Forum posts

Posted 17 years ago2006-05-29 08:21:17 UTC
in Why does this happen and what fixes it? Post #182540
Doesn't seem "nit picky" to me. And, technically, it's exactly a double post.
Posted 17 years ago2006-05-29 08:19:02 UTC
in Lever Post #182539
Elon makes a good point.

Make the lever brush. Make another brush with the ORIGIN texture. Group the two brushes together. Then select them and tie them to a func_rot_button.
Posted 17 years ago2006-05-28 21:29:35 UTC
in Lever Post #182463
Tie the lever brush to func_rot_button and set Distance (deg) to 72. Set Delay Before Reset to desired seconds to go back to normal.
Posted 17 years ago2006-05-28 21:24:24 UTC
in bump mapping textures question Post #182462
No. No. :)
Posted 17 years ago2006-05-28 01:27:25 UTC
in help... Post #182348
And...? What was the solution?
Posted 17 years ago2006-05-28 01:25:04 UTC
in Why does this happen and what fixes it? Post #182347
What mod? !FLUID_YELLOW isn't in HL wads.
Posted 17 years ago2006-05-27 20:25:54 UTC
in Different Cubemap Problem Post #182332
What did you find from Tommy's lump error?
Posted 17 years ago2006-05-27 19:24:49 UTC
in Different Cubemap Problem Post #182316
Could it be the same as the HL error

WARNING: Texture lump "xxxxxx" not found ?

See Tommy's error page (Links).
Posted 17 years ago2006-05-25 16:46:07 UTC
in Pistol model - Having problems Post #182043
Lookin' good, Madcow!
Posted 17 years ago2006-05-25 16:43:01 UTC
in texture transition on floor Post #182042
Carving is not the same as clipping. The user chooses where the clip lines go.
Posted 17 years ago2006-05-24 21:08:52 UTC
in Weird buzzing sound, help me Post #181926
Sounds definitely like your card. The applications you mention all involve directx, heavy graphics use.
Posted 17 years ago2006-05-24 13:01:36 UTC
in Kasperg Projects! Post #181857
The players are never in that area
Okay. For that area of Pennsylvania, however, in general, you should see little, if any, sky through the trees from any height or position.
Posted 17 years ago2006-05-24 12:55:09 UTC
in Kasperg Projects! Post #181852
Posted 17 years ago2006-05-24 12:43:41 UTC
in Pistol model - Having problems Post #181843
Why? The graphics engine has to have a rule to decide which is the inside and which is the outside of a polygon.

It's called a "right-hand rule," Madcow. If you wrap the fingers of your right hand in the direction that the polygon vertices are created, your thumb points in the direction of the "outside" on the polygon.

Notice in Hammer that, if you point the fingers of your right hand in the direction of the positive X axis and curl the fingers to point to the positive Y axis, your thumb points along the positive Z axis.

Some graphics engines use a "left-hand rule."
Posted 17 years ago2006-05-24 12:36:13 UTC
in The New VIEW OUT YOUR WINDOW thread Post #181834
Hmm. These make excellent HL2 architecture references, also!

Nice yard, SM.
Posted 17 years ago2006-05-24 11:06:46 UTC
in Pistol model - Having problems Post #181798
XSI doesn't know when your finished, Madcow. You can export it and compile it anytime! In any case, you should look at your model in HLMV periodically, just as you would periodically look at your map in-game to see how it's coming. You may, of course, see the "backside" of polygons but it will also reveal problems that you don't see in XSI.

It needs to be textured is all. Save a version (a "throw-away" copy), texture it, export it and compile it.
Posted 17 years ago2006-05-23 18:34:24 UTC
in Pistol model - Having problems Post #181713
Try moving your lighting around. The black may just be shadow. Add some more lights.

You can also see how your model looks in-game. XSI doesn't light it the same as the game will.
Posted 17 years ago2006-05-22 23:01:47 UTC
in tractrain troubles Post #181589
I ran the bsp but it was too dark to see anything, even with the flashlight.

The rmf is too difficult to work with because you use all custom textures but:

1. clear up all the errors first. (empty func_wall and unknown target name) Looking for a problem when there are existing problems is never a good idea.

2. the multimanager targets itself. not sure why you do that but it can't do any good.

3. the entities (multisource, func_breakables and multimanager) look okay.

(I set up a quick map with the similar entities and it works.)

4. Try cordoning off the roof that has the beam and work with just that room until you fix the problem. Start by not triggering anything with the multimanager except the beam. Then add back in the other stuff later.
I ran the bsp but it was too dark to see anything, even with the flashlight.

