Forum posts

Posted 17 years ago2007-03-08 23:38:57 UTC
in Kasperg Projects! Post #215390
I uninstalled Hammer 3.4 from my PC to stay true to my intentions. That means any Goldsource things I might do (tp_sacrifice2 for example) will be done in my laptop whenever I have free time at uni.

To forget the style of the minimod, I've decided to make an FY map (yes, you read it correctly) with the architectural style of Mies Van der Rohe, who also designed that "Farnsworth House" I made long ago. His motto was something like "less is more" and he tried to make elegant architecture with very few elements. The cross-like pillars and the marble partitions seen in the following screenshot are some of his trademarks.

http://img409.imageshack.us/img409/5066/fymiesxs1.jpg

With this map, I will try to end the myth that fy maps need to be ugly, unrealistic and thoughtless.
Posted 17 years ago2007-03-08 19:35:27 UTC
in Kasperg Projects! Post #215377
There are two pieces of gold. Once you have them, approach the switch right next to the door.
And don't forget to post some comments when you're done playing! ;)
Posted 17 years ago2007-03-08 17:47:50 UTC
in Mini Compos Post #215366
A mobius strip?
User posted image
Posted 17 years ago2007-03-07 20:21:55 UTC
in Estimating the # of twhlers Post #215309
What about G-kid?
Posted 17 years ago2007-03-07 19:25:16 UTC
in Mini Compos Post #215303
User posted image
I wish I had a better font...
Posted 17 years ago2007-03-07 18:48:50 UTC
in Mod idea... Post #215297
One question, what does a singplayer Source mod have to do with CS 1.6?
You should pick a project. Either you map a school for HL2 singleplayer or you make a CS map of a school.
And they way to approach each is very different...
Posted 17 years ago2007-03-07 16:07:04 UTC
in Kasperg Projects! Post #215280
There you go:
http://twhl.co.za/mapvault_map.php?id=4469

If anyone can provide a decent mirror I'd appreciate it!

And please report any serious bugs as soon as you get it working, I don't want to make a fool of myself :D
Posted 17 years ago2007-03-07 07:26:35 UTC
in Kasperg Projects! Post #215223
Crap. A series of unexplained leaks have shown up in the first map (the remake of Vilcabamba) so it's going to take a little more time until it's done.
I absolutely hate it when that happens. You add a single isolated room in the map and a leak magically appears somewhere else.
That's one of the reasons why I'll probably won't make any more HLSP maps. Source's Hammer4 shows you a proper pointfile when you request it.
Posted 17 years ago2007-03-06 12:28:12 UTC
in Kasperg Projects! Post #215169
Minimod to be released tonight or tomorrow morning.
Posted 17 years ago2007-03-04 19:48:08 UTC
in Small Maps for 1v1 Post #214993
It looks and feels much better now, but some areas are still very hard to distinguish one from another.
The green lighting in the lower area is the way to go. Although I'm not sure what else you could do.
Adding a skybox is nice, although there's also more room for detail there.
Posted 17 years ago2007-03-04 12:41:52 UTC
in Your desk Post #214942
I'm not sure. The one I use is not visible in the picture (it's next to the keyboard)
Posted 17 years ago2007-03-04 12:24:46 UTC
in Your desk Post #214938
Back to topic. I posted this a while ago, but it still looks like my desk.
http://img79.imageshack.us/img79/8861/workforcedn7.jpg

Eliott the dragon is working on some Source experiments, Quicky is finishing up the HL1 singleplayer minimod and the teddy bear is working in a HLDM project. He still has a lot of trouble finding leaks, but he will eventually learn.
Posted 17 years ago2007-03-04 09:22:09 UTC
in Custom Textures with trasparency? Post #214915
-Open the image in photoshop, or Maybe even Paint.
-Replace all the blue with another color that you can clearly distinguish.
-Import in into Wally.
-Edit the palette so that color in the corner is 255 blue.
-Replace the other color with the blue in the corner.
Posted 17 years ago2007-03-03 20:50:14 UTC
in Custom Textures with trasparency? Post #214848
I've seen WAD files in some mods where the transparent parts where pink or green, so any color might work.
Posted 17 years ago2007-03-03 20:36:44 UTC
in Custom Textures with trasparency? Post #214845
Make sure the name of the texture begins with { and set the rendermode to Solid, FX amount 100 for example.

I'm not sure using blue is a must. As long as it's the first color in the palette, it should show up transparent.
User posted image
Posted 17 years ago2007-03-03 16:21:50 UTC
in TWHL Mix 2? Post #214799
Posted 17 years ago2007-03-03 16:13:19 UTC
in TWHL Mix 2? Post #214795
It looks like professional concept art.
Posted 17 years ago2007-03-03 13:41:32 UTC
in map not compiling need urgent help Post #214774
Brush 2533, Side 1: duplicate plane
Brush 2533, Side 2: duplicate plane
Brush 2533, Side 3: duplicate plane
Brush 2533: bounds out of range
Brush 2533: bounds out of range
Brush 2534, Side 1: duplicate plane
Brush 2534, Side 2: duplicate plane
Brush 2534, Side 3: duplicate plane
Brush 2534: bounds out of range
Brush 2534: bounds out of range
Brush 2535, Side 1: duplicate plane
Brush 2535, Side 2: duplicate plane
Brush 2535, Side 3: duplicate plane
Brush 2535: bounds out of range
Brush 2535: bounds out of range
Brush 2536, Side 1: duplicate plane
Brush 2536, Side 2: duplicate plane
Brush 2536, Side 3: duplicate plane
Brush 2536: bounds out of range
Brush 2536: bounds out of range
Locate those brushes (Map >Go to Brush Number) and fix them. You might have to delete them and remake them.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-03-03 12:23:27 UTC
in Kasperg Projects! Post #214758
Full re-texture. I made a lot of blended textures following Rimrook's advice.

