Forum posts

Posted 20 years ago2004-10-28 06:51:52 UTC
in I got an idea(remade) Post #70009
So is it too late to add my part? lol
Posted 20 years ago2004-10-28 06:46:11 UTC
in How long... Post #70008
so it's a big open box?

Try using some VIS blockers..

or post in the Vault and we'll see how it looks.
Posted 20 years ago2004-10-28 06:44:55 UTC
in Sub-Compos Post #70007
The map has to be to scale, so a player can walk around in it.

The dimensions are the very outer edge of the map, what's inside is up to you.

And yes, you are getting annoying, only from the models arguement, it all seems pretty petty to me.
I don't see a reason for not having any models, and the only arguements you've proposed are flawed and don't really stand up against the positives that a model will bring to the map.

Saying taht, I might just use models anyway, if you don't wanna use 'em, that's fine.

I might not even have to, I just don't like being told I can't.
Posted 20 years ago2004-10-28 06:23:52 UTC
in How long... Post #70002
How big is the map?

If it's a large complicated map, or you used a big box of sky around teh outside it will take ages, and it'll be a bad map.

I've ahd compiles take 2 1/2 hours =/
Posted 20 years ago2004-10-28 06:07:40 UTC
in -wadinclude Post #70000
No monkey that's right, it will include all the textures, even the default ones so it's a bad idea
So what's that all about? Make sense.. :
Posted 20 years ago2004-10-28 06:06:04 UTC
in cs weps help Post #69999
We're here to help.

Just don't piss us off ;)
Posted 20 years ago2004-10-28 06:01:30 UTC
in Gib models Post #69996
hey Brad and Rab, cheers, that's a pretty nifty idea, I may have to use it in a few maps, see what they say and try to get the code changed while I work on those models =/

Thnx
Posted 20 years ago2004-10-28 05:59:38 UTC
in Hollowing vs. Brush By Brush Post #69995
Use carve instead, if you're having laziness issues, you can control the brushes a lot more precisely, and just selecting ig (ignore groups) you can edit individual brushes easily.

hollowing is for small detail objects imho.
Posted 20 years ago2004-10-28 05:57:20 UTC
in Map wont work? Post #69994
in google, search for:

hammer 3.4 (you don't want 3.5 just yet)

and download it, set it up etc.

Don't try compiling with Hammer. You should check the tutorials on compiling, you need to get Batch Compiler (another job for google).

Set it up and make sure you use the hlcsg, hlbsp, hlvis, hlrad programs instead of teh qcsg, qvis etc..

Now Export your map to .map file (in Hammer, go to File / Export To Map) and Run that file in Batch.

That was all a bit long a random but just check teh tutorials and ask again if you have problems, don't make a habit of spammign questions though :
Posted 20 years ago2004-10-28 05:46:41 UTC
in muilty player Post #69991
You can't host server's until you fix your router to allow direct access to your IP address.
Posted 20 years ago2004-10-28 05:45:33 UTC
in This is an awesome mod... Post #69990
Posted 20 years ago2004-10-28 05:44:52 UTC
in what will u map when hl2 comes out? Post #69989
Ask tontoon.
This post was made on a thread that has been deleted.
Posted 20 years ago2004-10-28 05:33:46 UTC
in A4 paper, the world's explorer.. Post #69986
/spelling ..
Posted 20 years ago2004-10-28 05:33:06 UTC
in Sub-Compos Post #69984
The outer edges of the map, are the 400x320x256, anything over taht and it's a disqualification.

And I'm actually pretty pissed off with the model thing, if you seriously only don't want models because they lower your r_speeds, and you think we've got enough to work with... I find it petty, and selfish that you don't consider taht other mappers (ie: me) use models alot and have experience in makign a map come to life with them, but whatever.

We should have to use our entries from the last compo somewhere in this one :D

PS: models are your friend. you f**ks.
Posted 20 years ago2004-10-28 05:28:17 UTC
in Hostages on conveyor Post #69981
Have targets that pop up randomly...

Shooting hostages is like... shagging your best friends mum.
Posted 20 years ago2004-10-27 15:53:00 UTC
in Gib models Post #69902
Clarification.
Posted 20 years ago2004-10-27 15:51:18 UTC
in -wadinclude Post #69900
You know what I did?

I opened Wally, took all the textures I used in my map into a custom wad, opened Hammer, exported to .map (with only that texture in Hammer), and No Wad Textured.

I did that with cs_jungle_assault, and the map is small file size, considering the size of it.

