Forum posts

Posted 14 years ago2005-04-19 18:36:42 UTC
in Oh my, I have a new site! Post #104828
hey jeremy... Since I dont have HL2, and have no mods or any purpose of mapping for HL1, if you check this. Can I help you with your site... I got l33t html skillz
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-04-14 14:22:39 UTC
in I got an Idea 2 Post #103973
Ill help if its HL1, since my comp sucks too bad for two...
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-03-17 00:40:45 UTC
in Compo 13 - [closed] Post #97426
I got a cool idea that im not sure will work completely correct >_< I gotta run some tests with gravity-and-stuff
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-03-04 23:31:44 UTC
in New Competition Post #95107
The next compo should be something nice and difficult with spring break being here for most people. We should all have time to make godly maps..
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-02-12 18:25:34 UTC
in New Competition Post #89951
Screw the rewards.. Im in it to keep the people interested in mapping other pointless mapping with nobody to congradulate you... Its gonna be nuthin great, but hey, its compos =)
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-02-11 00:10:57 UTC
in New Competition Post #89593
So, im making the site??
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-02-10 19:45:32 UTC
in New Competition Post #89559
oh, and my comp cant run HL2, so if you guys wanna make it have HL1, AND HL2, then we need some 2-abled judges..
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-02-10 19:38:41 UTC
in New Competition Post #89558
I can start an "un-official compo site".. Its not gonna be godly awsome, but I can make it if people want it that bad. And if it is me to make that, I need to choose some judges... Or we can all vote... (somehow)... :nuts:
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-02-09 01:03:13 UTC
in New Competition Post #89171
Totally right... They should start a thing (for us frustrated over long result-new compo times) where they have a contest, then, it takes some time. Meanwhile they are judging, they need to come up with a NEW compo. And, then it says, "Check out "build blah" compo results, meanwhile, start on the new build "whatever" contest!" , so contests would go a bunch BUNCH faster.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-02-03 03:08:49 UTC
in srry about the dm server ppl Post #87885
My comp cant run HL2, and this is just an idea, maybe rabid could give a "showoff of dm_petrol" and have it ONLY played once, so it doesnt get old before he "possibly wins the contest, gets his money, and gets it commercially published by valve". Just an idea..
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2005-01-23 18:40:47 UTC
in space skybox... Post #85353
Its easy... Go in some kind of photo editor, put some white dots around it, clean em up a little, and make enough textures to texture the inside of a box. Go into the editor, paste those on the walls, fit em, and then set the 3d skybox thing. Even making just one texture that goes over all walls can work too. People just look up and go, "oh, its space"... They dont check all sides to make sure that every direction looks like the same set of stars.
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-12-05 15:45:53 UTC
in Is the next compo HL2? Post #76478
Yeah, like me. REMAIN HL1 :lol:
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-12-05 14:33:13 UTC
in Obsolete mappers.. Post #76465
yup
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-11-26 13:45:47 UTC
in problem =' ( Post #74877
I did, nothing back yet.. And you think thats long................ It went down another 3000 lines on the log..... I used word count in wordpad =P.
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-11-26 13:42:05 UTC
in Obsolete mappers.. Post #74876
-|755mhz | 15mb video card | 90 mb RAM | Win 98 |- And, no possible way of getting new pieces because im broke and my mom NEVER buys me anything...... Maybe for xmas I might get a comp, but dunno...
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-11-26 00:07:28 UTC
in In the Beginning Pt. 2 Question Post #74824
Did you carve right.......
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-11-25 23:32:53 UTC
in Obsolete mappers.. Post #74819
I forgot >_<, but I have yahoo as well.... My name is sfuzi2
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-11-25 23:26:24 UTC
in Obsolete mappers.. Post #74817

P Im glad there was another dood as well................. I can make the site as well... But, we need more people to even start talking about the mod. Do you have an msn?

TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-11-25 23:15:39 UTC
in Obsolete mappers.. Post #74814
Who, like me, has been mostly put out of mapping because of crappy computers which cant run HL2? We could maybe make a HL1 mod if we get and organize a few people. Thats just an idea, not official, so people saying "asking to make a mod publicly doesnt work out", which I have seen many trying that as well, dont bother me sigh. We might have chance with this one on account of not many people who dont have HL2 here........... So, less people to deal with!...... But, anyone wanna try.. And if you were new to mapping right as HL2 came out, don't try... We want a GOOD mod, and not a blocked up mod with people asking me a hundred diffrent questions on how to do crap. Medium-ly-experianced at least.... It could give us obsolete people something to do =P
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-11-25 21:41:48 UTC
in problem =' ( Post #74809
I made a map, that I want to compile, and I do, but I JUST changed to that new ZHLT compile tools, and its all messed up. The map works, but the lighting is ALL messed up. Everythings either red, or green, in a really ugly way. Heres my log...........................................
** Executing...
** Command: Change Directory
** Parameters: C:steamSteamAppssfuziteam fortress classic