The rmf is too difficult to work with because you use all custom textures but:

EDIT

I deleted the func_tracktrain and rebuilt it with the default func_tracktrain flags. You had some flags changed. Leave them at default. I rotated the func_tracktrain so it appears in the correct orientation when it spawns. Don't worry about the position of the beam. Put it somewhere in the middle of the room. It will move to the first path_track when it spawns.

I repositioned beam_1 so the beam spawns in the correct position rather than setting the height above track. Works fine.
Posted 17 years ago2006-05-22 16:14:10 UTC
in Color Depth Post #181526
Just to be sure it's not machine-specific, you could post the map (or just the bsp if that's your preference) to the Problem map vault and see if others have the same problem.
Posted 17 years ago2006-05-21 21:36:32 UTC
in HELP!! - Repairing Windows! Post #181378
I have an outboard USB drive I use to transfer large files from one comp to another. It came as FAT32. First time I tried to transfer from the new drive to my onboard drives, I got similar errors. Reformatted the outboard to NTFS to clear the problem.

Sounds silly, maybe, but you might try emailing yourself the file so it's not transferred from one type of drive to another.
Posted 17 years ago2006-05-21 19:45:27 UTC
in HELP!! - Repairing Windows! Post #181368
May not be the same problem but I got similar errors copying from a FAT32 to an NTFS drive.
Posted 17 years ago2006-05-21 15:08:58 UTC
in TWHL3 Post #181339
That's already in effect, ZL.
Posted 17 years ago2006-05-21 15:07:22 UTC
in Kasperg Projects! Post #181338
I like the pix! It may be the old tradition of painting the floors of battleships red to hide the blood. :zonked:
Posted 17 years ago2006-05-21 13:10:50 UTC
in Kasperg Projects! Post #181334
As always, your texturing and brushwork are excellent.

>> Personal preference << Use colors from the same side of the color wheel to create a consistent "theme" for texturing. Instead of blues and reds together, use yellows, greens and blues together. If you want to keep the contrasting blues and reds, throw in a little purple (blue+red) to tie the reds and blues together.
Posted 17 years ago2006-05-20 22:30:35 UTC
in Physics hinges, physics explosion Post #181266
You can make your "springboard" a func_physbox, attach a phys_hinge to the edge about which you want it to rotate and attach a phys_thruster to the springboard (thrust force axis pointing up with both force and torque flags checked and apply locally).

Stand on the springboard, trigger the thruster and off you go.

With a springboard 192 units long and a force of 3000, I launched myself about 1500 units into the air. Like they say, it's not the fall that hurts.. it's that sudden stop at the end.

The rectangle beyond the springboard is a pool I'm constructing to land in. A 1500 unit drop is otherwise fatal.

Here's the contraption:
User posted image
Smashing into the 1500 unit high ceiling hard enough to kill me:
User posted image
Getting some major air:
User posted image
Posted 17 years ago2006-05-20 12:34:51 UTC
in beams Post #181165
:D
Yeah, beam starts off and not to be on until 5 seconds elapsed.

I stand corrected. (Too much HL2 output lately to remember my HL)
Posted 17 years ago2006-05-20 12:14:36 UTC
in beams Post #181162
No, if you trigger the mm at 5, the next instance of the mm will immediately turn the beam on that the first instance just turned off.

0 seconds - beam on
5 seconds - beam off
10 seconds - spawn 2nd multimanager which turns beam on (at its own 0 seconds)
15 seconds - 2nd multimanager turns beam off (at its own 5 seconds)
20 seconds - spawn another mm
Posted 17 years ago2006-05-20 12:05:17 UTC
in HL2 Source Entity example maps Post #181161
Coming from you, Habboi.. I'm flattered. :)
Posted 17 years ago2006-05-20 11:50:00 UTC
in beams Post #181158
I believe the multi-manager can trigger the beam directly. Trigger the beam on at 0 seconds. Trigger it off at 5 seconds. Have the multi-manager trigger itself at 10 seconds and check the "Multithread" flag in the mm.
Posted 17 years ago2006-05-20 11:37:56 UTC
in HL2 Source Entity example maps Post #181155
PIMP - I've uploaded some maps to the Example map vault which use func_useableladder, phys_pulleyconstraint, func_movelinear, item_dynamic_resupply and other entities.

No fancy brushwork or precise entity positioning here.
Posted 17 years ago2006-05-19 21:05:09 UTC
in beams Post #181039
Use an info_target instead of a func_train.
Posted 17 years ago2006-05-19 15:34:17 UTC
in scripted_squence Post #180985
How 'bout sharing the solution for your problem? That is, which flags (or lack thereof) caused the problem?
Posted 17 years ago2006-05-17 08:45:37 UTC
in Bad Surface Extents Post #180518
He can just scroll to the coordinates.
Posted 17 years ago2006-05-17 06:00:13 UTC
in Calling All Search Engine Gurus Post #180498
If you have a super scope yourself and have access to a digital camera, taking your own images is an option, also.

