Forum posts

Posted 16 years ago2007-10-14 19:24:30 UTC
in Stand Up - Moving Cameras? Post #236368
Man, I'm looking through that map right now and I don't even know where to start lol. I'll keep looking at it and see what I can get, thanks for the reminder Playbus.
Posted 16 years ago2007-10-14 04:02:13 UTC
in Stand Up - Moving Cameras? Post #236340
I'm trying to recreate the effect of HL2 where Gordon gets up after being knocked out and Alyx comes to save him. I've been experimenting with path_corners and point_viewcontrols but the camera just continues past the first pathcorner without any change in direction.
Posted 17 years ago2006-05-30 17:28:53 UTC
in Car Textures? Post #182794
Wow, i can't believe I never saw that map. Thanks a lot evon, you too zombie, that came in handy too.
Posted 17 years ago2006-05-30 14:11:08 UTC
in Keep your jesus off my penis Post #182740
This guy's my hero...
Posted 17 years ago2006-05-30 14:00:12 UTC
in Car Textures? Post #182739
Anyone know where I can find some good car textures to import into wally, ones that people put out there specifically to use. I don't want to copy anyone's stuff that they don't want me to, but I also don't want to have to make my own car textures, what a pain.
Posted 18 years ago2006-01-01 17:38:21 UTC
in Problem with custom CS spray Post #155698
User posted image


picky picky... here, there's 80x112, 4 kb, what from here?
Posted 18 years ago2006-01-01 17:17:52 UTC
in Problem with custom CS spray Post #155691
I tried that but it's just annoying, i hate photoshop with a passion and thus i can't use it worth squat.
Posted 18 years ago2006-01-01 17:16:15 UTC
in Problem with custom CS spray Post #155689
User posted image


dimensions to change to: 80x112
Posted 18 years ago2006-01-01 16:34:21 UTC
in Problem with custom CS spray Post #155684
yes but in order for it to work as a spray it has to be 16-bit or 8-bit doesn't it?
Posted 18 years ago2006-01-01 16:23:05 UTC
in Problem with custom CS spray Post #155682
oh, by the way, i tried doing a monochrome bitmap as well and it said that wasn't supported either...
Posted 18 years ago2006-01-01 16:22:10 UTC
in Problem with custom CS spray Post #155680
Ok, so i have this nice picture, it's 16-bit, using 4 shades of gray, somewhat detailed, below 9 kb. I open up wally, do the wizard hl color decal etc. It tells me that my .bmp version is not supported... wtf? all i did was change the dimensions in photoshop, then convert it to 16-bit in paint, what is wrong?
Posted 18 years ago2005-07-21 16:29:44 UTC
in Impenatrable walls / -wadincluded Post #122570
just do the func_wall thing, but it's not texture 0, it's texture 255. Take the brush you want see-through, make it a func_wall, put a {blue texture on the side you wanna see-through, and a glass texture on the other side, or a wall texture, whatever effect your trying to accomplish, then turn render mode to texture, and render fx to 255. I've done it quite a few times, it works easily, hope this helps.
Posted 18 years ago2005-07-16 03:10:07 UTC
in convert .bsp to .map? [closed] Post #121120
i'm trying the bsp2map one, if it doesn't work, i'm just gonna give up... cause there's nothing else i can do, thx for you help anyway all
Posted 18 years ago2005-07-16 03:01:27 UTC
in convert .bsp to .map? [closed] Post #121117
ok, i'm bringing back an old post, anyone know where to find a bsp to rmf converter for hl1?
i used the winbspc v1.2 and it just creates another .map file that won't open, i know that the .bsp isn't corrupte b/c i can play it, and the .map file is fine as well. Is there a way to save the .map as an .rmf without using hammer?
Posted 18 years ago2005-07-16 01:39:10 UTC
in Why is my water sooo dark underwater? Post #121102
what's the render mode?
are you sure that it isn't a light_spot that is in your map? If it is then it will mess with the water.
What texture are you using? Default blue water, a Xen texture? Certain textures don't interact with water quite correctly, perhaps the texture is messing with the light.
Other than this it may be that there is something blocking the water's light filter, try backing up your file and taking out the water, see if it's still dark where the water would of been.
Posted 18 years ago2005-07-16 01:35:55 UTC
in convert .bsp to .map? [closed] Post #121101
ik where they would be, i don't have em, i deleted em way back when i first did this map
Posted 18 years ago2005-07-16 01:32:50 UTC
in convert .bsp to .map? [closed] Post #121099
don't have em :
Posted 18 years ago2005-07-16 01:21:31 UTC
in convert .bsp to .map? [closed] Post #121094
i tried but i can't open the .map in hammer
Posted 18 years ago2005-07-16 00:46:49 UTC
in convert .bsp to .map? [closed] Post #121091
srry for double post - Or a map to rmf converter would work as well i guess
Posted 18 years ago2005-07-16 00:44:55 UTC
in convert .bsp to .map? [closed] Post #121090
ok, i'm bringing back an old post, anyone know where to find a bsp to rmf converter for hl1?
Posted 18 years ago2005-07-04 20:58:48 UTC
in People You Like Here On TWHL [closed] Post #118679
if you've signed up on this site.. your fine with me :)