** Executing...
** Command: Copy File
** Parameters: "C:WINDOWSDesktopHalf-Lifefgdteam fortress classicgrim_stadium.map" "C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium.map"

** Executing...
** Command: C:WINDOWSDESKTOPHALF-L~1HLCSG.EXE
** Parameters: "C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium"

hlcsg v3.0 rel Public Beta 2 (Sep 21 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Built on code by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
For Full Credits please read credits.html
Submit detailed bug reports to (amckern at amckern@yahoo.com, or AJenbo at anders.jenbo@pc.dk)
If you have a mapping error, please ask at the modifications 'Nominated Mapping Help Forum'

--- BEGIN hlcsg ---
Command line: C:WINDOWSDESKTOPHALF-L~1HLCSG.EXE "C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium"
Entering C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.82 seconds)
SetModelCenters:
20%...50%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.53 seconds)

Using Wadfile: steamsteamappssfuziteam fortress classicvalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: steamsteamappssfuziteam fortress classicvalvehalflife.wad
  • Contains 12 used textures, 60.00 percent of map (3116 textures in wad)
Using Wadfile: steamsteamappssfuziteam fortress classicvalveliquids.wad
  • Contains 1 used texture, 5.00 percent of map (32 textures in wad)
Using Wadfile: steamsteamappssfuziteam fortress classicvalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: steamsteamappssfuziteam fortress classictfctfc.wad
  • Contains 1 used texture, 5.00 percent of map (279 textures in wad)
Using Wadfile: steamsteamappssfuziteam fortress classictfctfc2.wad
  • Contains 6 used textures, 30.00 percent of map (395 textures in wad)
added 1 additional animating textures.
Texture usage is at 0.57 mb (of 4.00 mb MAX)
3.96 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:WINDOWSDESKTOPHALF-L~1HLBSP.EXE
** Parameters: "C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium"

hlbsp v3.0 rel Public Beta 2 (Sep 21 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Built on code by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
For Full Credits please read credits.html
Submit detailed bug reports to (amckern at amckern@yahoo.com, or AJenbo at anders.jenbo@pc.dk)
If you have a mapping error, please ask at the modifications 'Nominated Mapping Help Forum'

--- BEGIN hlbsp ---
Command line: C:WINDOWSDESKTOPHALF-L~1HLBSP.EXE "C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1022 (0.33 seconds)
BSP generation successful, writing portal file 'C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium.prt'
SolidBSP [hull 1] 500...988 (0.28 seconds)
SolidBSP [hull 2] 500...952 (0.28 seconds)
SolidBSP [hull 3] 500...1000...1040 (0.33 seconds)
3.57 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:WINDOWSDESKTOPHALF-L~1HLVIS.EXE
** Parameters: -fast "C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium"

g_fastvis = true
hlvis v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at amckern@yahoo.com)

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.
--- BEGIN hlvis ---
Command line: C:WINDOWSDESKTOPHALF-L~1HLVIS.EXE -fast "C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium"
517 portalleafs
1513 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.62 seconds)
average leafs visible: 309
g_visdatasize:30194 compressed from 33605
4.72 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:WINDOWSDESKTOPHALF-L~1HLRAD.EXE
** Parameters: -extra "C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium"

hlrad v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at amckern@yahoo.com)

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.
--- BEGIN hlrad ---
Command line: C:WINDOWSDESKTOPHALF-L~1HLRAD.EXE -extra "C:steamSteamAppssfuziteam fortress classictfcmapsgrim_stadium"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:WINDOWSDESKTOPHALF-LIFElights.rad']
[50 texlights parsed from 'C:WINDOWSDESKTOPHALF-LIFElights.rad']

2327 faces
Create Patches : 11493 base patches
0 opaque faces
136273 square feet [19623368.00 square inches]
26 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (274.08 seconds)
visibility matrix : 7.9 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (60.86 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (28.07 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.62 seconds)
Transfer Lists : 8104486 : 8.10M transfers
Indices :     4016192 :    3.83M bytes
   Data :    32417944 :   30.92M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.35 seconds)
FinalLightFace:
Warning: point (1776.000 -223.500 -288.000) infinite v (-1.#IO 1.056 0.509)

Warning: point (1792.000 -223.500 -282.667) infinite v (-1.#IO 1.056 0.509)

Warning: point (1776.000 -223.500 -272.000) infinite v (-1.#IO 1.056 0.509)

Warning: point (1792.000 -223.500 -272.000) infinite v (-1.#IO 1.056 0.509)

