Forum posts

Posted 18 years ago2006-03-25 14:28:46 UTC
in revive old textures? Post #170867
it there a way to import textures from doom 2, quake 1, duke nukem 3d?
Posted 18 years ago2006-03-14 06:37:03 UTC
in What am I doing wrong? Post #168149
when I had GeForce 2 I could run hl2 with that one without problems. Why wouldn't it work for him, with a better configuration?
Posted 18 years ago2006-02-13 13:46:24 UTC
in What TWHL stands for Post #163033
The World of Half-Life
might not be funny but the closest to the truth, maybe
Posted 18 years ago2006-02-07 10:34:37 UTC
in Classical games that you wanna play. Post #161887
I was still playing stunts and simcity 1 a year ago.
Posted 18 years ago2006-01-16 10:57:58 UTC
in Chapter title massege doesn't displa Post #158100
it worked in hl2 when i wrote the ctmessage in the worldspawn / map properties, ct message part, i did the same in hl2 but came without the effect. anyone know any solution, advice or anything?
Posted 18 years ago2006-01-16 10:34:04 UTC
in Zombie to crash wooden boards Post #158099
Well actually I found a better solution.
npc_bullseye at the place where are the boards, ai_relations. to make zombie hate it -> destroys boards.
each board counts one to a maths_counter and when its enough the ai_relat. is killed so zombie goes on player
Posted 18 years ago2006-01-15 13:46:49 UTC
in Zombie to crash wooden boards Post #158031
tried with scripted sentence but the zombie the boards didnt break when the npc hit them. anyone know how to do this correctly?
Posted 18 years ago2006-01-13 12:26:13 UTC
in Texture blending Post #157727
The example file was a new file, also.
Posted 18 years ago2006-01-13 09:46:30 UTC
in Texture blending Post #157708
Seems like you still don't get it.
There's a tutorial at snarkpit, followed it. Made a vmt file, no vtf. I could blend 2 textures: those which are in that tutorial, without problem. I changed the used textures to those which I want to use, and one of them looks like that you can see above while it should be the road texture.
I don't care about vtfs I don't need them and I didn't need them when doing the example blending. NO CUSTOM TEXTURE if you thought that, I'm blending 2 existing tex.s using a vmt.
Posted 18 years ago2006-01-12 15:38:43 UTC
in Texture blending Post #157617
"WorldVertexTransition"

{
"$basetexture" "concrete/concretefloor026a"
"$basetexture2" "concrete/concretefloor033k_c17"
"%tooltexture" "concrete/concretefloor026a"
"%keywords" "blend"
}
no vtf file, the example texture file worked without vmt too, this should too
Posted 18 years ago2006-01-12 14:38:58 UTC
in Texture blending Post #157609
tried to blend 2 textures following a tutorial. after I changed the blending properties to what I want I got this
User posted image

as you can see one of the textures didnt appear, in hammer, nor ingame
i have checked and i know i didnt make mistake when typing texture names in the .vmt file
Any explanations, solutions someone?
Posted 18 years ago2006-01-01 10:24:27 UTC
in Hammer running error Post #155611
edited:
now im beginning to understand...
Posted 18 years ago2006-01-01 07:55:57 UTC
in Hammer running error Post #155590
Um... would you explain? What is the GCF?
Posted 18 years ago2005-12-31 21:29:34 UTC
in Hammer running error Post #155539
I get this now
User posted image
Posted 18 years ago2005-12-31 20:36:03 UTC
in Hammer running error Post #155533
Damn it I have the beta now.
Is there a way to get back the old one?
Posted 18 years ago2005-12-24 17:05:54 UTC
in Hammer running error Post #154346
Don't tell me they fixed my error! Downloaded beta which is more buggy than the old Hammer was when worked :x
Posted 18 years ago2005-12-24 06:54:14 UTC
in Hammer running error Post #154270
Thanks everyone.
