Forum posts

Posted 14 years ago2006-01-05 20:26:04 UTC
in Religion Post #156353
If god created everything, then he created gay people. It seems that god intentionally created gay people to go to hell.. Makes no sense..

About evolution, we were learning today in biology about how species differ and adapt to suit their surroundings. Theres a scientific fact about how if a population divides and has no contact to each other, and if the two areas have diffrent environmental settings, then, they will soon gain new instincts, look, and change to adapt to their new environments. Thats why people in colder areas like alaska are short to maintain body temperature, and why the people in japan have those stretch eye creases where most others do not, because the population moved and isolated from each other. The people from these areas did not integrate because of transportation and tradition. Therefore, since modern transportation will never allow that to happen with humans again, I believe we will not evolve anything new any longer. What will happen now is that every person of every race, country, and color will keep "mating" :biggrin: untill every person on earth will have the same skin color, yet have the blood from every previous race, country, and color.. thats my theory..
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2006-01-04 07:07:04 UTC
in A site organized "twhl modding team"?? Post #156116
I guess experienced would be defined by skill, contribution, and have maybe a minimum of one year as a member.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2006-01-04 06:32:58 UTC
in A site organized "twhl modding team"?? Post #156113
I would think it interesting to see a modding team comprised of twhl experienced members and have it actually ran by atom and seventh.. It'd be cool to see a mod made here to have better organization with team leaders and so forth that decide on people to join them rather than people saying "oooh, im in", and then have them make some small portion if at all.. The mod would have a point to it and become a finished, possibly popular thing that would become a complete mod rather than the acustomed map packs that forum organized mods turn out to be. Is this possible seventh?
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2006-01-04 00:34:49 UTC
in da omfg list of dust remakes Post #156096
I have made one boxtop............. on the inside...
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2006-01-04 00:25:38 UTC
in GoldSource Mapping Tips Post #156095
mmm, they are not fullbright. In the lights.rad your supposed to do a texture line like so..

MYTEXTURE 255 255 255 1000 (R* *G B* *Light intensity)
the lights work less effectively than the point entity versions of it
so you gotta put big amounts.. I believe 500-1000 is a dimmer light..
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2006-01-03 05:39:45 UTC
in edges Post #155926
128 units I believe for the Z axis view.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2006-01-03 05:37:50 UTC
in qbsp2.exe Post #155925
"program filesvalvesteamsteamappstheswitchisof
fcondition zeroczeroporn.wad" : :confused: :o :aghast:

As for the problem, could you post the whole log?
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2006-01-03 05:35:27 UTC
in GoldSource Mapping Tips Post #155924
Tosse@ =!Add On!= Dont carve unless you know what your doing..

When you make a map, use texlighting if at all possible (excluding light_environment for outdoors). It looks so bad when theres just a litten area effect in a box like hall with nothing "emitting" light.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2006-01-03 05:23:11 UTC
in Texturing Problem. Evil Problem. Post #155922
There wasnt any mention of malformed faces or texture purpendicular to axis errors he mentioned.. He said that he renamed all of his textures within his wad, and that his textures dont show up... Please read over the originial post before answering...
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2006-01-01 07:39:40 UTC
in Texturing Problem. Evil Problem. Post #155587
Im guessing the textures in his 3d view all went white.. When you open up a map in hammer, it looks for the texture names that you origionally textured the map within the wads that you used. Since you went back through and renamed the textures in it, thats what messed it up. The only way to fix it is to go back and re-texture what you had, or change the texture names to the way they used to be. Do you have a backup?
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-28 19:53:10 UTC
in dark map Post #155026
when I said dark blue, I meant dim blue, that just looks ugly.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-27 14:09:51 UTC
in dark map Post #154840
If you want to make the map dark, I would suggest changing the color of the light to a fairly dark shade of blue... The brightness alone does not do it.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-27 02:10:57 UTC
in 3dmax Post #154708
Please rephrase that?
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-27 00:47:31 UTC
in Science Report: A.D.D. and a Piano Post #154699
The constant arpeggios and up and down scale patterns became repetitive real quick.. Learn to play mellow smooth songs.. Ill say its decent though.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-27 00:12:55 UTC
in Emergency Light Post #154697
Here's seventh's example map... http://www.twhl.co.za/mapvault_map.php?id=1706
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-27 00:09:33 UTC
in Emergency Light Post #154696
Half life doesnt render light real time. It gets compiled and stays that way. The way to do it in HL is to tie 2 brushes with a fading texture (type fade in to the texture browser) to the rotating entitie and set the render mode/amount to additive/255. Tell me if it works,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-26 21:36:18 UTC
in Religion Post #154687
I understand that. Nothing bad intended Kasperg..
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-26 21:19:07 UTC
in Religion Post #154684
True about the tax money to the churches... With all the churches there are throughout everywhere, if the governments of the world diddnt have to pay we could cure world hunger. I'm a loose religious christian because of the saying "Its better to have believed in a god and done no harm to yourself rather than not believing in a god and risking eternal damnation". It makes logical sense, yet, sometimes I do question religion. If god is all powerful, then can he create a rock he cannot lift, yet, if he cannot lift it, then that means hes not all powerful. These false each other out. There is no way to be all powerful... Also, why are curse words considered sins. These were created by humans as words to express ourselves, yet, someone just steps in saying "they've spoken to god" saying not to repeat them. Saying one in any language will be considered as a sin. This means, you can come up with your own word that means a curse, get it popular, and its now a sin. Next, why should we ask forgiveness from preachers in those booths... They just listen and tell you some kind of religious sounding crap. Ask it of god through prayers, not through him. and last, the creation of the universe is an interesting subject. I choose not to decide how it was created but agree that its just something humans cant comprehend, so if god created the universe, then what created him, and what created that... Religion may just be something created to keep the human population in check.. Just something to think about.