So maybe you should try that...?
Posted 20 years ago2004-10-27 15:46:30 UTC
in A4 paper, the world's explorer.. Post #69897
Well, satan LOves the trees, as they say in Norway..
Posted 20 years ago2004-10-27 13:40:10 UTC
in -wadinclude Post #69876
Batch Compiler (aka Nem's front end) has the parameter NO Wad Textures under the CSG clipboard, tick that and it will include tex's anyay, no need to specify the wads...
Posted 20 years ago2004-10-27 13:38:05 UTC
in cs weps help Post #69875
Posted 20 years ago2004-10-27 13:35:34 UTC
in A4 paper, the world's explorer.. Post #69870
Essentially, it means we're all going to Hell in a handbasket.
Posted 20 years ago2004-10-27 12:47:01 UTC
in r_speeds wont show Post #69862
Then work out the differences between the two?
Posted 20 years ago2004-10-27 12:36:34 UTC
in Gib models Post #69860
ah, of course, I never thought to make the connection between HL gib models and normal weapon models etc, crazy, it all makes sense.

Thanks guys!

;)
Posted 20 years ago2004-10-27 12:26:29 UTC
in Equilibrium Post #69857
Should be fine, it's easier than HL1 to mod for..
Posted 20 years ago2004-10-27 12:19:13 UTC
in Gib models Post #69855
Like I said, I am a total noob when it comes to the deep and dirty sub folders of HL (born and bred on CS :P ).

You've helped a shitload Rab, thnx, but one more Q

How does the engine know when to stop spawning these models, say I want a lot of smaller gibs, shards and so forth, the engine will spawn <set> amount, and then stop, what if it's spawning too few for my liking, and I want more, is that code, or is there an easier way.

I'm thinking maybe just get rid of all the current gibs, and replace with some frsh ones, and two three or four pieces of glass all in one model.

That'd probably work. So can you just open the sub models in a normal Model editing prog, and edit like that? Or is there some kind of trick.
Posted 20 years ago2004-10-27 11:47:08 UTC
in Gib models Post #69853
So you'd need to add teh numbers to teh code, and the game would take care of adding the extra gib models?
Posted 20 years ago2004-10-27 11:44:06 UTC
in Hydroxide - WW or CZDE Post #69849
I always have a couple of stacked crates next to any "Do Not Stack" sign, I think it's just a matter of courtesy.
Posted 20 years ago2004-10-27 11:37:31 UTC
in Gib models Post #69846
Do you have any knowledge of how they are broken up when the 'glass pane' is broken, they are spread out like CP said, but what controls that, and how would you add more gibs? Any idea?
Posted 20 years ago2004-10-27 11:28:39 UTC
in Gib models Post #69842
Oh yeah baby, I have the .NET Framework again, taken me months to get round to downloading it afetr my pC got wiped. Cheers for the reminder :P

Also, are the models just called 0, 1, 2, 3, etc?

Another thing, I didn't see the glass gib in tehre, so do you know if it's in some obscure place or named some bizarre number?

I only ask because I'm at work and I can't explore right now, wanna get as much info before I sit down and start to work.
Posted 20 years ago2004-10-27 11:22:45 UTC
in Hydroxide - WW or CZDE Post #69840
Only thing I'd change, given the option, would be to remove the red from the fire extinguisher, it looks too overpowering with the Exit signs there as well.
Posted 20 years ago2004-10-27 11:20:55 UTC
in Gib models Post #69837
Ok, so where are they, in the pak0.pak file? under models? I'll have a look for them.
Thanks Rab, I have seen this before though :P
Posted 20 years ago2004-10-27 11:00:21 UTC
in Gib models Post #69834
Fair enough, it sounds quite basic, you don't happen to have seen if there's any tut's on VERC?
Or anywhere else, whilst on your travels?
Posted 20 years ago2004-10-27 10:50:25 UTC
in Hydroxide - WW or CZDE Post #69831
Posted 20 years ago2004-10-27 10:49:30 UTC
in Sub-Compos Post #69830
Yeah, point made and taken, but for such a small compo like this, I feel that rather than say we aren't allowed custom models (remember, I'm a CS mapper, I have virtually no experience with teh ins and outs of HL, all teh models hidden away that were used once, or not even used in the game), I think we should either use models, or not use models.
To differentiate between custom and not, is pretty petty imho, but I still don't know why, or understand the reason for not having custom models?
They won't make the file size that much bigger, and the only add to teh beauty of teh map.

We can use custom textures and sounds... so why not models... you get where I'm coming from?
Posted 20 years ago2004-10-27 10:44:08 UTC
in Gib models Post #69828
I use MS3D, but I want to make a new glass breaking gib model, so is all of that animated then? What about the direction of fire option?
Any idea how that works.

I have many tut's on modelling and such, just wondering what it takes to make a model into a Gib for use in maps/mods etc.

The final destination of this is to get a new glass smashing animation, with more shards and shattering, for use in a MOD (I'm not making the mod, and it's already made, so don't even mention the mOD :P ).

What about the textures? Does teh glass gib not take on teh texture of teh breakable it was attatched to/spawned from?

It's these little things I want to find out.

