Forum posts

Posted 18 years ago2006-03-28 22:01:52 UTC
in Wally Texture Question Post #171390
This doesn't sound like a problem with Wally, it sounds like you just need to improve your texture making abilities. Those are professionals who made the default HL textures, and you don't become a professional overnight.

Not so sure about why you think the originals look "clear", though. Most people (and I) think they look blurry, although this is one way of getting rid of pixilating.
Posted 18 years ago2006-03-27 06:21:04 UTC
in Counter-Struck Post #171104
Great! That was one of the few online movies where I've had the urge to save it to my disk.
Posted 18 years ago2006-03-24 04:16:27 UTC
in climbable ivy? Post #170609
That picture makes my comment even more useless.
Posted 18 years ago2006-03-24 01:30:25 UTC
in climbable ivy? Post #170601
I wish people would stop making lame puns about my name all the time...
Posted 18 years ago2006-03-24 01:24:44 UTC
in climbable ivy? Post #170599
I don't think ladders were designed to be used with irregular surfaces like that.

I Don't know about the "shooting across the map" thing, as I've never attempted to create a ladder that is "bumpy", but one thing you could try is placing a CLIP brush over the surface you want to climb against, so you wouldn't actually be climbing on the irregular surface. This should clear the problem up.

Edit: Looks like I'm a little late, and some of my theories have already been disproved.
Posted 18 years ago2006-03-22 08:24:57 UTC
in Glass/Model Problem Post #170176
I had a door dissapear once too, and quite a bit of my terrain, although that wasn't cleared up with running vis and rad...
Posted 18 years ago2006-03-22 08:20:55 UTC
in halflife2.wad Post #170175
Posted 18 years ago2006-03-22 05:28:48 UTC
in -wadinclude error Post #170156
When did anybody say anything about it being a program?
Posted 18 years ago2006-03-22 01:15:56 UTC
in New cs map Post #170142
Teh review is IN.
Posted 18 years ago2006-03-21 08:27:46 UTC
in I Love TWHL! Post #170019
I thought I heard that if somebody was banned, they couldn't even view the site anymore?
Posted 18 years ago2006-03-20 07:45:08 UTC
in I just... (II) Post #169655
... Ate a Tostito chip. And realized this thread is really just means get away with spamming.
Posted 18 years ago2006-03-19 22:40:12 UTC
in I just... (II) Post #169618
... Went on a mountain bike ride.
Posted 18 years ago2006-03-19 22:38:55 UTC
in just an idea Post #169617
- Ancient monsters awakened in a tomb expidition deep underground.
I tried that once for an Egyptian tomb-like mod, but totally failed (tombs can get boring REALLY fast). I'm original!

Also, many of those ideas like being a security guard and being a soldier have been used before, but combined with many other plot elements that have been used many times before, they can bring out fairly original storys.
Posted 18 years ago2006-03-19 20:20:10 UTC
in just an idea Post #169594
Poke 646 did it really well. Just try not to use too many gigantic skyscrapers and it should be fine.
Posted 18 years ago2006-03-19 18:36:47 UTC
in just an idea Post #169576
Sounds awesome. My only question: HL1 or Source?

Edit:
I'm thinking of reskinning models and changing their size and importance, like a little garg replaces the alien slave, and the slave is huge and dangerous. What do you think?
Duh.
Posted 18 years ago2006-03-19 18:19:43 UTC
in model issue Post #169571
I don't know anything about modeling, but this has only happenend to me when a model (or some brush based entitys) starts on top of another entity.
Posted 18 years ago2006-03-19 08:30:21 UTC
in I just... (II) Post #169490
I just realized I should check dates on things more.
Posted 18 years ago2006-03-19 08:20:06 UTC
in I just... (II) Post #169488
I just completed Sweet Half-Life, and wondered why every map had huge, barren hallways.
Posted 18 years ago2006-03-18 23:14:47 UTC
in halflife2.wad Post #169423
Its not THE wad to rule them all.
But it is the only half-life 2 wad, as far as I know.
Posted 18 years ago2006-03-18 23:00:42 UTC
in halflife2.wad Post #169421
JUST a wad file with Half-Life 2 textures in it? This is THE wad file with Half-Life 2 textures in it!
Posted 18 years ago2006-03-17 08:36:00 UTC
in R_speeds And You Post #168918
w_polys: below 900, preferably 800
e_polys: 10,000 maybe? I don't know.
fps: no idea