I go to church rarely and live in Texas, USA

Edit- Also, in what way does going to church clean you of sins.. You just show up in a building and listening to an old guy interpret the bible for you. Read it your own damn self and think of it how you wish..
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-24 19:37:52 UTC
in Problem making hallway Post #154369
That tutorial should be re-written, Carve and Hollow suck immensly, look in your 3d view and see if you have a wall there (switch it to the 3d textured view)
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-24 03:18:50 UTC
in Project! Post #154243
sooooo, who all is in? I want to know if I have enough people willing to do this so that this little idea wont die like most others,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-24 02:41:30 UTC
in The Ultimate n00b Mapping Machine Post #154242
It isnt completely bad looking, hammer is far superior though!! Over elaborate trumpet solo!!!

That looks too boxlike.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 18:46:49 UTC
in jpeg or png Post #154016
and paint blurs the image when you set it to jpg,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 18:43:03 UTC
in jpeg or png Post #154013
Or, use dorians way, except in photoshop, and save it as any picture format known to man. :)
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 18:36:01 UTC
in HL Crashes Post #154008
Does your landmark have the same distance between the walls around it that the trigger_changelevel does, it may be caused by spawning in the middle of a wall,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 06:08:21 UTC
in Addition to the forum guidelines? Post #153874
hmm, you told him, he told me on msn, diddnt tell me it was yours, my bad =)
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 05:50:35 UTC
in Animals? Post #153872
I had a dog named cobalt. He was a trained dog that was fluffy and diddnt drool all over the place. I had even trained him to run and get my shoes when I was simply too lazy to :badass:. He was an awsome dog untill my mom gave him away without telling me to some old people.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 05:13:08 UTC
in How to re-enable a trigger_once? Post #153870
Thats what the master function is for. If you set the master to something you can switch on and off (example a light), the trigger will only trigger what you've set it to depending on whether or not your "light" is on.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 05:01:15 UTC
in How to re-enable a trigger_once? Post #153868
argh, I hate how CS doesnt have a trigger_roundrestart entitie. I cant think of a way. I just know, if there was a way, it would involve a trigger_multiple, and the use of its master command
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 03:55:37 UTC
in FINALLY I COMPILED MY MAP Thanks to TWHL Post #153861
I too, turned them off. Titles are equivelant to the carve tool,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 03:28:07 UTC
in Addition to the forum guidelines? Post #153856
The usage of pictures being shown inside the forum should be restricted. If they are big, they outstretch the screen (The constant left and right scrolling gets annoying.) and cause loading problems for slow connections. All pictures should be shown through links. If not that, maybe seventh could put in an "autoresize" feature to shrink it down within the size of the regular text limitations (rabids idea). Anyone else think this would be good?
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 03:14:06 UTC
in FINALLY I COMPILED MY MAP Thanks to TWHL Post #153855
Its in the right forum,