Thanks for your ever endearing nature to answer the "big" q's CP ;)
Posted 20 years ago2004-10-27 10:38:52 UTC
in Sub-Compos Post #69826
Yeah for sure, but they are 6 years old, and generically ugly, I'd rather not have the option to use those models if I can't use custom models, which are so much nicer to look at.

I never doubted that there weren't models in HL, just not the kind I'd probably be inclined to use.

What is this "special way" you speak of? :D
Posted 20 years ago2004-10-27 10:29:33 UTC
in Sub-Compos Post #69822
There you go, if we can't use custom models I say we can't use any models.

Solves any problems in teh future.

So are we agreed? Shall the compo commence tonight at 9pm, and finish in a weeks time?
Posted 20 years ago2004-10-27 10:26:45 UTC
in A4 paper, the world's explorer.. Post #69821
95414286 (rounded up) pieces of A3 paper laid length to length would be need to travel the equator.
Posted 20 years ago2004-10-27 10:22:33 UTC
in trigger Problem Post #69820
Posted 20 years ago2004-10-27 10:15:26 UTC
in trigger Problem Post #69816
If you want the door to open before the player reaches the door, and stay open while the player is under the door, then close and not open again until the player goes towards teh door again, you'll need the to use teh func_door_rotating etc blah.

Here's a link to a tutorial

http://www.gamedesign.net/book/view/6
Posted 20 years ago2004-10-27 10:11:11 UTC
in A4 paper, the world's explorer.. Post #69811
Well, it's been a long day, so here are some calculations to peruse..

The distance of the Earth's centre to the Equator (this figure can be called the radius) is 6378 km.

Times this figure by two and then by pi (where pi is 3.14) and we have the figure 40,074. That's the circumference of the planet.
Forty thousand and seventy four kilometers.

That's quite alot.

Or so you'd think.

The average piece of A4 paper is 29.5cm long, from top to bottom.

1 kilometer is 100,000cm.

I'll do the math; 40,074km times 100,000 leaves us with 4,007,400,000.
That's four billion, seven million and four hundred thousand centimetres.

Seeing as you obviously don't have the time to make the jump, I'll do it for you:

It would take 135,844,068 sheets of A4 paper laid length to length to go all the way around the world at the equator.

That's quite alot of sheets of paper, one hundred and thirty five million, eight jundred and forty four thousand and sixty eight sheets of A4.
I'd like to see that stacked up, but something tells me it wouldn't be as impressive as I first thought.

I decided to investigate further, and searched for the most average way that A4 paper is stored. My findings show that most A4 is kept (or comes in) bundles of 500 sheets, and that bundle is stored with 5 other bundles in a larger box. That's 2500 sheets per box.

135,844,068 divided by 2500 is 54,338 (rounded up), that's only fifty four thousand three hundred and thirty eight boxes of A4 paper needed to go around the world.

This struck me as a rather insignificant figure, consider the amount of wood we chop down in rainforests daily.

I decided to look further into this ever growing mystery..

We chop down 2.47 acres a second of tropical rainforest.
That's 78,000,000 acres a year, 78,000,000 acres is equal to 96 (rounded down) cubic kilometers.

Doesn't sound like much does it?

Just goes to show we need the paper.. what's a few thousand boxes of A4 paper between friends?
Posted 20 years ago2004-10-27 09:43:43 UTC
in Half Life to Half Life 2 Post #69801
Which is why they are making sure they make a lightmapping system that will rival whatever any other developers have to offer for the next six years!
Posted 20 years ago2004-10-27 09:42:01 UTC
in Hydroxide - WW or CZDE Post #69800
Posted 20 years ago2004-10-27 09:37:42 UTC
in Sub-Compos Post #69798
Everyone is Anti_summat in yo god damn honest opin-ee-on :P
SO just bite that there bullet ya hear, and make us a room, it don't have t' be purdy, just different to teh rest, ya never know, you could be a winner!
Posted 20 years ago2004-10-27 09:35:28 UTC
in cs weps help Post #69796
Posted 20 years ago2004-10-27 09:13:22 UTC
in /me usage Post #69791
Ah, it all makes sense now.

* PaLO stares..
Posted 20 years ago2004-10-27 09:11:29 UTC
in Gib models Post #69790
You guys know any links for tut's on making new gib models?

Preferably Glass Gibs..
Posted 20 years ago2004-10-27 09:10:01 UTC
in cs weps help Post #69789
You are lol :D

Ok what you need to do is compile the dune.map file. to get a working .bsp

check that tutorial

http://cariad.co.za/twhl/tutorial.php?id=35

for details on compiling. :D
If you need any more help or whatever just say and I'll try and help.
Posted 20 years ago2004-10-27 08:55:25 UTC
in cs weps help Post #69785
You've really lost me here lol :P

I think you're talking about compiling, so check out:

http://cariad.co.za/twhl/tutorial.php?id=35

that tutorial, if you're not talkign about that, then can you explain it with more words, and maybe a picture?
:P

use www.imageshack.us to host pictures.