Forum posts

Posted 20 years ago2004-06-15 19:05:42 UTC
in monster_furniture has unused keyvalues Post #33695
Yaw/Roll is apparently nonworking in 3.5 so if you use the little compasses to adjust everything, don't. Use ctrl-m. And did it actually delete any keyvalues? Apparently, "body" is an unused keyvalue for a furniture, but it's the only way I can get it to work in-game.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-15 18:51:24 UTC
in Spirit help! Post #33690
Meh, i've never really used it, but I know there's some nice "speak as" stuff so you can make barneys talk as scis, etc. plus some trigger_command for console commands and some changecvar stuff. Plus a lot more, take a look at README.htm and some example maps.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-15 18:43:08 UTC
in Texture lighting Post #33689
Only with point, I believe. I know in the NS FGD there is support for texlight control over appearance, though, so if you map for NS you're in luck. Dunno if they can be targeted though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-15 18:36:42 UTC
in Texture disalignment Post #33686
Yah, make sure TL stays on. It screws with your textures' alignments if it's off and you move things.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-15 18:31:34 UTC
in Spirit help! Post #33683
With the "move with" feature, if i'm not mistaken. Look over on the main spirit site on how to use it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-15 03:45:14 UTC
in Half-Life the movie? Post #33499
What you are seeing, Mr. Freeman, is not real.

H-L - The Matrix? G-Man reminds me of Agent Smith, come to think about it.

Instead of the awesome lobby scene with the guns and crap, gordon takes on all of the hgrunts with his...crowbar! mwahaha!

And if they used Hawking, he'd be Dr. Keller. The wheelchair says it all.

And methinks Depp would ditch the crowbar for.....scissorhands! lol.

And Judo-Gordon would be awesome.

And part of what made the whole Half-Life (heh) premise fun was that you were immersed in the game, controlling Freeman, and the world came alive around you. I doubt they could replicate that in a movie form unless it was shown from Gordon's POV, but then it'd be like another HL expansion, just non-interactive. And on a big screen. And with popcorn. Mmm....popcorn.

And I'm done. For now. :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-15 02:55:39 UTC
in Short Surfaces??!???? Post #33493
^ "Do you not posess a graphics card?"

Obviously, he posseses a graphix card, otherwise he could not run HL, never mind teh computer itself. Don't you mean a "decent" graphics card? ;)

And software mode stinks. OpenGL rocks.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-15 02:51:46 UTC
in Mapping Demon Strikes Post #33492
Un-Func_wall them and see if they show up. If they do, use them as visblocks and leave them as world brushes.

And yeah, what are the properties on the light? Flags?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-14 01:44:06 UTC
in Func_illusionary Post #33206
Ah. I've been working with it as a func_door as it is so much easier. I hate path corners.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-14 01:07:55 UTC
in Func_illusionary Post #33200
Hmm...I see no "not solid" flag on a func_door in VHE 3.5. Anyways, I'm posting an example map of how to do this, with non-accessable doors (solid) in the example maps for future reference.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-13 23:50:30 UTC
in Func_illusionary Post #33189
It's still solid if it moves though, right? It looks transparent due to the additive, but if it's a func_door or train or whatever, it's still solid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-13 23:43:57 UTC
in Train Post #33188
Panzer Mensch!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-13 23:42:58 UTC
in How to designate a buyzone? Post #33187
What's up with notepad mapping anyways? It seems only useful to prove your l33tness in mapping....is it any better than hammer in any way?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-13 23:39:39 UTC
in Bad surface extent? Post #33185
Yup. They can't be below .10 (I've gotten to .09 in some cases) and above 10 to my knowledge. And in the cases with xxxxx/0 it is caused by this, otherwise it's a bug in your HL installation or something (i.e. xxxxxx/40 or something)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-13 23:37:35 UTC
in Batch compiler Post #33184
Well, I think the only way to batch compile is using the ZHLT tools or a variant thereof.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-13 23:35:54 UTC
in AS maps, dude what the heck Post #33182
Yeah, it's bad, but I find it fun.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-13 23:30:02 UTC
in 3D view problem Post #33178
Sometimes it defaults to Wireframe, so it might not have been an accident.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 22:28:47 UTC
in Map used to work, then didn't change Post #32867
"Check your configuration in Hammer and your compile log. Your new map isn't getting copied to the right place, or isn't getting compiled at all."

Or, there's something wrong with it.