These standards are probably pretty high these days, but I get a certain feeling of accomplishment from being able to keep the r_speeds this low.

Also, with multiplayer maps, you have to keep in mind that many of the people who are still playing half-life and its mods online are using older systems. At least that's what I think.
Posted 18 years ago2006-03-16 06:32:01 UTC
in HL Screenshots Post #168609
I thought he was talking about the file associations.
Posted 18 years ago2006-03-15 21:37:32 UTC
in AHHHHHHHH!! This is ticking me off! Post #168536
Links? do you mean leaks?
Posted 18 years ago2006-03-15 20:34:26 UTC
in using other mod textures in hl Post #168523
Ther is a GCF file that needs to be opened in order to access the WAD. You can use a program like GCFScape to do this.
Posted 18 years ago2006-03-15 20:28:19 UTC
in Melbourne 2006 Post #168519
How do you do that? I must KNOW!
Posted 18 years ago2006-03-14 20:31:48 UTC
in Need help Post #168332
Not exactly sure what you mean by "addiction to the wads", but the tutorials section here on TWHL will get you started on the right path.
Posted 18 years ago2006-03-14 04:44:38 UTC
in What am I doing wrong? Post #168132
You should always read the system requirements before buying any game, unless you have a really 1337 system...
Posted 18 years ago2006-03-13 01:46:56 UTC
in Hammer 3.5 Post #168003
I read on VERC that there was no more work being done on version 3.5, so what there is now is all you're ever going to get. I also heard that the angle pointer doesn't work, so that would be the cause of your problems.
Posted 18 years ago2006-03-13 01:42:08 UTC
in Half-Life Xen Flyer "Manta" Post #168002
I do that for some things (like texture alignment), but it's hard to get the scale and everything perfect (or nearly perfect), when you rely on screenshots alone.

Edit: it's also hard to catch up with some of the manta to get good screenshots of them, even with noclip on.
Posted 18 years ago2006-03-12 23:46:20 UTC
in Teh desktops of March~!!1 Post #167993
Pay attention, 007.
I never said it allowed for more screen space than yours does, just that it gives more than the standard XP themes.
Posted 18 years ago2006-03-12 18:39:24 UTC
in Half-Life Xen Flyer "Manta" Post #167984
I have also tied decompiling the Xen maps to get one but long story short, It would have taken me longer to fix the original than to find a prefab or make my own
When you make prefabs from decompiled maps, it actually helps to not try and "fix" the original, but instead take a block and clip out the general shape of the object, using the decompiled one as a template, due to the many off-grid vertices that the original will have.

This usually works better for less complex objects, but just thought I'd share that with you in case you were wondering.
Posted 18 years ago2006-03-12 07:18:03 UTC
in Half-Life Xen Flyer "Manta" Post #167884
Really? I didn't notice it in the Half-Life .pak file last time I checked...

Edit: I just looked through the pak file again and didn't find anything
Posted 18 years ago2006-03-12 05:43:34 UTC
in Deep thoughts..... Post #167858
Perhaps you're missing something... But I didn't catch it!
Posted 18 years ago2006-03-12 05:23:15 UTC
in Half-Life Xen Flyer "Manta" Post #167855
Here are manta prefabs I made:

