Hl1 contains only one and some textures for grass I may also export some textures from opposing-force but models will be helpfull!
Posted 19 years ago2005-07-14 11:26:56 UTC
in map problems Post #120801
I think spirit for it's not scripts! Mmmm...never tried using both action animation and idle maybe it can be done with this! :|
Posted 19 years ago2005-07-14 11:22:41 UTC
in Regenerating monsters? Post #120798
Yes thats exactly what LlamaRama3 ment! This is done with trigger-hurt with negative demage! :)
Posted 19 years ago2005-07-14 11:19:44 UTC
in Your House! Post #120797
The screen and the discs! I remember creating more and I don't need to create anymore for Hl1's textures are great for my perpose! I think I'll also make signs with the names of the mambers in my family!!
Posted 19 years ago2005-07-14 09:31:58 UTC
in map problems Post #120772
pondering is a regular animation it can't be lopped! Try using an animation that is idle.(search in the model viewer) Many of them end(or start) with lop,idle or wait! :)
Posted 19 years ago2005-07-14 03:31:23 UTC
in Max viewable distance Post #120725
No brush!