Warning: point (1809.008 -144.000 -32.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.008 -128.000 -32.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 -160.000 -48.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.008 -144.000 -48.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.008 -128.000 -48.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.004 -224.000 0.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.004 -208.000 0.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.001 -192.000 0.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.001 -176.000 0.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 -160.000 0.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.003 -144.000 0.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.004 -224.000 -16.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.004 -208.000 -16.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.001 -192.000 -16.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.003 0.000 -64.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.002 0.000 -96.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.037 -16.000 -112.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 0.000 -288.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 16.000 -288.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 32.000 -288.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 0.000 -304.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.001 16.000 -304.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.001 32.000 -304.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 0.000 -320.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 16.000 -320.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 32.000 -320.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.010 0.000 -48.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 16.000 -48.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 32.000 -48.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.003 0.000 -64.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.010 16.000 -64.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 32.000 -64.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.002 16.000 -80.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.000 32.000 -80.000) infinite v (-1.#IO 0.000 0.000)

Warning: point (1809.002 0.000 -96.000) infinite v (-1.#IO 0.000 0.000)

<snip>

Warning: point (576.000 64.000 192.010) infinite v (-1.#IO 0.000 0.000)

Warning: point (592.000 64.000 192.010) infinite v (-1.#IO 0.0
[message length limit exceeded]
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-22 01:40:14 UTC
in need entire lights.rad Post #68213
I like using the .rad because it only lights that texture, and not the whole brush...
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-22 01:24:05 UTC
in need entire lights.rad Post #68207
why dont you just manually type in the texture name, RGB, and brightness??? like "pooop 255 255 255 100"
That would make the texture pooop white with a brightness of 100
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-20 21:24:20 UTC
in Hammer beta model 3d viewing Post #68014
info_tfgoal doesnt work.. The HL entitie fdg only works for HL. like monster_furniture or, pretty much any monster entities. Dont use that fdg if you are making tfc maps, ive already made that mistake before :zonked:
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-15 17:07:45 UTC
in Half-Life CTF??? Post #66746
CTF thats made officially with valve, you need Team Fortress Classic
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-10 13:38:57 UTC
in Fire alarms and multisources Post #65253
yeah, like what I said up there... follow my instructions
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-10 01:56:51 UTC
in Fire alarms and multisources Post #65155
What you do is.. Make the switch that turns it off, but dont set its target. THEN, on the multi_manager that controls your alarm, make a trigger_change target on the button to make it target a NEW multi_manager, and a trigger_changetarget. Make it exactly the same as the first, but that the trigger_changetarget makes the switch trigger nothing again, so it cant be turned back on. Tell me if you dont get something.
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-09 18:06:42 UTC
in Is there a trick to adding sound? Post #65103
o, yeah.. Wasnt thinking sigh
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-09 16:02:35 UTC
in Is there a trick to adding sound? Post #65091
If its a sound from a wad, or GCF, then you can type like "sound/alarm", and it will run that... look at them and use that.
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-07 23:45:07 UTC
in Human Marines and Aliens Alliance Post #64771
One word. Spirit..
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-04 23:09:59 UTC
in I figured out how to... Post #64153
I have figured out how to make a breakable glass door from both sides, that works from both sides. Its taken me a while to brainstorm it, but im making an example map that im gonna put in the map vault.
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-04 22:48:02 UTC
in Throwing a gauntlet Post #64150
I would rather record a demo... Sure it might be big, but I dont care.. I wouldnt wanna type something out.
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-10-03 22:03:19 UTC
in Model download section Post #63947
Everyone using the same models??? Its how people use it that would add to the room, or mood. Its not like you would see EVERY SINGLE MODEL into every map. Some might not even be useable in their maps with what they are thinking. I hardly even use models, but I do use em to spice up the room. MODEL
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-29 20:55:02 UTC
in Model download section Post #63019
oooooooooooh, Im testin somethin.. I just DLd milkshape, and I set my date to january 1st 2010 (when this game will be extinct), and then I set my date back... So BAM, SEVERAL YEARS OF FREE MS3D (in testing that it, not sure if its gonna work). :lol:
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-29 20:51:21 UTC
in Model download section Post #63018
yeah man =).... Everyone would start making ACTUALLY UNDERSTANDABLE model tuts, and then compos will be like ".....". Like you know the starwars compo entry? He could replace the crap job (no offense) with those star destroyers, with a MODEL version, that could have alll the curves, bends, and detail that make model using awsome. model, model, model section! model, cheese (mmm), model section!
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-29 00:19:50 UTC
in make glass on door trasparent Post #62840
hey trapt!! THAT OTHER WASONLY 2 SECONDS!!!!! :zonked:
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-28 22:27:31 UTC
in make glass on door trasparent Post #62827
Me and trapt posted 3 seconds apart :P
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-28 22:26:38 UTC
in make glass on door trasparent Post #62826
yeah.. You make the door frame (everything EXCEPT THE GLASS) and then you make the glass sheet.. You make them two door entities, and you set the render mod on the glass, to texture, and the render amount to something like 100. Tie all the glass to one door entitie, and tie all peices of the frame together into ANOTHER door entitie. ALSO, be sure to have em triggered at the same time. If the glass and the door are gonna be the same size (same width) then you dont worry, because it will trigger at the same time when you touch what appears to be one door.. Tell me if I make sense..
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-28 19:03:16 UTC
in Model download section Post #62801
You know, you admins on TWHL should ask atom for a little more power, like posting compos faster with the actually active people....... That would own. He would give restrictions like, "dont make more pages" and "if you do this, IM BANNING YOU FOR ALL ETERNITY IN THE LOWEST FIRY PIT OF HELL.".......... =)

