Forum posts

Posted 18 years ago2006-07-26 12:36:18 UTC
in Error: Line 4 is incomplete.... Post #191726
You can open up your .map file in notepad, and go to line 4. See if there's anything suspicious.
Posted 18 years ago2006-07-26 10:47:20 UTC
in Error: Line 4 is incomplete.... Post #191717
did you place a " inside an entity string?
Seriously, you have no idea?

It says: did you place a quotation mark in an entity string. An entity string a field where you type a value, like the name of a func_door, or the message text of a game_text.

Find the entity with a quotation mark in one of its properties and remove the quotation mark.
Posted 18 years ago2006-07-26 09:04:40 UTC
in Advanced Brushwork Mini-Compos Post #191711
Ok fine.

WAD UPDATED!
  • Added bottom part textures, like this one:
User posted image
I hope it is good enough.

http://themightyatom.nl/downloads/Lego.wad <-- If you're allready working with this texture set, please redownload.
Posted 18 years ago2006-07-26 08:37:03 UTC
in Advanced Brushwork Mini-Compos Post #191709
Tosse, forgot about the damn toilets! So boring. :P
The only textue I can think of that's missing is the "bottom" part of the lego, but that's no huge deal.
Ya i know, its pretty hard to make a texture like that.
Let me give it a try...
Posted 18 years ago2006-07-26 08:30:11 UTC
in Muzz's HLDM Server Post #191708
including 'light bounce' to be run 3x
User posted image
"Well... There's your problem." says the Mythbuster with the mustache.

Why are you running light bounce 3 times??
Posted 18 years ago2006-07-25 17:42:05 UTC
in Advanced Brushwork Mini-Compos Post #191663
Oh please, no size restrictions! What if the area you want to remake is larger than that.

Some other rules i prefer:
  • Make use of the color bricks. Most points are given to the mapper who has made the most colorfull map.
Posted 18 years ago2006-07-25 17:32:52 UTC
in Advanced Brushwork Mini-Compos Post #191661
Muzz/Gargy: For compo 5, all I ask for is that the rules are simple and unambiguous. I'm taking a look at the textues right now to see what suggestions for this I may have.
Gee... I would'nt know. Well what about this:

Redesign a very small part from an original HL map, like a specific room, hallway or lab. The only difference is that you use Lego texture, and no default HL textures.
Posted 18 years ago2006-07-25 12:34:43 UTC
in Advanced Brushwork Mini-Compos Post #191634
Looks fine to me, Rim. :)

Elon: explain.
Posted 18 years ago2006-07-25 11:22:53 UTC
in Advanced Brushwork Mini-Compos Post #191629
Dude, that modelled in Max, isn't it?

How about silver and bronze prizes?
Posted 18 years ago2006-07-25 11:02:57 UTC
in Muzz's HLDM Server Post #191624
takes 11.3 hrs to compile..
Thats just silly. What makes the compile take so long?
Posted 18 years ago2006-07-25 10:54:42 UTC
in Muzz's HLDM Server Post #191622
Argh, why? :|
Posted 18 years ago2006-07-25 10:25:42 UTC
in Muzz's HLDM Server Post #191618
Dude! Those TL tubes are hot! You better finish this asap!
Posted 18 years ago2006-07-24 18:29:06 UTC
in Your mp3 player Post #191541
Posted 18 years ago2006-07-24 17:30:59 UTC
in Advanced Brushwork Mini-Compos Post #191533
Rimrook.
Posted 18 years ago2006-07-24 17:08:17 UTC
in Advanced Brushwork Mini-Compos Post #191519
Haha. That compo is so freakin boring compared to the Lego compo. :P
Posted 18 years ago2006-07-24 16:27:50 UTC
in Advanced Brushwork Mini-Compos Post #191508
Well, the normal textures have dimensions of 32, 48 and 64 pixels. Resizing those would be a pain.
Posted 18 years ago2006-07-24 16:13:06 UTC
in Advanced Brushwork Mini-Compos Post #191506
Hmmm... Don't know. I don't feel like resizing every single texture in the wad. I don't believe it is such good idea to limit build area.

The wad is updated and can now be downloaded. Texturing starting with a ~ are light emitting textures. Here are the rad file entries for those:

~blue1 42 56 162 4000
~blue2 42 45 162 4000
~darkred1 109 0 0 4000
~darkred2 109 0 0 4000
~dkblue1 0 0 99 4000
~dkblue2 0 0 99 4000
~dkgreen1 0 32 0 4000
~dkgreen2 0 32 0 4000
~dkpurp1 40 0 40 4000
~dkpurp2 40 0 40 4000
~green1 83 216 51 4000
~green2 82 216 51 4000
~grey1 94 102 110 4000
~grey2 94 102 110 4000
~orange1 182 78 22 4000
~orange2 182 78 22 4000
~purple1 100 62 142 4000
~purple2 100 62 142 4000
~red1 172 32 32 4000
~red2 172 32 32 4000
~white1 183 191 199 4000
~white2 183 191 199 4000
~yellow1 204 204 0 4000
~yellow2 204 204 0 4000
Posted 18 years ago2006-07-24 15:41:01 UTC
in Advanced Brushwork Mini-Compos Post #191497
Dear me, i got a lot to do on those textures. :P
Posted 18 years ago2006-07-24 15:19:02 UTC
in Advanced Brushwork Mini-Compos Post #191487
People, if you've allready downloaded the wad, please redownload when i tell you to, i am now updating the wad with translucent light emitting lego bricks.

