Forum posts

Posted 16 years ago2007-12-14 19:53:57 UTC
in As easy as creating a dome? Post #240964
Good find Iron.
I kinda forgot about twister.
That magic little thing. :walter:
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 19:52:32 UTC
in What this error mean Post #240963
http://www.slackiller.com/tommy14/errors.htm#leafsaw

Tommy14 is your friend.

Basically the brushwork is too complex in the area your log is telling you about. Check out the brushes near the coordinates. Try func_walling some, using a hint brush

http://twhl.co.za/tutorial.php?id=71

Or try compiling on -full.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 19:50:02 UTC
in Making transparent custom wad textures Post #240958
Wrong section. should be in source engine discussion. You'll get better feedback there.
Get a Mod to move it :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 19:45:27 UTC
in Half-Life: Hostage Situation Post #240955
My guess.
Probably not.
BUT
Hopefully :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 19:45:00 UTC
in GoldSource Mapping Tips Post #240954
I'm afraid of the arch tool. No clue why. But that's good to know i'll have to try it out.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 19:36:10 UTC
in Half-Life: Hostage Situation Post #240950
:|
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 19:23:18 UTC
in As easy as creating a dome? Post #240948
http://youtube.com/watch?v=im3UQDZ03O8

I made a video just for you.
Enjoy it or i'll shoot you.

My method works with 6, 8, 12, and 16 sides.

I recommend not using a grid less than 4 units. There's a larget margin of error.

As long as you scale each successive ring by the same value for each side, this work beautifully. If you want, i can post another video of me making a dome with a larger number of sides.

It works the best when you have a perfectly symmetrical starting polygon.
That's the key.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 19:21:46 UTC
in Half-Life: Hostage Situation Post #240947
actually. it's only 41 pages.
Use large mode.
It's betterer.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 19:18:53 UTC
in GoldSource Mapping Tips Post #240945
How to make a dome in half life one

http://youtube.com/watch?v=im3UQDZ03O8

By: Me
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 16:38:30 UTC
in Error: No Lights! Post #240921
learn to optimize your map.
It's all trial and error.
The more you map, the better you get at it as well.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 16:37:43 UTC
in Invisible Water??? Post #240920
yes. but if it's a func_water, only the top (x/y plane) will be visible.
And each face of the brush has to be the same texture, but im sure you know that already.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 16:36:17 UTC
in name change entity function ? 2nd post Post #240919
are you using the right fgd?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 13:26:27 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240895
I'll bake you a cake pengi.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-13 18:33:52 UTC
in Error: No Lights! Post #240851
copy-paste into a new map and try that.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 21:33:53 UTC
in Competition 24: Map from Layout Post #240786
congrats again docrock
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 18:20:46 UTC
in Textures , wads , TGA , etc Post #240771
Actually he's the re-incarnation of Nostradamus
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 15:04:51 UTC
in Map of the Year || Best of 2003-2006 Post #240761
So if i get my current mapping project in the vault before 08 it'll be accteped in the voting for best of 07?
I'm putting a crap-ton of effort into my current map. More than any other i have to say :)

I'll have to have a browse thru the map vault.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 15:01:53 UTC
in Map of the Year || Best of 2003-2006 Post #240759
Oh jesus there's a lot of criteria here.
It'll take me a while.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 14:48:26 UTC
in Now Playing: ... Post #240757
Breakdown - Breaking Benjamin
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 14:33:36 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240756
Yeah. Just keep doing what you're doing. Everything you have shown thus far has been amazing so the final product has to be outstanding. (Amazing * n product = outstanding)
Plus i just don't think that water that flashy can look so good in such a dated engine. But you do some damn good things in it.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 10:50:06 UTC
in Competition 24: Map from Layout Post #240738
Mine is in the vault.
http://twhl.co.za/mapvault_map.php?id=4869
Ivy. it's called
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 10:48:49 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240737
but 6-D doesn't NEED dynamic water
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 10:47:05 UTC
in Blue/Green textures not visible Post #240736
No it's 256 man.
Zero is a value.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 04:13:33 UTC
in Selecting something in 3D view Post #240721
(1560.159 275.480 -154.041)
These are the co-ordinates of the problem area. (X, Y, Z format)
Go in your top view and move the mouse around until you're in the general area, and go simplify the brushwork in those areas. (The location of the cursor can be found by looking at the bottom right in the lower status bar)

You can also try the following:

Use a HINT brush in that area,
Compile without the -fast option. (regular compile, or full vis)

http://twhl.co.za/tutorial.php?id=71 - HINT brush tutorial. Basically, they split up vis leaves for the engine.(could possibly reduce compile times) It won't render anything behind it (in-relation to the player) unless the brush is seen. The tutorial explains it better.

Hope it helps.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 04:08:32 UTC
in Blue/Green textures not visible Post #240720
Hmm. I guess i'll just have to wait and see the finished product then!
Good luck with the rest of your map!
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 19:20:53 UTC
in Textures , wads , TGA , etc Post #240685
LMAO at shipment of fail.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 19:19:48 UTC
in Blue/Green textures not visible Post #240684
The blue is supposed to be transparent.
You WANT the blue to show up?
I can't imagine why.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 19:16:54 UTC
in Selecting something in 3D view Post #240683
If you want to do this the cheating way, here's what i'd do.