Rabidmonkey #1! Only person who's given me help personally.
Posted 18 years ago2005-06-19 09:33:29 UTC
in cs sky names? Post #115317
thx elon, similar to the resource i use for hl2 :)
Posted 18 years ago2005-06-19 01:53:37 UTC
in cs sky names? Post #115262
I'm making a cs map, and I'm very familiar with the hammer editor, but I can't find the different names of the counter strike skies, can anyone help me out here? A link would work even, no customs pls!
Posted 19 years ago2005-04-23 17:03:51 UTC
in Making a new mod, join up Post #105530
I am making a new mod called Stranded, if anyone is interested in helping, all positions except for web design are open, please join up! Visit my link on moddb for details: http://mods.moddb.com/4816/ You'll find the form for application there, we need people SOON!

The mod site is http://stranded.abacusprojects.net, however, the site is still being fixed up and what-not, so some links may not work, etc.

Any questions, e-mail me at jujitsu9@hotmail.com
Posted 19 years ago2005-04-17 19:09:56 UTC
in New computer, new problem Post #104551
to auto-config the settings for the source sdk hammer, use the "create a mod" feature, the rest is self-explanatory.
Posted 19 years ago2005-04-17 19:08:57 UTC
in props disappear Post #104550
When i compile my map, it looks fine on the hammer editor. and the props aren't in any walls, but when i go into the game, (this is cs:s btw) half the props dissapear, they aren't absent, they're just invisible, because i still can interact with them, i just can't see them. They are all tables... and one chair. any ideas why this is happening?
Posted 19 years ago2005-04-17 12:03:31 UTC
in Half-Life 2: Aftermath Post #104482
That other new enemy is probably going to be that weird frog thing that was walking in a group of 3 below you while hanging from the holder thing in the citadel. they're called... like... walkers or something, i dunno. they're a dark green, walk like frogs, look mechanized.
Posted 19 years ago2005-04-17 11:40:32 UTC
in Half-Life 2: Aftermath Post #104481
So what was the point of killing millions of people just to stop Breen escaping? It's not like Breen is cleverer than the Combine, he wouldn't be much of an asset. Seems a strange plan from the gman. And while Breen is going up towards the teleport he actually says: "Think of the people down below". (Okay, he probably would have said that anyway!) Gordon Freeman should have known better, what with his degree in theoretical physics.
I think what we're witnessing here is a rivalry between the gman's corp. and breen's corp. The combine are nothing but a tool, a security precaution. The gman, as creepy as he is, is most likely the good guy. But you never know, it could be breen. The point is, gman doesn't care about the people, gordon doesn't have a choice, and breen is just a low-life corp. manager trying to put the whole world under his palm.
Posted 19 years ago2005-04-17 11:35:50 UTC
in finding the cs:s wad Post #104480
that's pretty stupid, prolly another one of gabe newell's psycotic security measurements. I'll just do this thing in cs:s setup then. Thanks for the help.
Posted 19 years ago2005-04-16 22:49:43 UTC
in finding the cs:s wad Post #104404
Hey, it's been a while, but now i got a question. Where do you find the cs:s wad/pak file, I need to import some textures and can't find em, now i can't even find the textures.wad file, anyone have a location?
Posted 19 years ago2005-02-12 01:34:50 UTC
in GREEN FENCE?! Post #89821
i'm not a newb mapper, i'm intermediate at least, but this problem has completely bewildered me. I compile my map, do all the stuff, blah blah. The only fence that's in there all of a sudden turns green!. It's a green fence. I look above it. The little bar i put as a top is also green on one side (the side that's facing same as fence) and bottom is blue.