I actually consider myself a better deathmatch mapper than singleplayer. Surprisingly, I find it harder to make a singleplayer map even though you don't need to concentrate on things like having no dead-ends in the layout or making a correct combination of weapon+spawn placement.
For singleplayer mapping, you usually need to add more detail and make the world more coherent, since players will be looking around and exploring much more, instead of fragging and being fragged around.
Posted 17 years ago2007-03-03 11:54:35 UTC
in Kasperg Projects! Post #214750
The Vilcabamba map will go through some changes, although most will be just visual.
http://img72.imageshack.us/img72/7924/compare2rl5.jpg
Posted 17 years ago2007-03-03 10:56:52 UTC
in custom texture not working Post #214746
Then you should have created a vmt file by dragging the tga into vtex.exe, right?

Maybe vtex doesn't allow that image size. I wouldn't be surprised. Resize your image to 512x512 instead of 768x768 and try it again.
Posted 17 years ago2007-03-03 10:24:54 UTC
in custom texture not working Post #214743
I see the vmt (with no file extension) and a tga file. Where is the actual VTF file?

Your other question:

SteamApps/yournamesourcesdk/bin/HammerAutosave
Posted 17 years ago2007-03-03 10:13:03 UTC
in Kasperg Projects! Post #214741
More information.
I have just played through the six maps I have done so far, and it takes me 28 minutes, knowing the puzzles and having died only once.
I'm working on the very last part of the minimod, so you will soon see it in the map vault.
Posted 17 years ago2007-03-02 23:17:20 UTC
in custom texture not working Post #214696
There are many causes for this to happen, be more specific.

If the texture shows up with pink and black checkers in Hammer, you need to make sure you have a copy of the VMT file in the sourcesdk_content folder.

If the same thing happens ingame, the path in the VMT file you placed in the game folder is also incorrect.

Can you post the contents of the vmt here?

Edit: zombie was faster
Posted 17 years ago2007-03-02 19:54:41 UTC
in Small Maps for 1v1 Post #214676
Here you go >> http://twhl.co.za/mapvault_map.php?id=4457
I used the "SetDamage" parameter of the trigger_hurt to control it more precisely. I also got rid of the logic_relay and the env_fade outputs.
Posted 17 years ago2007-03-01 20:21:40 UTC
in Help with sound Post #214533
In the sound flags, tick "Start Silent". That way, the window breaking will play the sound.
Posted 17 years ago2007-03-01 15:13:56 UTC
in Small Maps for 1v1 Post #214469
Use an entity called env_steam, and choose the option for "heat distortion" or something very similar. The effect will always be a cone, and you can specify how big it will be. Framerate drops while looking through the distortion, but since it's a small map you won't have any problems.
Posted 17 years ago2007-03-01 10:36:31 UTC
in TWHL Mix 2? Post #214437
Two maps, going for about 10-15 minutes of gameplay.
That's going to be harder than you think :( Unless you're planning on a lot of backtracking... (Sandscroll is made up of two maps with puzzles, and takes 5-7 minutes to complete)
Posted 17 years ago2007-02-28 17:40:54 UTC
in Sound file location???? Post #214339
There is a Sound Type option to choose between "Game Sounds" and "Raw"
One of them has more sounds.
I don't know if this is what you are asking because the question isn't very clear...
Posted 17 years ago2007-02-28 12:57:36 UTC
in sprite not found in every map Post #214309
They are inside a file called pak0.pak. You can browse the contents with
pak explorer/wally/HL model viewer + spriteviewer.
Posted 17 years ago2007-02-28 10:27:06 UTC
in Small Maps for 1v1 Post #214304
For creating the vtf part of the material, the easiest way is having Photoshop and the VTF plugin.

The vmt is really simple. Something like this would work

[b]"LightmappedGeneric"
{
"$basetexture" "yourfolder/yourtexture"
}
[/b]

More useful info >> http://developer.valvesoftware.com/wiki/Material
Posted 17 years ago2007-02-27 11:03:42 UTC
in Competition 23 Post #214154
I couldn't solve the problems with the waterfall material, so I'm out of this one. Source materials have so many parameters that it's hard to know where exactly you have made a mistake.