First off, make the door back to normal. Just have the door a regular, open when walk into, door and then do the following.

make a brush (on the HEV side) in front of the door. Make it the same size as the door. Tie it to an entity, and make it into a func_wall_toggle. Name it like door_lock or something.
Render mode: texture
Render fx: 1

This will make the wall essentially invisible.
Once triggered by the HEV suit, it'll just disappear, and then your door will be accessible . Basically, just block the door with the invisible func_wall_toggle. Not too far away from the door that it's too noticeable. 8 units should do nicely.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 19:11:12 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240682
LMAO i forgot i said that.
Btw rim i commented the jump map.
I'm all for the water idea.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 16:49:33 UTC
in Flat-Life (HL2D) Post #240659
!!!! the Dynamic water!!

That's amazing.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 16:41:18 UTC
in de_dome Post #240657
I see a re-occurring theme of rectangles
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 16:35:32 UTC
in Blue/Green textures not visible Post #240656
Yeah. That means you're looking into the void. Did the compile say anything about a leak? seal that sucker up!

Entities cannot seal the map from the void. (Like a Func_wall) So make a brush, and cover up that hole.

Leaks are the arch nemesis of mappers. But with time, neat building techniques prevent leaks from starting.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 14:34:26 UTC
in Competition 24: Map from Layout Post #240647
won't be til TWHL3 i think.
But. That's hopefully soon anyway.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 14:31:21 UTC
in Blue/Green textures not visible Post #240644
Pure Red/Green/Blue are showed as black ingame, if you want them to be transparent just follow a { transparent texture tutorial, if you want them to be seen ingame make non pure colors qhen doing the texture. Example: 0 0 254 or 254 0 0
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 14:20:46 UTC
in Competition 24: Map from Layout Post #240642
:gak:

:pwned:
:) There go my hopes of winning.
Still entering tho. The only maps i've been releasing lately have been for compos.
I DO however have a Dm map in the works. it's about 80% done. And The goldsrc engine just about hates me because of it too.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 14:18:40 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240641
what.. the gun or the water?
The water is sweeeettt Looking.
I must say, if your're seriously considering this, i'm even more excited.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 13:45:47 UTC
in Competition 24: Map from Layout Post #240635
Sweet. Can't Wait. And i'll try not to procrastinate this time! :nya:
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 13:40:42 UTC
in Blue/Green textures not visible Post #240634
Okay. The blue texture means that the blue areas are sopossed to be transparent when viewed in-game.
When you compile and run the map, the blue squares will be black.
In order to make them transparent, you have to turn the brush into an entity, make it a func_wall. Render mode: solid Render FX: 255

And you have a brush outside world. This is not necessarily a leak, but there's a brush either too close to the edge of the grid, or off of it completley. you want to have your map as close to the center (X,Y,Z) origin of the grid as possible. Or else errors such as this:
Error: Entity <WHATEVER>, Brush <NUMBER>: outside world
can occur.

When you select things. They turn red. Darker colors tend to turn black. blue turns black. Red turns black, Sometimes even green. It just happens really. (in the texture application tool, you can tick the [hide mask] box to get rid of the highlight [mask] to better see the texture you're manipulating. Unfortunatley, i don't know a way to hide the mask using just the normal select tool)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 10:59:56 UTC
in de_dome Post #240625
Um.
Texturing needs some work.
The wall texture is aligned to the center of the wall.
The radioactive and lambda textures, are bass-ackwards (align to face)
That button doesn't strike me as a button.

Good use of decals with the vent, And the inset lighting is Decent.

Overall. It's Okay, BUT, With better texturing, and some more detail it could be great!
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 10:55:37 UTC
in Desktops of December Post #240624
:death:
The vista one ain't bad. (well it's better than the old I.E.s) Yet, firefox does work with vista. :

All windows has to do is not include IE with their operating systems. Force people to get firefox or opera or something.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 10:52:57 UTC
in Blue/Green textures not visible Post #240623
Why aren't Vis and Rad running?
Get zoner's compile tools - http://downloads.ammahls.com/zhlt/zhlt34f-src.zip - They're 400% better

So you have green and Blue textures. That are not showing up in the 3-d view in hammer? My only guesses could be
1) too many wad files loaded in options (you don't want more than eight, combine some)
2) Wrong directory for wad files ( i know you can browse for them, but you usually want them in the valve folder, or mod folder: cstrike, dod, etc)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 10:47:44 UTC
in Open for TWHL3 Suggestions Post #240622
WOW! :ciggie:
New stuff!
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 10:46:17 UTC
in Competition 24: Map from Layout Post #240621
:D
Sweet. I liked how you had Reviews for Everyone.
Congrats Doc, Trapt, Doodle!
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 02:11:41 UTC
in Competition 24: Map from Layout Post #240578
that's the leetsauce right there
Results tonight.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 01:14:02 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240575
ooh.new water? im intrigued
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 00:43:17 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240567
well.. yeah.. :
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 00:42:50 UTC
in OpenGL and Direct3D problems Post #240566
have a look at my kitchen map. Both of them.
All custom textures used ONLY mspaint and wally.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 00:42:03 UTC
in Selecting something in 3D view Post #240564
true, but that doesn't require a multisource. That'll over-complicate things. If a door has a trigger activating it. Only the trigger will open the door.[i think, if i can recall] Or there's a way other than a multisource to achieve the same effect.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 00:33:52 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240563
I see.
Well, when you put it that way, i think this might have to be a beta-testing issue. See if you/whomever plays it likes how it integrates them with the environment and puzzles.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 00:31:00 UTC
in All I want for Christmas is... Post #240560
I need money for christmas.
So i can buy other people stuff.
Kasperg to come back
Tetsu0 Tetsu0Positive Chaos