Kasperg: tried your suggestion now it seems Hammer's running again so many thanks. You know, after I tried around stuff that I will need in my DM maps, I've just planned my first map and was angry seeing that Hammer failed that time. Kasperg you had any problems with the beta yet that I should be aware of?
edit: now I have the first little problem: can't see the mouse in the x/y, x/z, y/z views and when I browse for models
Posted 18 years ago2005-12-23 11:58:16 UTC
in Hammer running error Post #154116
So there is no other way than this beta stuff? And even it may happen that I can't compile? Darn it I didn't buy hl2 to see Hammer crash :x
Posted 18 years ago2005-12-23 11:09:52 UTC
in Hammer running error Post #154100
But what should I do? refresh sdk contents etc or what? I have no idea
Posted 18 years ago2005-12-23 06:24:04 UTC
in Hammer running error Post #154070
Can anyone tell me why do I get this and how to fix it?
Right after I click OK Hammer closes.
Someone plz help thx
User posted image
Posted 18 years ago2005-12-22 09:44:25 UTC
in My first questions Post #153906
So it was that... damn it...
Posted 18 years ago2005-12-21 11:57:22 UTC
in My first questions Post #153714
would someone tell me where can I find a bsp decompiler for source?
Posted 18 years ago2005-12-18 06:06:59 UTC
in My first questions Post #152970
So they made a decompiler for source too... could you tell me from where can I get it?
Posted 18 years ago2005-12-17 18:07:59 UTC
in My first questions Post #152885
thanks this looks good ill try some.
can anyone tell me how to create the combine forcefield?
Posted 18 years ago2005-12-16 16:15:44 UTC
in My first questions Post #152671
Um.. OK.
Can anyone can give me tips how to improve my lighting? Yet all I can do is placing normal light entities and light_environment from the skybox. I would thank for any good tips or links to tuts on this.
Posted 18 years ago2005-12-16 12:08:32 UTC
in My first questions Post #152640
ok i'll check it.
Is there a way to change the underwater viewable distance?
Posted 18 years ago2005-12-15 09:03:15 UTC
in My first questions Post #152404
OK thanks. One more, ive experimented around with rotating stuff and parenting entities, i dont know how to create rotating fan or something which obeys the laws of physics, so like something is rotating and it slows down and stops after an impact of something or after shot.
Posted 18 years ago2005-12-14 13:16:25 UTC
in My first questions Post #152271
OK sorry 7th it won't happen again. Oh and I've changed the water texture and moved the env_cubemap a little higher. But I don't know which one solved the problem...
Edit: and what does water_lod_control do? Ive seen it in the sdk_water.vmf but i dont know hat it does
Posted 18 years ago2005-12-13 13:50:07 UTC
in My first questions Post #152046
thanks alot, it is good now i dont need to ask everything! :cyclops: :)
edit: followed the tutorial step by step BUT:
it didnt seem to reflect anythin and from below all i could see was black nothing. nearly like hl1 water.... can anyone help?
Posted 18 years ago2005-12-13 11:46:46 UTC
in My first questions Post #152014
OK it worked so thanks.
And... there are a lot of tutorial vmfs downloaded with hammer i looked at the one with water but i dont seem to understand... what do you need and how do you make the water?
Posted 18 years ago2005-12-13 10:32:11 UTC
in My first questions Post #152006
Recently I've started mapping for source.
And now the first questions came up.First i tried putting down simple stuff crates etc using prop_physics but all of them were invisible. (only could see them when broken) and one more, whats the difference between the prop_physics and prop_physics_override? These may sound stupid to you guys but you can give the best help.
Posted 18 years ago2005-11-27 10:35:55 UTC
in Not an avarage light problem Post #149408
Well, last time I compiled it said 277 direct lights.
The strange thing is, when I gave another light texture to one brush, and replaced the player start that light was working but some lights which previously worked were dark.
Posted 18 years ago2005-11-27 08:46:34 UTC
in Not an avarage light problem Post #149398
Maybe I have found the source of the problem.
Can anyone tell me, exactly the maximum number of direct lights in a map?
