Forum posts

Posted 20 years ago2003-09-23 14:41:29 UTC
in jump pad tutorial? Post #1576
yea, about that jumping pad i promiced... should be there by this evening.. (at the time of this post) ;)
Posted 20 years ago2003-09-23 14:23:48 UTC
in Yes, me again... Post #1574
-dev shows the messages, just because they don't show up doesen't mean there not there...
Posted 20 years ago2003-09-22 16:59:48 UTC
in Yes, me again... Post #1543
um, have you tried running vis with the -full command line switch? :|

if you have, then read up on polygor reduction methods... the short surfaces only appears in software which has a max of about 600-700 surfaces or polys.. i really don't have time now to explain.. check out some tuts on polygor reduction, and vis
Posted 20 years ago2003-09-22 16:54:58 UTC
in gravity Post #1542
huh?

well, trigger_gravity is what you need, have a look at the entity lists..

;)
Posted 20 years ago2003-09-20 12:27:00 UTC
in Custom textures Post #1463
IrfanView is cool, every mapper should have it, also usefull for some pallet manipulation, eg: changing 32bit images to 256 col ones...
Posted 20 years ago2003-09-20 12:18:55 UTC
in jump pad tutorial? Post #1462
no the elevator will be a little wierd...
i'll make an example map every one can use
brb ;)
Posted 20 years ago2003-09-20 12:13:39 UTC
in Internal Server Error? (+ Suggestions) Post #1460
what?
Posted 20 years ago2003-09-19 15:49:47 UTC
in The FAQ - Your help required. Post #1424
whats with the bold? oh, wait its just me.. :

anywho, oh here it is again NEVER EVER OVERLAP BRUSHES

and for gods sake turn pipes that touch solid walls into func walls, not only reduces polycounts, but vis times too!
Posted 20 years ago2003-09-19 15:31:34 UTC
in T3h Popularity!! Post #1423
ah, foo to that

and hl will live on for a looong time andy.. ;)
thank god!
Posted 20 years ago2003-09-19 15:22:43 UTC
in The FAQ - Your help required. Post #1422
rule no 1 to prevent vis errors:

b[NEVER EVER OVERLAP BRUSHES!!!]b
Posted 20 years ago2003-09-19 15:05:25 UTC
in Atom, just wondering... Post #1416
lol
Posted 20 years ago2003-09-18 16:23:14 UTC
in they're here! Post #1348
ooooh, aaaah! woooo.. soooo new! wow
Posted 20 years ago2003-09-17 14:45:51 UTC
in Atom, just wondering... Post #984
the holy grail rocks!
Posted 20 years ago2003-09-16 15:14:55 UTC
in jump pad tutorial? Post #1026
that certainly is the case, anonymous? , anyway i'm too lazy right now to do a new jump pad example map but, Carl Jones has a short tut on how to do them:

http://www.karljones.com/halflife/jumppads.asp
Posted 20 years ago2003-09-16 15:07:40 UTC
in New forums Post #1053
hey, the big gray stripe is gone (for me anyway..)

good luck with the new forums atom, cant wait to give them a right good spamming.. i mean no, try them out....
Posted 20 years ago2003-09-16 15:03:58 UTC
in Re: sounds [rlstoner] Post #27
the sample rate can vary, i think, BUT: the sounds have got to be !!MONO!! other wise hl just won't play them, you see its all dx's fault, to get '3d' sound it needs mono wav's ONLY

i'm really not sure about the sample rate, try to experiment with that..
Posted 20 years ago2003-09-16 14:54:44 UTC
in SDK again Post #22
i recomend getting the full sdk, more documentation, all of the tools needed are compiled, and it all makes life a lot easyer, but you know vassy, downloading over 80mb of a file isnt much fun on a 56k modem, so i suggest you get one of your mates with broadband to burn it on a cd, tell them they can make it your x-mass present ;)
This post was made on a thread that has been deleted.
Posted 20 years ago2003-09-16 14:46:39 UTC
in Several questions Post #15
to make your dead scientist use a monster_scientist_dead and set his pose to table 1, 2, or 3 using scripted_sequenses is just extra work for your self. And about the batteries:
if you were in hl running the map and dont see the batteries.. thats wierd, if youre in hammer, make sure the 'hide items' option in the view menu of hammer is off
This post was made on a thread that has been deleted.
Posted 20 years ago2003-09-15 16:05:09 UTC
in jump pad tutorial? Post #1023
its b[DEFINETLY]b not a monster seventh, its a combination of perfectly timed and triggered func_doors, trigger_push, ambient_generics and some very creative brushwork i had one done somewhere.. i'll post it up as i said .. once i can find it/or find the time to make a new one, it'll be in the example maps section.
Posted 20 years ago2003-09-15 14:09:08 UTC
in SDK Post #31
well its pretty simple, the full sdk has the full documentation, tools, the source code for client.dll, hl.dll etc.. and the SDK source is well, just the source..
Posted 20 years ago2003-09-15 14:06:40 UTC
in jump pad tutorial? Post #1021
he he he, atom, youre allmost there.. all you need is the door :) i tell you what, i'm thinking of writing a big huge list of mapping tips.. i'll put that one in. but if you want to know how right now, i'll post it up tomorrow, haven't got hammer handy to do up a quick example..
Posted 20 years ago2003-09-14 11:51:25 UTC
in Buttons... Post #54
nope, no colours, but the b[bold]b is nice
Posted 20 years ago2003-09-14 11:49:41 UTC
in New forums Post #1049
yea, mekes the site seem friendlier for some reason,
duno why, phbb seems too standart everyone's using it
Posted 20 years ago2003-09-14 05:22:34 UTC
in spinning elevator Post #61
no, its func_platrot seventh , and make sure you have an origin brush in there for the axis of the spin...
Posted 20 years ago2003-09-13 14:41:55 UTC
in New forums Post #1043
is it just me, but..

whats that big gray stripe on the side of them forums?
Posted 20 years ago2003-09-13 13:12:53 UTC
in sprites Post #73
what sprites exactly? and are they in the valve/sprites/ forlder?
Posted 20 years ago2003-09-13 04:45:50 UTC
in Minimicus Post #1070
how about sending your map to get reviewed somewhere?
Posted 20 years ago2003-09-11 13:31:19 UTC
in Minimicus Post #1071
wow, i really like this map.. i've been mapping for a while now and looking at some of the things you pulled off is amazing! I can only imagine the ammount of work that went into this..
Posted 20 years ago2003-09-09 13:41:42 UTC
in -wadinclude Post #137
sure, in the CSG parameters type
'-wadinclude vassyblackcat.wad' or whatever wad you have all of your textures in. I assume you now how to put lots of textures into one wad...
Posted 20 years ago2003-09-09 13:32:06 UTC
in Opposing Force .fgd Post #130
the opfor fgd can be downloaded here:

http://dev.valve-erc.com/projects/fgd/documents/103463128026140000/attached/halflife-op4-fgd_3x.zip

you must have worldcraft v3.3 or VHE to use this one. if you don't then get it!
Posted 20 years ago2003-09-08 15:35:19 UTC
in Level changes Post #151
vassy/blackcat, i really cant stay on the net for much longer so i wont be typing much, here:
http://collective.valve-erc.com/index.php?go=level_transitions
Posted 20 years ago2003-09-08 15:35:06 UTC
in T3h Popularity!! Post #1081
the site is gaining popularity, theres no doubt about it... which can only be a good thing. With HL2 on the horizon its good to see that hl is still as popular than ever, and hopefully, the game and the website will continue to be.
Posted 20 years ago2003-09-07 08:05:36 UTC
in monster triggers Post #174
tried the changing monster trigger thing, doesent work, not in hl.
Posted 20 years ago2003-09-07 04:36:43 UTC
in monster triggers Post #169
hmm, i've had this dilema before, only i didn't try to figure it out. I'll be experementing with this during the day ithink, i have a theory with trigger_changetargets, and you can do it with spirit and some creative mapping using env_costumise or the like... i'll post something up if i can get it to work...
Posted 20 years ago2003-09-06 17:33:41 UTC
in creating a .fgd Post #179
as far as i know you can just use note pad to edit an exitsing fgd, i'm not sure of the format though.. check the VERC collective, they might have something...
http://collective.valve-erc.com/index.php
Posted 20 years ago2003-09-06 16:11:45 UTC
in New mod. Needs opfor weapons! Post #183
vassy, you can just use the opFor FGD and make your map an opfor addon, just set up hammer to do opfor maps and thats it, as for adding features from spirit to opfor... need coding... and am i answering qns that you havent asked?
Posted 20 years ago2003-09-06 13:14:03 UTC
in Music in HL Post #190
vassy, the cd music is on the CD hence the name, infact you can use your hl cd as an audio cd and play it on your cd player, it works (exept track 1 which is reserved as the 'data track' - ie the game...)
Posted 20 years ago2003-09-06 13:10:22 UTC
in Music in HL Post #191
pepper's right, check for the HL cd, you might have the blueshift cd or the ofFor cd in your drive, alsocheck the CD volume in windows's volume controll, and make sure that in the hl options you have play cd music is checked - it happened to me (i felt like kicking my self)
Posted 20 years ago2003-09-04 17:07:01 UTC
in Where do you go to set the player with e Post #198
you could use weaponboxes, put them under the player start and specify the items you want to give. (the suit, that gives you your H.U.D. is the item_suit entity)
Posted 20 years ago2003-09-04 16:53:09 UTC
in Fuzzy cameras and tanks that sound real Post #205
no...
Posted 20 years ago2003-09-04 16:52:47 UTC
in Fuzzy cameras and tanks that sound real Post #206
to make the fire sound you need to make an ambient_generic, give it a suitable sound, give it a name.. and make the func tank target it, make sure you set the flags of the ambient_generic properly, Start silent; Is Not looped; and a medium sound radius should do fine...

as for the camera 'fuzzyness' or interlace this was done with a simple texture trick,

simly make a texture with black and grayish horisontal/vertical stripes, make it a func_wall or something, and set its render mode to additive and render fx to about 90ish (additive renders black invisible) now place the func_wall in front of the camera and there you have it, perfect security camera interlace.
Posted 20 years ago2003-09-04 16:39:57 UTC
in Double Entity Properties Possible? Post #201
the galss cannot be made breakable, but can be made transparent

turn the glass into a func_rotating with the same properties as the rotating room (sound properties are non essential) and most importantly, make the origin bush of the rotating glass at the same point as the origin brush of the room. now set the render properties of the 'glass' and make sure the room and 'glass' have the same name, so when you target them they stop in uniform and make sure they spin the same way!
Posted 20 years ago2003-09-02 17:38:38 UTC
in compile wtf Post #225
n0000!
look, i haven't got time now (at time of this post) but i will try to help you as soon as i can... tomorrow probably...
Posted 20 years ago2003-08-31 14:34:08 UTC
in Tunnels Post #252
there is a carve tool, right click on the object with wich you want to carve and voila! one big hole the size of the object you selected. but beware of its dangers, don't carve complex objects, and cylinders with lots of sides (8 is fine)
also, read these tutorials:

http://cariad.netfirms.com/twhl/tutorial.php?id=18

http://cariad.netfirms.com/twhl/tutorial.php?id=32
Posted 20 years ago2003-08-30 17:02:08 UTC
in Multiplayer Post #268
vassy, knowing you, and your 56k connection (like mine) i doubt youll be able to get into most servers, you just get kicked! (like me) pings too high you see....

i recomend playing cs with PODbot :
www.nuclearbox.com/podbot
Posted 20 years ago2003-08-28 15:12:09 UTC
in Looping animations? Post #279
hmmm... setting the angle property should work
or try changing the yaw pitch roll property

to get sequences like these to work i usually do this, which in theory should work for you.

you have your sci. lets call him 'foggy' no quotes please
and your scripted_sequence call it puller for handyness sake.

check the 'prisoner' flag in the scientist, that'l stop him from pulling all the chickensht scientist stuff...

scripted_sequence next,
right, in the idle animation put in ventpullidle2
and in the action animation put on ventpull or whatever..
set the move to position property to Instantaneous

now the sci should start at the scripted_sequence and loop the idle animation untill the scripted_sequence is triggered by something, at which point the sci will perform the action animation... hang on a bit and check the example maps section, i'll have the map ready in a bit...
Posted 20 years ago2003-08-26 13:52:27 UTC
in Level transitions. Post #1123
Posted 20 years ago2003-08-24 12:49:49 UTC
in Half-Life 2 Post #328
wait untill the game ships - then upgrade your pc.
in the meantime save up as much as you possibly can if you want any sort of chance at a game of hl2

the editor used will be a new edition of VHE - it wont be able to do hl1 maps or so i hear, but you can import them into the new hammer - you'll have to re-texture everything though, hl2 uses 'materials instead if 'textures'