--PS Ive been banned from a CS server before =) I got banished to CS hell, and, I defeated satan, and every demon down there with a peaut, a thimble, and a bag of potatoe chips.
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-27 17:35:42 UTC
in Intentional fullbright? Post #62490
If its outside, you might use a light_environment and then set it to 255 255 25555555555555 (just hold it a little)
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-27 17:34:13 UTC
in Model download section Post #62487
that would be cool... And it would only make compos better :)
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-26 23:34:36 UTC
in More trouble than its worth.. Post #62276
I know a train emits a sound... Its to maybe have the tram lady talking while the thing goes by you....... Well, answer says.. DING! more than its worth!!............. Dont use it (or try it) unless you really want to..
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-25 11:14:17 UTC
in More trouble than its worth.. Post #61911
A trick that you may use to make it seem that a tram is moving by with a sound... It cant be like a song, but you may make A BUNCH OF CORNERS, with ambient_generics at each one. As the tram goes, it runs over each corner activating an ambient_generic. As it moves to the next corner, it hits a multi_manager which turns off the last ambient, and turns on a new one. You would keep the sound radius to like small or medium. It cant be like a song, because that would just keep goin.. But if you can find a VERY short ambient sound, that has about the time between your corners, than that would work.. (if you try, and it suck, dont blame me.. I was just thinking "out there")
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-24 17:06:53 UTC
in A new mod =) Post #61713
Fine, well if anyone wants to know my mapping talents.. Ill make a few maps of "my rocky starting mod", so you can all see.
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-23 23:08:48 UTC
in A new mod =) Post #61561
Well, not exactly mod, but more of a map pack. Im gonna make a site soon, where people come and e-mail me maps.. It cant be any maps, its gonna be more like stupid funny maps. Where you can download peoples maps. You make things stupid by adding funny random things, and use of good SFX. sooooooooooooo....... Does anyone think of it as a good idea???, Im gonna try to add a contest thing soon, but I gotta set up some crap.. They can be one room for all I care, as long as its funny. Maps will come fast considering you can whip up funny things in like 30 mins........ Good idea or no?
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-23 22:28:03 UTC
in Dose any mod need a mapper Post #61558
Anyone in :D It doesnt have to be extremely detailed.. Maps will come fast considering that its just to pretty much just to have fun. Hell, you can have one room. E-mail to backstabber_2@hotmail.com If theres enough people, then Ill send e-mails back out saying if we are doin it or not.. (that e-mail is my MSN too)
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-23 22:18:39 UTC
in Dose any mod need a mapper Post #61556
wanna start one ;) you, me, and some other peeps.. =) Lets just make funny scenarios... A half-life map mack where funny things happen, like completely random things, and good use of sounds that make you laugh. Want too :) I can make a website..
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-23 22:06:11 UTC
in Dose any mod need a mapper Post #61554
(me and rabid are making one, its just, hes about to leave for a few weeks and I need something to do other than screw around) The thing is that I hate, you cant make a mod anymore without other people comin in, and saying ABSOLUTE CRAP, like "lets do this, and that", and they wont shut up.. Tryin to make it all complicated.. Can I join your map pack =)
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-23 21:46:18 UTC
in Dose any mod need a mapper Post #61550
If any mod, or anyone has a mod, or wants to start a mod with me (I guess).. Im open! If we start a mod, lets keep it to few people, and make it a mini mod because HL2 will be out soon.. Anybody got any mod mapping need =) (I dont care what I do as long as it gives me something to do)
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-22 17:06:12 UTC
in Zelda Mod Post #61265
Ill help. And from up there, you said how a level cant be a huge map.. Thats why you would use global entities. env_global, and set the field in entities that say "global name".
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2004-09-21 22:32:47 UTC
in Tell me...... Post #61060
My mic SUCKS BAAAAAAAAAAAAAD.. My dad got it for like 2 bucks and its got the worst sound quality ive ever heard..And I have no source of income, so I cant get one..
TheGrimReafer TheGrimReaferADMININATOR