HL Design Discussion- This is HL, and its not restricted to questions,
Source Engine Discussion- He diddnt compile a source map,
Maps and Mods- Theres no released map, and at 1st compile, no mod,
Site Comments and Suggestions- Its not a comment or suggestion,
General Discussion- This is normally meant for non game design talk,
See worldcraft =)
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 03:06:31 UTC
in I need help... please... Post #153854
no, I just have a folder I put all my fdg's and compile tools into located in my C:// drive, its all preference where you have it,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 02:04:53 UTC
in I need help... please... Post #153848
unsure, zoners worked well for me when I first put it in,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 01:16:02 UTC
in I need help... please... Post #153843
I guess from what ive seen up there, extract those into your hammer/tools folder, and then set your bsp, csg, vis, and rad into the zoner hlbsp hlcsg hlvis and hlrad,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 01:12:44 UTC
in I need help... please... Post #153841
Get the zoner compile tools =), and, I was meaning the other tab, with the executable directory, and that stuff,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 00:49:14 UTC
in I need help... please... Post #153838
Could you post up your compile and "the other tab"s settings so I could correct it? (I cant think of the name of the other tab, brain fart, you know which tab I mean,)
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-22 00:42:26 UTC
in FINALLY I COMPILED MY MAP Thanks to TWHL Post #153837
Thats what twhl is for :)

Congrats
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 20:12:23 UTC
in Glowing Sphere Post #153788
a glow sprite in the middle of it?
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 15:38:57 UTC
in de_TWHL Post #153744
put in mine =), "your neiborhood friendly sinister looking wherewolf"
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 15:37:04 UTC
in Telefragging issue/advanced teleporter Post #153743
I think its possible to set one trigger_teleport and give it multiple destinations named the same thing. The HL engine will juggle where everyone goes, you may test that.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 04:23:40 UTC
in moving a func illusionairy Post #153667
I know
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 04:16:57 UTC
in moving a func illusionairy Post #153665
Ive done it before, on an older version of hammer, :( Havnt needed to in a while,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 04:14:09 UTC
in moving a func illusionairy Post #153663
no, {blue wont work, I was thinking your wall_toggle textured with null would allow it to pass, guess not. Texture the wall_toggle with clip and it should,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 04:08:52 UTC
in moving a func illusionairy Post #153661
ack, I diddnt read over what he said, I have just developed a sliding door that you can shoot through but cant walk through. Holds you back while its opening, and you can walk through when its open (some just clip the whole opening.)
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 02:40:40 UTC
in moving a func illusionairy Post #153654
ill make an example map,
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 02:20:15 UTC
in smart people Post #153648
Edit -- I diddnt mean to post this.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 02:19:01 UTC
in smart people Post #153647
ok, for the teleporter.

First, you make a brush over the area you want a person to be teleported from and tie it to "Trigger_teleport". Next, you create the point entitie "info_teleport_location" where you want the player to teleport out and name it something (example, a). You go back to the brush and set the target of it to the name of the location, (make the target of it "a"), and then, you compile it. When you walk through the area of the brush you made (it will compile invisible), it will teleport you to the location that you set.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 01:46:09 UTC
in smart people Post #153643
yes =), now, you mean transporter as in, teleporter? and as for the monster maker,

Name-- Give it the name to toggle it on and off
Target on release-- Everytime a monster spawns, this will be triggered.
Monster Type-- Write the entitie name of the monster to be spawned, AKA, monster_barney
Children's name-- Sets this as the targetname to every "barney" spawned.
Number of monsters-- number of monsters to be spawned,
Frequency-- The delay in seconds between each spawn
Max live children-- The maximum number of "barneys" that can be spawned.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 01:36:48 UTC
in smart people Post #153638
1. Then, this belongs in the HL forum, had it been there I would have gladly answered this..
2. Im not going to sue you, my first post was to just correct where this post belongs,
3. I diddnt ask where you lived, im not a sick pedafile,

So, lets not turn this into another of twhl's many innocent gone flame war posts.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-12-21 01:30:15 UTC
in smart people Post #153636
mmm, we dont know what game this is, and this is the wrong forum.
TheGrimReafer TheGrimReaferADMININATOR