Compile error? Seems most likely to me, I had this problem a lot when I added changes and they weren't showing up.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 22:26:58 UTC
in retinal scanners and barney Post #32866
Shouldn't the scanner be a func_button that plays it's locked sound when the player trys to use it, and the master is triggered when Barney reaches the scanner, so it then plays it's unlocked sound? It seems annoying to set up all these ambient_generics to play the sounds.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 22:22:34 UTC
in How to designate a buyzone? Post #32865
Okay, a brush entity is an entity made up of a brush, like a func_wall, or a door. Point entities on the other hand are entities created with the entity tool. I'm not familiar with RIPENT and Notepad map editing, but in Hammer and WC a buyzone is designated with a brush entity set to a func_buyzone.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 21:42:37 UTC
in AS maps, dude what the heck Post #32861
Heeey, I like AS maps. At least, I like as_oilrig.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 13:29:05 UTC
in nummarkfaces == MAX_LEAF_FACES Post #32699
Have you pressed Alt-P in hammer? You might have a few errors to fix.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 13:17:25 UTC
in Could not open valve/count.wad Post #32689
Right, I opened the .map up with wordpad. It's not under the "wad" line. I just removed the ones unnecessary and it worked.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 03:12:58 UTC
in Looking for a partner Post #32597
Defusion HL Rally. ;)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 02:56:01 UTC
in Could not open valve/count.wad Post #32595
Nope, no count.wad. And I'm using the ZHLT Compile GUI, would a batch compiler be better? I'll take a look at the map, and if not, i'll try and reduce the range of my wads.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 02:48:48 UTC
in Favorite games (not including hl) Post #32594
Ut2k4 has most of my gaming attention right now, but only in SP and Instant Action. Stupid 56k. I bought the DVD edition with all the editing and modding tutorials but UnrealEd is so confusing that I just ditched the idea of mapping for it. I used to play DiabloII all the way before LoD came out, but 1.10 screwed the game. Ladder sucks. Plus, it was so darn addicting. I play a lot big-name FPS's like BF 1942, BFVietnam, CS, and some underdogs like Swat 3. When i'm truly bored, I'll pop in Restaurant Empire, anything from my Command and Conquer pack or Train Simulator, and SimCity 4 Rush Hour gets a lot of playtime on my comp, along with WC3 Frozen Throne. Along with the endless flood ofmods which noone seems to play for HL, like S&I and NS.

On Ps2 I play AC04, Half-Life (Decay!) both GTAs and a few others.

Hmm...was that long enough for y'all? :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 00:53:07 UTC
in Could not open valve/count.wad Post #32573
Also, I suppose I could remove the ones not used, then add them when I'm finished with my map, but that's really annoying....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-12 00:50:51 UTC
in Could not open valve/count.wad Post #32572
Tut didnt help. And besides, if i combine, won't I have to wadinclude, therefore bumping up an already large DL? (I've got 2 custom 12megwads in use) :
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-11 21:14:24 UTC
in Could not open valve/count.wad Post #32544
I'm creating a CS map and have all my cs_ wads loaded along with a few custom and the halflife wads. I compile and get the usual "warning: more than 8 wads in use" but when I run CS i get "Could not open valve/count.wad". count.wad is not loaded into VHE's wadlist and to my knowledge, doesn't exist. I've had 16-20 wads in use before and ZHLT and HL seemed to work fine, so what's up? If this is the case, how can I use all my CS textures without creating one giant wad or wadincluding and forcing people to download a gargantuan file with textures they already have?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-11 21:06:51 UTC
in Indicidual texture help Post #32542
Show Info shows what individual wads are being used, not each one loaded in Hammer. Example: I load all my cstrike wads into hammer, but only use some textures from cs_bdog. Show information will only display cs_bdog.wad as it is the only wad that textures are being used from.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-11 19:17:14 UTC
in Carving problem Post #32509
Carving screws up texture alignment for the most part, and it's annoying to have to go back and fix your perfectly aligned textures.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-11 19:10:30 UTC
in FDG spliceing Post #32504
You'd have to make a mod for OpFor if you want the sniper rifle. A mod for a mod, if you will.

Optionally, you could re-code it to replace a normal HL weapon, like the 9mmAR or Gauss.