So i open up the console to see if i can fix it. Only one error. Says that occlusion could not be found in it's material_occlusionproxy area. Only problem is, i don't remember putting an occlusion effects in my map.
Posted 19 years ago2005-02-10 23:21:11 UTC
in strange in-hammer models Post #89591
ok, thanks rabid, (seems there's a lot of monkeys on this site lately, oh, and weebl and bob rocks) I'll keep checking around periodically, but i guess i'll just have to deal with black models. At least it doesn't do it INGAME. Man that would suck
Posted 19 years ago2005-02-10 22:23:27 UTC
in strange in-hammer models Post #89585
Ok, when i use hammer, the hl2 one, just in case you missed that. it gives me this effect that makes all models look solid black instead of textured. For intance, instead of gordon's player_start being green with black glasses and beard. He's all black, every bit. I wish i knew why.

I have a theory, which is most likely correct, that it has to do with the fact i only have directx 7.0 because that's all my video card supports currently. Is there a way to fix it or do i just have to live with it?
Posted 19 years ago2005-01-16 16:01:02 UTC
in what hammer are u using? Post #84173
spirit is a mod yes, but it's an editing mod, it's weird i know, but once it's installed you run it like any other editor
Posted 19 years ago2005-01-16 15:59:48 UTC
in what modeling tools do you use? Post #84172
NEVER! and i pay in $ not ? damnit.
Posted 19 years ago2005-01-16 15:02:31 UTC
in what hammer are u using? Post #84164
oh, that would be spirit, only use it for making a mod, making maps for like, cs or hl: deathmatch, use 3.5

just search for spirit download half life
Posted 19 years ago2005-01-16 15:00:26 UTC
in what hammer are u using? Post #84162
3.5, get it off of verc
try searching on google for "half life hammer 3.5 download"
Posted 19 years ago2005-01-16 14:34:45 UTC
in what modeling tools do you use? Post #84158
?wtf? is that an actual response seventh?
Posted 19 years ago2005-01-16 14:28:38 UTC
in what modeling tools do you use? Post #84156
well, the reason is that milkshape is only a trial and i will need it for at least 6 months
Posted 19 years ago2005-01-16 14:19:43 UTC
in Cant move at all. Post #84150
learn the hollow tool, and then forget it and use vertex manipulation :)
Posted 19 years ago2005-01-16 14:12:30 UTC
in what modeling tools do you use? Post #84147
Anyone know of a half life compatible modeling tool other than milkshape, i've been searching for a while now and can't find any, ARGH
Posted 19 years ago2005-01-04 23:05:38 UTC
in steaming my mod Post #81797
sorry seventh, didn't realize i was spamming, also didn't think you'd get that mad if i did, but i guess i forgot it takes up server space

also, i will do that kol, thanks for the idea
Posted 19 years ago2005-01-04 23:02:45 UTC
in models black Post #81796
that's just one of the hammer glitches, hl2 hammer is still in progress.
Posted 19 years ago2005-01-04 22:56:00 UTC
in can't use model textures? Post #81793
It shows up normal in hammer, but the game renders em dif. anyone know if it's fixable?
Posted 19 years ago2005-01-04 22:53:51 UTC
in can't use model textures? Post #81791
I'm not sure if it's a model texture or not, but i put those building textures into my map, the ones labeled models/prop/building *
  • being the name of the texture otherwise.
Anyway, when i put it into my map it all turns black except for the reflections. Anyone know whether or not you can fix this?
Posted 19 years ago2005-01-03 23:21:42 UTC
in Hi can't run my maps HELP!! Post #81569
it's not bad (trying not to)
Posted 19 years ago2005-01-03 23:17:07 UTC
in Sounds Post #81568
lol, especially when someone walks in on you pretending to play army man, lol
Posted 19 years ago2005-01-03 21:35:30 UTC
in opposing force map not in the list Post #81515
umm... you inserted the bsp file right?
Posted 19 years ago2005-01-03 21:32:12 UTC
in No weopons Post #81514
yeah, i've noticed the grav gun is weird like that, try placing it 16 units above the ground instead. In the game you notice it's packed pretty tight in it's canister.
Posted 19 years ago2005-01-03 21:30:00 UTC
in Tutorial: In the beginning. Post #81513
yeah, same rules. gl