I could do something for HL1 instead, but I'd rather concentrate on my minimod now that my singplayer inspiration is at an all-time high.
Posted 17 years ago2007-02-26 18:57:12 UTC
in Important and deep thoughts... Post #214047
Does the Dvd-reader skip to a second layer or what?
Double-layer dvds switch layer at about half the film, yes.
Posted 17 years ago2007-02-26 18:54:42 UTC
in Image size complaint/discussion thread Post #214046
On topic.
For me it's not such a big deal. I remember waiting for half and hour for some image to load back in 94 with a 14.4 K modem. Fortunately times have changed.

Some people waste more time arguing about the image size than waiting for those extra Ks to load. That's a fact.

But that doesn't mean people should make screenshots with huge resolutions. Nobody needs that, specially if the map depicted is ugly!! Sometimes people just do it to show the world that they can run the game with high resolution. Good for you, but the rest don't care.
Posted 17 years ago2007-02-25 15:26:21 UTC
in Yay! Post #213880
I have a 5500, and it just runs HL2 with shaders on full.
If that's true, then a 4200 was better than a 5500 ;)
Posted 17 years ago2007-02-25 09:07:22 UTC
in Monster_gargantua How to kill it? Post #213835
Maybe the fact that I placed him on top of a func_wall instead of the floor has something to do...
But if that was the case, the scientists I placed there for testing would not have died because of the trigger_hurt.
Posted 17 years ago2007-02-24 21:36:43 UTC
in Monster_gargantua How to kill it? Post #213752
Thanks. That's sort of what I did, but with less entities. The body finally won't stay, because it just gets in the way.
By the way, the trigger_once with "monsters" flag doesn't work either. Maybe Gargs don't like any triggers at all...
Posted 17 years ago2007-02-24 20:27:53 UTC
in Monster_gargantua How to kill it? Post #213736
Yes, that's a possibility, but that doesn't solve the main problem: Make a gargantua die when he is in a certain place.
It doesn't have to be a violent death. Imagine you want him to die because of a deadly virus released in a containment area or something like that.
Posted 17 years ago2007-02-24 17:05:52 UTC
in Monster_gargantua How to kill it? Post #213687
An env_explosion is located in a precise place. The idea is that the garg should die anywhere in a certain area. Using the trigger_hurt was the obvious solution, but didn't work.
Posted 17 years ago2007-02-24 15:44:55 UTC
in Monster_gargantua How to kill it? Post #213670
That wasn't the initial idea, but I think I found a way to solve it.
@espen180: I don't know where to apply the "kill" animation and "monster dies" flags so I just used a aiscripted_sequence. The animation I used was "die" and I used the garg as a killtarget, while triggering an explosion.
It would be so simple if they just got hurt with the trigger_hurt :roll:

Edit: yeah Elon, I tried that, but it didn't make any difference.
Posted 17 years ago2007-02-24 15:41:37 UTC
in When's your birthday? Post #213668
No Elon, I'm already 22...
I was born exactly 1 week after french singer Aliz?e, in case Muzzleflash reads this :P
Posted 17 years ago2007-02-24 15:25:51 UTC
in When's your birthday? Post #213662
28th August
Posted 17 years ago2007-02-24 11:54:30 UTC
in Monster_gargantua How to kill it? Post #213624
Ok, I designed a way to kill a garg in my map involving trigger_hurt entities. However, it seems to be absolutely immune to the damage. I placed some scientists and headcrabs in the same place and they perished quickly.
Is there any way to kill a garg besides grenades/satchels/tripmines/energy weapons?
Posted 17 years ago2007-02-23 22:20:49 UTC
in a problem with lighting Post #213534
It's a distant light which acts as sunlight. It is a must for maps with outdoor areas or sky brushes.
You just have to set a colour, direction and the value for the sun inclination (pitch)
Posted 17 years ago2007-02-23 21:46:19 UTC
in a problem with lighting Post #213529
i put up two "light" entitys colored red
Ok
i cant see anything cept my two red lights
Were you expecting something else? Do you have light_enviroment? What are the settings?
the skybox went away
Was it actually visible? Are the brushes properly textured with "tools sky"?
Posted 17 years ago2007-02-23 21:33:05 UTC
in Advanced Brushwork Mini-Compos Post #213522
it's silly to use my real name on the internet
It's even sillier to confess it :P
Posted 17 years ago2007-02-23 14:13:51 UTC
in Kasperg Projects! Post #213471
I might just use one sprite and make it bigger, it will probably look better.
Posted 17 years ago2007-02-23 13:47:21 UTC
in Kasperg Projects! Post #213464
A new effect/entity setup for HL1. Burning oil!
http://youtube.com/watch?v=LW5Dbpik_dY

A question for those who use Spirit: Would it be possible to parent a bunch of sprites, a trigger_hurt and a button_target to a func_pushable?
Posted 17 years ago2007-02-21 22:50:03 UTC
in Whatif: TWHL Gathering issue Post #213279
A nice place for a TWHL gathering could be an abandoned nuclear powerplant somewhere in Russia. We would play a LAN game with laptops and then paintball-fight across the facility, so nobody could complain about lag.
Jimmi would be held in a cage hanging from the ceiling, and people would "accidentally" shoot him during the match.
In normal conversations, we would try to emulate the smileys we use in the forums with our own faces ("cyclops" "radioactive" and "heart" being difficult but not impossible).