http://twhl.co.za/mapvault_map.php?id=3760

Hope It's what you're looking for. They aren't identical to the original, but enough so that most people wouldn't notice the minor differences.
Posted 18 years ago2006-03-12 00:52:51 UTC
in Half-Life Xen Flyer "Manta" Post #167851
In about 2 hours, I'll try to make a prefab and post it in the map vualt or somewhere else. Or, if you can't wait, you can try decompiling some xen maps.
Posted 18 years ago2006-03-12 00:19:16 UTC
in Half-Life Xen Flyer "Manta" Post #167848
I don't know of anywhere that you can get them, but it isn't an entity, because there are textures for them in the xeno wad. Besides, I think they would be less blocky, if they were models.
Posted 18 years ago2006-03-12 00:05:57 UTC
in Train backwards Post #167847
Actually, I think it's supposed to be facing west.

Edit: Oops, I didn't notice this was for source engine. Don't know if that still applies...
Posted 18 years ago2006-03-11 19:43:16 UTC
in Teh desktops of March~!!1 Post #167817
'98 themes are awesome, in my opinion. Plus, they save on space.
Posted 18 years ago2006-03-11 19:17:50 UTC
in Teh desktops of March~!!1 Post #167810
Mine's pretty boring and cluttered, but I like it that way! http://img136.imageshack.us/my.php?image=mydesktop4nr.jpg
Posted 18 years ago2006-03-11 05:40:48 UTC
in The horror begins... Post #167634
Is it just me, or did you rip most of those textures out of the Afraid of Monsters mod?

Also, that bed, along with the doors, looks way off-scale. Fix it or get a 3-star rating!
Posted 18 years ago2006-03-09 07:51:10 UTC
in Chemical Existance Post #167150
That guy in the front with the suit looks freaky. What's up with his hands being so long? Anyway, I can't look into the mod right now, got to go to bed.
Posted 18 years ago2006-03-08 20:31:40 UTC
in 2 problem in one Post #167075
With my shovel and my backpack I'm gonna dig an hole too cool - :cool: .
Ummm... what's that supposed to mean?
and don't freak out if I tell you I'm 13...
Nobody freaked out when I said that!
Posted 18 years ago2006-03-08 20:11:49 UTC
in How can I make stuff fall on me? Post #167071
Check out my example map, if you haven't already.

http://www.twhl.co.za/mapvault_map.php?id=3742
Posted 18 years ago2006-03-08 08:40:08 UTC
in Emo kids Post #166964
Emo kids don't cut themselves. They just use a red marker to draw lines on their wrists. So I guess that would mean you'd have a red striped lawn... :P
Posted 18 years ago2006-03-06 18:17:29 UTC
in Competition 19 Post #166742
TWHL flag? TWHL building? WTF!?!?!?!
Posted 18 years ago2006-03-05 03:57:21 UTC
in func_monsterclip: Snarks will not obey! Post #166435
Umm... I don't think making it 1 unit thick would make a difference.
Posted 18 years ago2006-03-04 06:10:43 UTC
in Windows registry cleaner Post #166225
Really? Me wants now! I might finally attempt to learn how to model!

Edit: Or maybe I took that the wrong way...
Posted 18 years ago2006-03-04 06:01:50 UTC
in HL2 - MINERVA: Metastasis 2 Post #166222
Exactly how I would have put it, Strider. One of the main reasons HL2 maps don't appeal to me is that few people are pulling away from the included material in the game. And until most people start making new stuff for their mods, I'm not going to become interested in it at all. But that's just me!
Posted 18 years ago2006-03-04 05:17:05 UTC
in HL2 - MINERVA: Metastasis 2 Post #166218
Well, I heard all these really good reviews about the first one, so I downloaded it. But when I got to playing it... Meh, just didn't like it all that much, so I never finished it.

So then today, I heard about part 2 on steam update news, and figured I'd give it a try. Still didn't like it. Maybe it's just HL2 maps that don't appeal to me, but I thought it was really boring. I didn't get 5 minutes into it before I stopped playing.
Posted 18 years ago2006-03-04 00:26:45 UTC
in Maybe A Good Mod Post #166205
Me too.