Also, ill provide a couple of .rad file strings.
Posted 18 years ago2006-07-24 15:04:46 UTC
in Advanced Brushwork Mini-Compos Post #191483
Actually, we need these:
User posted image
You know, those little translucent lego bricks. They can be the lightsource in lego levels. I can make them. It'll only take time.
Posted 18 years ago2006-07-24 14:55:14 UTC
in Advanced Brushwork Mini-Compos Post #191480
Huh? I've never heard of glow in the dark lego bricks.
Posted 18 years ago2006-07-24 14:41:09 UTC
in Advanced Brushwork Mini-Compos Post #191477
Posted 18 years ago2006-07-24 14:27:32 UTC
in Advanced Brushwork Mini-Compos Post #191472
I got a wad of lego textures! :D
Posted 18 years ago2006-07-24 13:59:49 UTC
in Help with WorldCraft Post #191456
Worldcraft and Hammer are the same. Worldcraft only had a change of name since version 3.4. From 3.4, its named Valve Hammer Editor. Any tutorial that's been written for Worldcraft, also works for Hammer.
Posted 18 years ago2006-07-23 16:49:02 UTC
in Advanced Brushwork Mini-Compos Post #191393
That is so uber neat. :)
Posted 18 years ago2006-07-23 13:32:21 UTC
in turn light's off when spotlight brea Post #191374
1. Create a lightbulb brush.
2. Turn it into a func_breakable.
target on break: light_off
Other setting are up to you

Create a light_spot entity, and place inside your lightbulb brush.
Name it: light_off.

Compile your map and test it. When you destroy the lightbulb, the light goed out.
Posted 18 years ago2006-07-22 13:29:21 UTC
in Muzz's HLDM Server Post #191277
Yes, it has a model/spite field. If you've played my Spellbinder map, you'll remember all those trees. Those are all cyclers. :)
Posted 18 years ago2006-07-22 13:16:31 UTC
in Muzz's HLDM Server Post #191273
I almost had my Horror map finished for the server, but then found out that models don't show up in the server, so that map idea has kindoff ended.. sorry.
You can also try a cycler for the models.
Posted 18 years ago2006-07-21 16:40:32 UTC
in new JACKASS mod need more people Post #191188
Erm... :nuke:
Looks at the way he writes.
Posted 18 years ago2006-07-21 12:00:00 UTC
in Mixed Face Contents w/Clip Post #191135
Xal, edit button.

The null texture is located in zhlt.wad. This wad comes with any ZHLT installation. Check your Tools directory to see if its there.
Posted 18 years ago2006-07-21 10:33:31 UTC
in Mixed Face Contents w/Clip Post #191112
Is there any way to have a clip texture on part of a brush?
No, the clip texture may only be applied on the entire brush, not partly. If a brush is partly covered with the clip texture and another texture, you'll get the mixed face contents error.
If not, how are the maps in CS made so that you can't see the other side of the brush?
That is done with the null texture. It can be applied on any brush, any face.
Posted 18 years ago2006-07-21 08:22:23 UTC
in new JACKASS mod need more people Post #191104
Its Saco. :o
Posted 18 years ago2006-07-20 13:41:03 UTC
in Month of July Mini-Contests Post #191016
Simcity Classic

http://ben.bacchus.com.au/vpcblog/images/simcity3.PNG
Note the PD on the Police Station building. Its exactly as in Rabids drawing.
Posted 18 years ago2006-07-20 08:27:53 UTC
in Month of July Mini-Contests Post #190950
G-KID is correct, however, Dune II is the correct title.
Posted 18 years ago2006-07-20 08:22:13 UTC
in Month of July Mini-Contests Post #190947
Almost, G-KID...
Posted 18 years ago2006-07-20 08:19:34 UTC
in Month of July Mini-Contests Post #190944
Nope. Hence the "no zero's."
Posted 18 years ago2006-07-20 08:11:07 UTC
in Month of July Mini-Contests Post #190942
Posted 18 years ago2006-07-20 08:03:15 UTC
in Month of July Mini-Contests Post #190938
RIFLNEAT :D
Posted 18 years ago2006-07-20 08:02:01 UTC
in Month of July Mini-Contests Post #190936
Posted 18 years ago2006-07-19 16:48:11 UTC
in Month of July Mini-Contests Post #190858
Atomic tank Muzz
Thats not the actual game title, but ok.
Posted 18 years ago2006-07-19 10:42:18 UTC
in Month of July Mini-Contests Post #190804
Well?

Fine.
User posted image
Posted 18 years ago2006-07-19 09:09:06 UTC
in Advanced Brushwork Mini-Compos Post #190788
:/

Im kinda lost atm.
Posted 18 years ago2006-07-19 09:02:52 UTC
in Half Life Book of Tricks, Oddities and B Post #190786
Horrible to read.
Posted 18 years ago2006-07-18 15:32:52 UTC
in env_beam Post #190672
Upload it to the vault so i can download it and put it on my server so we can see if those still don't work.
Posted 18 years ago2006-07-18 14:31:12 UTC
in New map! cs_metropolis! Post #190666
Whats up with all those freakin CS maps these days. CS isn't that good. :/

Convert it to HLDM and ill put it on my server, cuz this looks like a quality map. :)
Posted 18 years ago2006-07-18 14:00:29 UTC
in env_beam Post #190663
Yay.

Quick!
Posted 18 years ago2006-07-18 13:36:07 UTC
in env_beam Post #190658
Looks like a compatibility problem.

I don't know what wrong. What exactly do you want to achieve with those beams?
Posted 18 years ago2006-07-18 12:05:32 UTC
in env_beam Post #190644
Or you can just remake the beam in your map.
Posted 18 years ago2006-07-18 12:03:23 UTC
in env_beam Post #190642
Probably because the env_beam code in Spirit and the env_beam code in HLDM differ a lot.
Posted 18 years ago2006-07-17 16:15:57 UTC
in Advanced Brushwork Mini-Compos Post #190551
Im not doing the basemap.