Horribly random bit of trivia: FGD stands for Forge Game Data. :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-11 02:02:12 UTC
in Indicidual texture help Post #32207
No problem. Also, if you want to find what wads your map is using in Hammer, go to Map-Show Information.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-11 01:57:19 UTC
in Keeping u_plants still Post #32204
Hmm...Okay, thanks for the responses.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-10 20:56:16 UTC
in Keeping u_plants still Post #32165
Okay, I've got a u_plant model in my map as a monster_furniture. However, it wont stay still. I was going to scripted_sequence it and give it a still animation, but it has only one anim, which is its annoying wave routine. How do I keep it still? I cant find it on any tutorials, and I've played around with all of it's flags and it still won't work. :confused:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-10 20:50:09 UTC
in Using Fade Post #32163
Light causes water-drownage-effects? Weird...Should be Volumetric Water then.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-10 20:43:33 UTC
in Indicidual texture help Post #32160
You can select the wad to look in on the texture application window, then search in each wad for it. That's the only way I know to do it....other than looking at texture tags on some of them, for example, textures named ba_xxxxx are from Blue Shift.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-10 01:16:46 UTC
in Testing... Post #31929
What's easy for me is to have a desktop/quick launch shortcut to hl.exe:

C:SIERRAHalf-Lifehl.exe -dev -console

(depending on where your HL installation is)

in the target field. Works great every time, and it can be changed to add commands like -particles easily. Try that.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-09 20:28:52 UTC
in Punching hands crowbar rep. Post #31902
Did you look for the HIT? (HL Improvement Team) They've got a forum that, if you're registered, has some talented modellers and replacements. You might find one there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-09 20:24:50 UTC
in Gamespy Arcade Post #31901
I'm not l33t enough to use GameSpy! No, actually, it takes around an hour to detect server settings or whatever when it starts up. I just use the browser in Cstrike/HL/OpFor/whatever. Works fine.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-09 20:13:23 UTC
in Half-Life the movie? Post #31899
Cold War.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-09 20:11:44 UTC
in Probably not the place for this... Post #31898
Meh, I like my ProCarbine better. Good luck though! :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-09 19:35:41 UTC
in monster_furniture has unused keyvalues Post #31895
Mkay, thanks. And my models are unpacked, I'm using a gib model to add some tissues from the med_crategib model, and it has submodels for each item. I wrote a tutorial on 'em on VERC:

http://collective.valve-erc.com/index.php?doc=1083484325-81541000

if you're interested.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-09 19:34:48 UTC
in Using Fade Post #31894
Okay, first set the brush that you want faded to a func_illusionary. This makes it visible, but not solid. Set the contents box to either empty or light, (doesnt really matter) then make sure the black bit of the fade texture is where the light would start to fade. I.E., its at the end away from the window or whatever the source of light is. In other worsd, the pure black is where it will appear invisible, as additive brushes render black transparent, sort of how like solid renders blue invisible. Change the rendermode to "Additive" and the renderamt around 40 or so, experiment with different values to get a different effect.

-Rabid
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-09 19:28:24 UTC
in What is this weird yellow stuff? Post #31890
It only shows up in dev mode, so if you are working on a mod, just make sure it doesn't run in dev. There's also a way to disable it in the most recent version of Spirit, but i'm too lazy to go re-dl it and figure out how.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-08 19:31:45 UTC
in Ugh, VHE 3.5! Post #31649
I made it in VHE 3.4, then lost the RMF so I tried to load teh map....Dunno what was wrong with it, but I think it had a bit less than 1701409628 solids in it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-08 19:21:24 UTC
in Ugh, VHE 3.5! Post #31639
I know it has issues, but this one made me laugh:
User posted image
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-08 19:03:43 UTC
in monster_furniture has unused keyvalues Post #31626
I'm using a monster_furniture and to define the body the model should use I added a body key with the number. However, it says body is an unused keyvalue for monster_furniture. In-game it appears correct, and everything works fine and compiles right. Is it necessary to fix these values, or can I leave the "error"?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-08 02:43:57 UTC
in Testing... Post #31349
If the OpFor CD version don't work, i'd update to 1.0.0.9 or 1.1.0.0. I have 56k too....just find a download manager like DAP or GoZilla and then you can leave updates and such on overnight or during the day. And yes, gl_wireframe is a dev command.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-08 02:40:01 UTC
in still No Lighting ! Post #31347
Maybe he means Light_Environment by Light_ev? And more than 8 textures run fine on my machine when compiling, so what's up with the limit?
RabidMonkey RabidMonkeymapmapmapfapmap