Posted 18 years ago2005-11-25 18:35:32 UTC
in Not an avarage light problem Post #149087
it is VHE 3.4 what i am using. maybe i should just make dark maps and give the player the hev at the starts so he can go all through all the maps with flashlight.
Posted 18 years ago2005-11-25 18:22:00 UTC
in Not an avarage light problem Post #149083
Tah, shit, not working again.
gordonfreeman is dying
Posted 18 years ago2005-11-25 16:57:52 UTC
in Not an avarage light problem Post #149064
Actually, I know how to use lights.rad stuff.
Imagine this pepper: two lamps far from each other. Same texture. One is creating light, while the other is dark. But its fixed now anyway thx.
Posted 18 years ago2005-11-25 16:17:51 UTC
in Not an avarage light problem Post #149052
Sorry but i cant host nor link.
But ill try what you said.
EDIT after test: changing the texture worked, while checking 'face' or 'world' didnt. Hammer is still a mistery. But thx, rowleybob
Posted 18 years ago2005-11-25 15:01:09 UTC
in Not an avarage light problem Post #149041
I have texturebased lights. But.
One texture is behaving strangely. I've made a shape, added a light to a side, used texturelock in hammer and copied it so there are many lights that look the same. But for i dont know what, Some of them dont give light. Actually, the end of the map is dark while texturelights should light it. Anyone know any reasons, suggestions?
Posted 18 years ago2005-11-22 14:40:00 UTC
in Who are you hating now? Post #148365
agreed.
and to answer the question, noone (excepts some local politicians)
Posted 18 years ago2005-11-20 20:18:28 UTC
in Now Playing (game) Post #148152
total club manager 2005
Posted 18 years ago2005-11-20 20:03:28 UTC
in Sitting_scientist Post #148148
how to sound the 'Access Granted' sound when you open a door
i think theres an option in the func_door for locked sound, unlocked sound when using multisoure, and also locked sentence and unlocked sentence used like the sound.
Posted 18 years ago2005-11-20 19:52:08 UTC
in Model sequences Post #148144
if that dead body is not near to the player start just kill the monster_whatever with an autotriggered hurt, if the dead body is what you want, but if its near dont use it you may hear him dying
Posted 18 years ago2005-11-06 15:31:26 UTC
in To anyone who lives in London Post #145775
FresheD: absolutely. dont worry ill get lost.
ok, close it, then
Posted 18 years ago2005-11-06 14:09:32 UTC
in To anyone who lives in London Post #145742
I have contact with him on MSN. And he's right. Or very near. Or something.
Posted 18 years ago2005-11-06 13:50:08 UTC
in To anyone who lives in London Post #145731
Teeeeeh, you dont understand Daubster... why the hell am I here noone of you live there...
Posted 18 years ago2005-11-06 11:45:27 UTC
in To anyone who lives in London Post #145700
Wrong, habboi.
Posted 18 years ago2005-11-06 11:33:46 UTC
in To anyone who lives in London Post #145695
Heh. Good one. I was just asking. What the hell is going on with you guys???
Posted 18 years ago2005-11-06 08:29:22 UTC
in To anyone who lives in London Post #145668
Hello everyone.
Recently I was given an opportunity to get everything I ever wanted, in other words my dream can come true. If...
the good'ol 'if'.
It seems like it's possible for me to get to London next year, but I have to ask for help cause when I get there I'll probably be late. So if anyone from the city could have some time, please conncet me via MSN Messenger on gordonfreeman@mailbox.hu or give me a PM or just write in here then I'll reply in a PM.
Thank you.
Posted 18 years ago2005-10-23 04:58:09 UTC
in Bilinguists Post #143088
I've started learning English in the first class at Primary school. Started learning German a few years ago...
These languages are quite far from the Hungarian... try it everyone! Learn Hungarian!
Posted 18 years ago2005-10-21 15:10:43 UTC
in Now Playing Post #142712
Eamon - Fuck It (Don't Want You Back)