Forum posts

Posted 19 years ago2005-07-07 23:18:20 UTC
in Sliding fence Post #119560
Makes the door not solid! :)
Posted 19 years ago2005-07-07 22:07:36 UTC
in Terrain Post #119550
Well but you don't need to clip all the squares! ;)
Posted 19 years ago2005-07-07 21:37:26 UTC
in Terrain Post #119546
Here they are- http://twhl.co.za/mapvault.php?author=2202 -my example maps of course! :P
Posted 19 years ago2005-07-07 21:36:17 UTC
in Terrain Post #119545
If you make a one slope with no turns in it then you don't have to! You need it only for the turns! Check my example map on destroyable mines and see what I mean! In my example on burrowing headcrabs I united the areas that has no slopes!! :lol:
Posted 19 years ago2005-07-07 21:02:53 UTC
in Review my website Post #119541
That Alien Blast level looks horrible but I like the fish modal! :)
Posted 19 years ago2005-07-07 20:57:49 UTC
in Terrain Post #119540
You didn't have to cut all the squares into half it will increase the base patches number! :P
Posted 19 years ago2005-07-07 20:55:13 UTC
in Sliding fence Post #119539
Tie the fence into a func_wall with the fxamount of 255 and the fxmode is solid. You will be able to see through the blue parts and I think even shoot through them. ;) If it doesn't work then create a func_illusionary with the same fxproporties and place clip brushes all over him! :)
Posted 19 years ago2005-07-07 17:15:32 UTC
in Review my website Post #119484
The background looks fine keep it! :)
Posted 19 years ago2005-07-07 10:53:35 UTC
in *EHEM* help! Post #119407
Once I didn't use an origin when I built trains and lots of strange stuff heppened(train living the texture behind, train hurts you with out setting it to do it and it doesn't smash you) and they were only elevator! :|
Posted 19 years ago2005-07-07 10:42:11 UTC
in Tiled Texture Post #119405
Thanks! :)
Posted 19 years ago2005-07-07 05:04:28 UTC
in Song you're listening to now Post #119327
Motorhead-On Parole :nuts:
Posted 19 years ago2005-07-07 04:59:53 UTC
in lights.rad need or no need Post #119325
You mean that I don't have to include the lights.rad in the zip if I'll publish a bsp file with a costum texlight? :nuts:
Posted 19 years ago2005-07-07 02:23:04 UTC
in lights.rad need or no need Post #119309
No you need to put it in your zhlt directory and when you publish the map include the file in the zip! ;)
Posted 19 years ago2005-07-07 01:27:56 UTC
in Holes Post #119303
Doom is one of the best action games ever created(like castle wolfeinstein3D and the quakes)
Posted 19 years ago2005-07-06 23:31:28 UTC
in Terrain Post #119297
I'll examine it to and see how it can be fixed! :)
Posted 19 years ago2005-07-06 20:41:25 UTC
in Tiled Texture Post #119272
Smudge tool
Thats wont do It'll destroy my whole texture! :roll:

I'll try fixing the seams tomorrow! :o Any help will still be appricated!
Posted 19 years ago2005-07-06 20:35:58 UTC
in Holes Post #119271
I prefer using cliping insted of carving it's like doing it manually! :)
Posted 19 years ago2005-07-06 20:33:29 UTC
in Terrain Post #119269
Try using transelation insted of vetex manupilation! Thats how I do it! :)
Posted 19 years ago2005-07-06 16:00:29 UTC
in Trigger_changetarget Post #119178
No it's not that! It's like those plutforms that when a Func_tracktrain gets to them they spin around and the track changes! :P
Posted 19 years ago2005-07-06 15:55:16 UTC
in Terrain Post #119176
You are probebly using too thin or small triangle! Look in my example map on destroyable mines- http://twhl.co.za/mapvault_map.php?id=2982 -it may help! :)
Posted 19 years ago2005-07-06 13:21:26 UTC
in Trigger_changetarget Post #119140
Use trigger_changetarget to switch between tracks! :)
Posted 19 years ago2005-07-06 10:36:22 UTC
in Ideas for my mod Post #119087
Thats simple put a func_button on him that triggers a multisource that is that trigger_teleport's master! ;)
Posted 19 years ago2005-07-06 10:09:36 UTC
in Trigger_changetarget Post #119072
Try changing the train's target to a path_corner in the place you want the view to change!(with the teleport flag on in you want it to be instentnios) :| I've heard somewhere that you can't change a trigger_camera's target and then unbreakable said that he uses two cemeras to do things like that! ;) Of course I could be wrong! :(
Posted 19 years ago2005-07-06 03:03:37 UTC
in *EHEM* help! Post #118987
Path_corners for doors thats stupid but if you do use path_corners then you will need an origin!(Even regular trains need it) :P
Posted 19 years ago2005-07-06 02:53:37 UTC
in Tiled Texture Post #118986
I've made this texture:
User posted image
ROCK1_EY

It turnd out just like I wanted it only that if I'll use it as tiled texture you will see many seams! :roll: How can I fix those seams? : And can any good texture maker help me fixing them for I'm quite stuck!!! :(
Posted 19 years ago2005-07-05 19:16:17 UTC
in Happy July 4th!!! Post #118962
Mmmmm...I think you are right about that my post was stupid but I still think most of this forum is useless and zombieloffe said it too! :P
Posted 19 years ago2005-07-05 18:55:26 UTC
in opposing force bug Post #118960
Command: Prameters:

Change Directory $exedir

$csg_exe $path$file

$bsp_exe $path$file

$vis_exe $path$file

$light_exe $path$file

Copy File $path$file.bsp $bspdir$file.bsp

Copy File $path$file.pts $bspdir$file.pts

$game_exe +map $file -game gearbox -dev -console

Everything is chacked and make sure you read it carefully!
_______________________________________
____________________

Game Configurations:

Game Executable Directory: Your Half-Life1 folder

Game Directory: Your gearbox folder

_______________________________________
____________________

Build Programs:

Game Executable: Your Half-Life1 EXE

Place Compiled Maps In This Directory: /Half-Life/Valve/Maps

:D
Posted 19 years ago2005-07-05 18:47:01 UTC
in opposing force bug Post #118957
Whooops I ment to say be no .exe! The .exe is the same as half-life's and I'll post the compiling parameters! ;)
Posted 19 years ago2005-07-05 18:45:02 UTC
in opposing force bug Post #118955
It has no .exe cause there shouldn't me no .exe!
Posted 19 years ago2005-07-05 18:24:50 UTC
in Tutorial Rage Post #118952
Have you writing your tutorial 38_98 About the Func_Tracktrain? If you don't want to continue then I'll be happy to write it!(for myself of course) :P
Posted 19 years ago2005-07-05 14:56:04 UTC
in Are you ready for it...? Post #118880
When will it start even this source compotition have started! :(
Posted 19 years ago2005-07-05 14:25:30 UTC
in Holes Post #118874
Make it like 8 units wider! ;)
Posted 19 years ago2005-07-05 02:10:57 UTC
in Tutorial Rage Post #118712
As for the noob Zombieloffe you are right but you are still annoying! :x
Posted 19 years ago2005-07-05 01:30:24 UTC
in Happy July 4th!!! Post #118705
I hate these threads that can only last one day and they are useless and stupid! Not to mention annoying! :x
Posted 19 years ago2005-07-05 01:28:28 UTC
in Trailer Park Boys Post #118704
Realy old! :D
Posted 19 years ago2005-07-05 00:15:14 UTC
in Tutorial Rage Post #118699
Just shutup,ZombieLoffe! :x
Posted 19 years ago2005-07-05 00:10:45 UTC
in Trailer Park Boys Post #118698
He is gay! :lol:
Posted 19 years ago2005-07-04 20:56:55 UTC
in damage adjustment Post #118678
Posted 19 years ago2005-07-04 20:33:01 UTC
in Tutorial Rage Post #118677
Sent a requast to andy! :)
Posted 19 years ago2005-07-04 18:31:26 UTC
in I need Opposing Force! [closed] Post #118650
Great,I'm planning on making an opfor mod soon,will you join me? It will be with spirit and it will a remake of an old game called cannon fodder! :nuts:
Posted 19 years ago2005-07-04 18:18:20 UTC
in Tutorial Rage Post #118644
Maybe on trigger_changetarget! It a very usefull Hl1 entity that I will be happy to explain it's usefullness! But will it be a good tutorial?
Posted 19 years ago2005-07-04 18:09:45 UTC
in Gone_Latin !!!!!!!!! Post #118642
Why not use trigger push or a plutform? :
Posted 19 years ago2005-07-04 18:08:02 UTC
in Yet another problem Post #118641
In entity report chack the position of all the entities from that sort! If the report brings you to the middle of the map and there is nothing highlighted then thats the entity thats neads to be deleted! :)
Posted 19 years ago2005-07-04 00:04:26 UTC
in RPG ADVENTURE #1 [closed] Post #118477
One of Hunter's chapters doesn't count(chapter 16) for he stole M_grag's place! :P
Posted 19 years ago2005-07-03 21:39:47 UTC
in damage adjustment Post #118462
For which game are you mapping? :|
Posted 19 years ago2005-07-03 19:30:54 UTC
in Your House! Post #118452
one vacations
I ment on vacations! :lol:
Posted 19 years ago2005-07-03 18:11:49 UTC
in HELP! My maps are to bland Post #118439
The crate is misaglined you probebly moved it with out the texture lock. Reaglin the crates texture and remove that light entity ? that texture is already light-emitting.

I also advise you to look in tutorials and example maps to see how things are done.

PS: align all the walls for you only aligned the wall below the pipe!
Posted 19 years ago2005-07-03 15:35:59 UTC
in HELP! My maps are to bland Post #118420
He just fits them he should also rescale them! And sometimes fitting menually is better!
Posted 19 years ago2005-07-03 15:32:19 UTC
in HELP! My maps are to bland Post #118418
Read the texture aglinment tutorial that is in the Intermediate section! And as for it's streched texture decrise the texture horiznale scale to 1:00! ;) And that metal shelfs are facing the wrong direction flip them!
Posted 19 years ago2005-07-03 14:26:01 UTC
in milkshape saving Post #118401
If you mean that you can't save then it's just that you can't save in an expaiered version of milkshape! :lol: