Forum posts

Posted 20 years ago2003-11-07 06:55:02 UTC
in Edit existing maps. Post #4165
Point taken Zombie,
But if you EDIT an Existing map as the forum post suggests then it is basically stealing.
Posted 20 years ago2003-11-05 08:59:30 UTC
in Is anyone working on a mod? Post #3995
Yeah, the topic is about good advice for people thinking of doing their own Mod.
So please stick to this topic, as I believe it is important.

Feel free to post all the other comments in the Stuff Forum.
Posted 20 years ago2003-11-05 08:17:34 UTC
in r_speeds 1 Post #3990
As SlayerA said, all your qestions answered and then some in R_speeds.
I doubt you have 0 fps I would be more inclined to think it would be 0 ms ? which is good... 0 fps is very bad.
Congratulations to those who identified the epoly count correctly as polygons created by models, and not as entities (or entities as we know them).
Posted 20 years ago2003-11-05 08:05:21 UTC
in About Info_nodes. Post #3988
There is a text file in the download for In the Beginning 6 that has some really good information on placing info nodes. I think the problem with the door is that it is too narrow.
Posted 20 years ago2003-11-04 12:13:05 UTC
in About Info_nodes. Post #3929
OMG... Scientists and stairs. Sorry but this one is really difficult and takes a lot of testing. The node can't be manually connected.
The stairs have to be about 25-32 wide where the scientist will step :-) and a maximum of 14 high. It's almost a ramp.
Info nodes naturally drop to the floor, and I have wondered sometimes if they "fall through" func_brushes?
Posted 20 years ago2003-11-02 10:32:23 UTC
in Decal Problem :( Post #3820
If your using Hammer 3.4 there is a little box next to the direction compass, in it are to all important setting....
Up and Down,
Give them a whirl.
Posted 20 years ago2003-10-31 10:09:11 UTC
in Missing PreFabs Post #3733
There were a few posts a while ago about missing Prefabs...
We did try to put people on track, but when I was mucking around with my New cs map, I found that Hammer 3.5 doesn't have any Prefabs included.
If you have this problem, just copy the prefabs from 3.4 into your file structure for 3.5 or use 3.4
I only use 3.5 for model placement and the occasional LEAK trace. Mostly I use 3.4
Posted 20 years ago2003-10-31 10:06:19 UTC
in brush outside world (liar) Post #3732
Yeah, Jobabob is right, it might not look like the brush is outside thew world, but it is. Only thing you can do is delete it or do some Vertex manipulation to it and bring it back to the real world.
Posted 20 years ago2003-10-31 09:09:26 UTC
in Site Problem Post #3727
We had this before, but I thought it was fixed?
Posted 20 years ago2003-10-30 09:34:33 UTC
in PROBLEM Post #3643
Bugger,
I have been away too long.
Try Setting up Hammer
Posted 20 years ago2003-10-30 09:32:16 UTC
in PROBLEM Post #3642
I think you meant [url] http://cariad.co.za/twhl/tutorial.php?id=47]Setting up WorldCraft/Hammer[/url] ;)
Posted 20 years ago2003-10-30 09:10:18 UTC
in Texture brushes not seen Post #3634
Hint Brush tutorial on its way. I have been doing some CS stuff that I set a hard figure of 500 poly's on and had to use a few hint brushes. Once I have the text together I will post the results and you might be surprised by the outcome, I was....
MattyB is right, the good stuff is over at VERC, but the Hint brush tutorial over at counter-map is also worth a look.
Posted 20 years ago2003-10-30 08:48:05 UTC
in Optical Illusion(s) Post #3632
OMG.... you have been taking the little yellow ones again haven't you?
Posted 20 years ago2003-10-30 08:39:51 UTC
in In da House Post #3629
I am now convinced that you have all been taking some strange medication while I have been away ;)
Posted 20 years ago2003-10-30 08:34:41 UTC
in PTS and BPS Files Post #3627
Me wonders if Anthony is wanting to Batch Compile to produce the files, rather than use Hammer ??
Posted 20 years ago2003-10-30 08:32:30 UTC
in What mods do you like and why? Post #3626
Stuck in DarkStar.... More like headcrabbed to death. Arghhh I hated that mod, if it wasn't for the really good construction and ideas I never would have played it all the way through... Ummm that makes me wonder if I did play it all the way through?
Posted 20 years ago2003-10-18 17:54:05 UTC
in spirit tuts Post #2887
I would add Spirit to the tutorials if the name of the site was The Whole of Spirit Half Life. But it isn't. We try to keep up to date with changes to common entity's and changes in the .fgd's but trying to keep up with every mod or game design change is not possible.
Spirit is a wonderful extension to Half Life. However it has not been used widely by the general mapping community. We try to give the members the rescources to map for HL with Hammer.

Spirit is sort of like owning an Apple Mac, great machine, but hey....
What you are trying to do ministeve is to run an Apple with the instructions from an IBM...... So don't get too pi**ed off if it doesnt work or that we don't support it. I would be happy to look at all the changes to the tutorials that you suggest, just send me the detailed text for every entity and how they change any tutorial and the additions to the tutorials.

Have you tried the support forums run by Spirit (are there any?) and have you read their entity guide?
Posted 20 years ago2003-10-17 19:56:09 UTC
in Texture brushes not seen Post #2834
Mmm, Yeah I fell for this early on in the game...
Any brush that is assigned a texture regardless of the type of texture will be rendered by the engine. If the engine has to render the texture on a brush even if it won't be visible in the game then the poly count will go up. AAATRIGGER is only "unseen" when it is applied to an entity. So if you apply it to a normal brush, then it will be rendered and you will see it.
Confused yet?
Entities do not increase r_speeds, models and textured brushes do ! So there are no savings by using the AAATRIGGER texture on an entity, it is there to make it easier to find your triggers and buttons in Hammer.
There are some savings by using the SKY texture on brushes that can not be seen by any player, but I have yet to prove the theory, and the Null texture works well also, but the place to use this is on roof's and unaccessible rooms.... Caution though, you can stuff this up, as I did last night :
My advice for what it is worth, is to map like there is no tomorrow, compile often, and check the speed. If it starts to go over 600, then look at the areas of possible saving. For a unique insight look at the tutorial called R_speeds
Posted 20 years ago2003-10-15 23:15:56 UTC
in HL2 compiler question Post #2720
Strange that we haven't heard from Gongster again... he has an interesting web site, and it explains a lot about where he was coming from....

To escape the WRATH of KOL, I will officially declare this topic closed.

Please respect the request.
Posted 20 years ago2003-10-15 22:58:40 UTC
in buyzone... Post #2719
Or you can get Tommy14's version here
Posted 20 years ago2003-10-15 01:53:58 UTC
in erm map in progress forum with.......... Post #2670
No.. I think he meant resemble...
And yeah, it isn't much fun at the moment cause we can't do anything...
Posted 20 years ago2003-10-14 23:37:31 UTC
in HL2 compiler question Post #2666
Sharing stolen source code with everyone is not such a good idea.
The fact that Valves security was breached and that the code was stolen, means that I now have to wait until late next year for a look at HL2. That doesn't impress me one little bit.

The fact that they are changing the code means that there is a good possibility that your maps created with the unofficial beta, will not actually work with the final release. So it seems that getting a head start, will not actually be getting a head start.

You are welcome to post thoughts and ideas but refrain from posting any maps created with the stolen code, as they will be deleted. ( I deleted your billiards room map because you said it was an HL2 map, and since Valve haven't released HL2, the the only people that can view it are people with the illegal beta, I will not support the use of the stolen source.)

I believe that the best course of action would be to follow Kol's and Seventh's advice.... delete and report.
Posted 20 years ago2003-10-14 23:20:58 UTC
in HL2 Post #2665
I think the main thing to consider here is that the unofficial Beta is just that... "unofficial" and recreated from the stolen source code.
If you want to look at it that is your business, but what's the point? Some low life stole the source... How stupid is that?
I just want to see the finished product, and because of this breach in security, I won't be able to do that for months now... So I am pissed off.
Posted 20 years ago2003-10-14 23:13:42 UTC
in What mods do you like and why? Post #2664
Vassy's tut is finished....
There wont be a part two in the near future,
And are we not seriously off topic now? ;)
Posted 20 years ago2003-10-13 22:36:37 UTC
in HL2 compiler question Post #2621
Did RCS use a multi computer system? They are gone now... so no idea, but you might want to check the back news at collective to see what happened to Remote Compiling Systems....

As for the HL2 Leaked Beta. Are you making maps based on what you think HL2 will be capable of, or are you actually using the stolen code Beta to make maps?

I am hoping you are anticipating the awesome possibilities of the HL2 editor.

I feel a Huge Rant coming on here, but I am going to contain myself and just say, that if you are using the stolen source code in some way to produce maps, then you are not only cheating yourself, but every other mapper as well. ( Note that I said "IF" you were using the code. I did not say that you were!! )
Posted 20 years ago2003-10-13 22:22:40 UTC
in Vis problem! Post #2620
If you have trouble finding a LEAK, I suggest you read Chris 'Autolycus' Bokitch's tutorial on Leaks , I was going to do something similar, but this tutorial is about as good as it gets.
Posted 20 years ago2003-10-13 22:15:18 UTC
in a REALLY thorough guide on cameras Post #2619
Yeah.... what are you talking about?
Posted 20 years ago2003-10-13 22:04:29 UTC
in Movie Map Contest FileSize Post #2618
Mmm, good point. Will have to wait for atom to answer this as we haven't made a download link available.

I suspect we never considered that compo maps would be over 2 Mb, but the title of this compo lends itself to complex .bsp's....

You could send him an e-mail with a link? Sort of defeats the purpose of an uploader though...
Posted 20 years ago2003-10-13 22:00:11 UTC
in erm map in progress forum with.......... Post #2617
No, I don't think he does ?? do you ??
I think he just wants the ability to revisit posts that he has typed, where there has been some sort of disruption between brain and finger...
Posted 20 years ago2003-10-12 22:51:29 UTC
in extreme bug level Post #2574
No... I think this is a tiling texture that doesn't look the same in 3D as it does when compiled. Some textures that begin with - are specific tiling textures. There are normally 3 or 4 in a set. So there will be -0brick -1brick -2brick and so on.
In Hammer when you choose one, it looks ok in the 3D window, but when you compile the game engine adds the rest of the texture set to the wall using the properties you have set, face or world. Getting this right can be a real pain.... you can play with the textures till you get it right, find a non tiling texture (as there normally is one of the same name that is similar) or you can just use Wally to convert them to non-tiling textures by renaming them and removing the -
Posted 20 years ago2003-10-12 22:43:46 UTC
in Vis problem! Post #2573
Welcome back NinjaGrinch....
Answer correct as always.

Jester since your going to read this , I think your test3 texture problems are due to the fact that you are using tiling texture? Is that the problem... looks good in the 3Dview, but doesn't look the same after compile? Have a look at texture types in ITB 3 as you are using textures from a set.
Posted 20 years ago2003-10-12 22:33:44 UTC
in new uploads Post #2571
I moved it into the example maps section...
Seemed to be a better place for it, but I would prefer it to be hosted externally...
Thanks for the useful tool anyway.
Posted 20 years ago2003-10-11 20:55:00 UTC
in extreme bug level Post #2527
Seems Ok to me? what was the problem...
Posted 20 years ago2003-10-11 18:48:00 UTC
in ambient sounds Post #2522
If I remember correctly, the 8 Bit is fixed, you can play with the Hz levels... don't quote me.
Most sound based problems are normally caused by format as Kol suggests, but it is always worth looking at the path you have entered for the ambient generic. In the PATH dialog box of the ambient_generic put in soundfolder/filename.wav. So if you have a sound called bang.wav in the ambience folder you would enter ambience/bang.wav Note that there is a forward slash used! and that there is no need to add the half-life/valve part of the string, because that is already recognised.
If that doesn't work, post a zip file in the problem maps section of the Map Vault with the offending .wav file included.
Posted 20 years ago2003-10-11 18:32:18 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2521
I don't know ....
I have been watching this post with fascination..
Will have to wait for Atoms answer, but for what it is worth, most Spirit maps are buggy, unpredictable and require an indepth knowledge of the .fgd, If you think it will make your maps better :) think again...

Contests are normally judged on how the level is constructed, the playability of the level and the FUN value. Oh, yeah and if it addresses the theme of the contest. Simplicity is the key.
Posted 20 years ago2003-10-11 18:22:40 UTC
in a REALLY thorough guide on cameras Post #2520
Once again it is a case of expecting the engine to do what you want it to do, rather than what it was intended to do.
Take Kol's advice. Test with the default models and in software. It will improve your mapping, and it will reduce the amount of bug's you get.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-11 17:59:07 UTC
in Zhlt comment... Post #2518
Yeah, I saw that when it was posted, I had a good look at it and couldn't really see how I would use it in the type of maps I build... Not that they ever get past project stage ;)
I think what I wanted to do with the light tut is to give people a good overview and let them do the rest. It really is a huge subject. The ZHLT stuff is ok if you understand the theory, but how the hell do you put that in understandable English. The main reason I decided to shelve the tut was because it will never be quite finished as Light seems to interact with everything else. Model lighting is from underneath, Lights effect light_environment settings, named lights - errors? and the list goes on.
Posted 20 years ago2003-10-11 04:20:48 UTC
in mesha needin helpedin Post #2480
Multimanager?
In the immortal typing of Seventh-Monkey Clicky
Posted 20 years ago2003-10-10 17:40:51 UTC
in Tutorial suggestion... Post #2463
Model Making is a little beyond the scope of the site, but I am willing to look at anything you might come up with.
The idea of getting it to open a door is already covered in the tutorial Security Key's but that uses a key that already exists in HL.
If you want to write a tutorial, all I need are the example RMF's and the text. (using a simple text editor like NotePad) No need to send the screenies, and please zip the lot together.
As for a coding tutorial, If anyone is really good at it, and can decipher all the complex ideas and turn out some text that makes sense to the New Mapper, then feel free to put it down and send it to me.
Posted 20 years ago2003-10-10 17:26:35 UTC
in Zhlt comment... Post #2462
Yeah, Merlins tools rock. ZHLT 253 Custom build v 1.7
Just on the ZHLTLightflags "n" stuff. If anyone ever get's a really good understanding of the ZHLT Fade and Falloff, drop me a line as I need some "understandable" New mapper friendly info to finish a tutorial and I am a bit busy at the moment.
If you want to view the tut, to see how far got check out : Light, all you ever needed to know.
Posted 20 years ago2003-10-10 17:12:59 UTC
in What mods do you like and why? Post #2461
RealBot,
RealBot
But fair warning ... I found the WIP1600 difficult to use and unpredictable. But having got it to work I am reluctant to switch to POD Bot, and it was on the server I test on.
I think the idea is to use something that has an active help forum. ;)
Posted 20 years ago2003-10-10 00:56:48 UTC
in mesha needin helpedin Post #2427
Fire on pass is the trigger. Put your entities name there and it will be triggered as the pt or pc is passed.
Posted 20 years ago2003-10-10 00:52:35 UTC
in Can't find my map Post #2426
Compiling across drives is the biggest cause of problems.. but you weren't doing that, however if the changes you made work... stick to them.

I did get some development errors about goals not being found, but since I hadn't had a really good look at the structure (because I didn't understand it) I just dismissed them.
Word of warning about combining goal setups... I don't know about TFC, but it isn't recommended in CS.

If it works the way you want it to, that is the main thing...
Posted 20 years ago2003-10-10 00:43:39 UTC
in What mods do you like and why? Post #2425
Funny you should mention projectile physics...
I was chatting to someone the other day about the "shoot through wall's" problem with both CS and DoD. The gun physics is pretty cool with CS, but sometimes misguided. A brick wall should protect you from pistol fire and erratic automatic rifle fire but it doesn't always. In CS it seems to depend on which way the wall is facing when it is compiled. I have read a lot about the "gapped wall" theory, but can't seem to duplicate it in test maps. I think the best idea isn't to bitch too loudly when you get waxed behind a wall, when the guy on the other side is using a large caliber high velocity weapon.
That's life....
Posted 20 years ago2003-10-08 22:43:24 UTC
in Can't find my map Post #2379
Weird... I can get it to run and identify itself as a TFC map after compiling without VIS and RAD.
But when I compile with VIS and RAD (I don't get any errors) it crashes on load up, and never at the same place. But mostly just after the texture load?
There are problems with the way you have your goals set up, but you know that, and I have pointed you to TFMapped.
I think the basic structure of the map is not at fault here.... So it must be an entity based, light based or goal/property problem.

Sorry Panda but this map needs a serious TFC mapper to have a look at it.

My only suggestion is to delete the two objects you added and try again.
Posted 20 years ago2003-10-08 17:43:15 UTC
in What mods do you like and why? Post #2376
Day of Defeat is an old favorite of mine...
Counter-Strike and TFC are prefered Multiplayer.
SP stuff... OpFor, except I thought the friendly player AI sucked.
Posted 20 years ago2003-10-07 22:04:28 UTC
in Sprites Post #2349
You can also use Wally to unpack the pak0.pak file.
Posted 20 years ago2003-10-07 21:53:35 UTC
in Time for TFC crashing round 2!! Post #2348
Panda,
The best place for that info is TFMapped. I don't know much about TFC mapping, so I am reluctant to guess at the problem. Thats also the reason I left the waypoint config alone... I don't use foxbat, but if it's any use the config your using looks standard and I can't see why it wouldn't run.
Posted 20 years ago2003-10-07 00:21:10 UTC
in Setting up a mod, Part 2 Post #2275
Yeah, I figured that.
I think I will go with my original idea because I have just found another brilliant tutorial on Wavelength (The new site).

I can't link the tutorial, because the guy's at Wavelength don't appreciate links. But if you drop over there you will find it under "Creating Custom Splash screens for you Mod in Steam".
I know this isn't the same as splash screens for HL, but it is the same sort of thing.