You're likely done this already but:

Google->Images - search for "SNES super scope" (without the quotation remarks.

There're a couple images in there that are flat. Might take some manipulation to skin a model with it but it should provide the basics.

If you're going to distribute your model, consider whether the image(s) you use are copyrighted.
Posted 17 years ago2006-05-17 05:46:47 UTC
in Bad Surface Extents Post #180497
Error:
for Face 39 (texture c1a4_silo3) at...
Did you make a change to the bad face listed to see if that corrects the problem?
Posted 17 years ago2006-05-16 13:19:16 UTC
in Hammer whitens out not during compile Post #180402
It would appear this site could use forum moderators.
Posted 17 years ago2006-05-16 10:52:15 UTC
in Programmers, help me out Post #180391
Go for it, RM! A good book and the samples included in most software packages will give you a good start!
Posted 17 years ago2006-05-15 22:34:41 UTC
in Programmers, help me out Post #180337
I've used several template libraries and don't much care for them. They work pretty well when used strictly as designed but, as you demonstrate, they don't always provide consistent interpretations when referencing, dereferencing and casting are involved.

When you cast ( (char*)s, for instance) and reference (&s), I suspect the compiler reverts to standard C++ rules and your results are as expected. Casting is not an operator function (so is not overloaded) and, I'm pretty sure, referencing isn't usually considered to be overloadable, either.

(char*)s is the pointer stored at s, (char*)t is the pointer stored at t and they should be different.

(char*)s[0] would mean "interpret the first character of the array as a pointer" and, if the s[0] and t[0] are the same, the results would be the same.

&s would be the address of the variable s, not the addresss of the array. &s[0] would be the address of the array and &s[0]==s, not &s.

Guess that's why I stick to good ol' ANSI C++! :biggrin:
Posted 17 years ago2006-05-15 14:50:22 UTC
in Programmers, help me out Post #180270
@CP: with respect to 's', I understand. I just generalized it since he said "given string," assuming he may have to input it, etc.

With respect to string comparisons, I disagree. There isn't a "string" fundamental variable type in C++. In the case of char pointers, the == op will compare pointers, not strings. That's why the compare function(s) must be used. Matrix[x][y] and the variable s are character pointers (i.e., address variables), not the strings themselves.

E.g.:
char s[5], t[5];
strcpy(s,"abc");
strcpy(t,"abc");
if( s==t ) cout << "equal" << endl;
else cout << "not equal" << endl;
if( strcmp(s,t)==0 ) cout << "equal" << endl;
else cout << "not equal" << endl;

The output will be:
User posted image
:

because the pointers s and t are not equal but the strings they point to are equal.
Posted 17 years ago2006-05-15 14:09:35 UTC
in Scripted Sequences Post #180260
It appears that the scripted_sequence doesn't automatically get to the Action Animation phase with the "Start On Spawn" flag. It will only trigger the MoveTo. It has to be triggered to actually perform the Action Animation (and proceed to the Next Sequence, if specified).
Posted 17 years ago2006-05-15 09:30:59 UTC
in Programmers, help me out Post #180182
Ah.. you're probably right, SM. Wow, don't I look like the nicest guy on earth. PTS - I apologize if there was any offense in my statement.

Anyway, as I recall, "string" itself is not a variable type so one would be starting with a two-dimensional array of char arrays.

Although Captain P's outline describes the matrix, you have to use functions to compare strings.

char* matrix[width][height]; // an array of char pointers
char s[6]; // the string to find
/... load the matrix and s with null-ended char strings .../
for(i = 0; i < height - 1; i++)
for(j = 0; j < width - i - 1; j++)
if( strcmp(matrix[i][j],s)==0 ) cout<<"string found at "<<i<<", "<<j<<endl;

strcmp() returns 0 if the strings match. If case is not important then use stricmp().
Posted 17 years ago2006-05-14 22:23:09 UTC
in Programmers, help me out Post #180117
I'll buy you a bottle of vodka
Hoohaw! That's my kind of programming!

Can't help much with the second task as I'm not sure what a "quadratic matrix" is nor what a "secondary main" diagonal is.

"Secondary main" seems like an oxymoron like "sanitary sewage." :)
Posted 17 years ago2006-05-14 22:13:49 UTC
in Point to Ponder! Post #180114
earth's gravitational field isn't strong enough for you to levitate an object purely on magnetism
Not sure what you mean by "isn't strong enough."

In any case, magnetic levitation is certainly possible (google for Shanghai Maglev).
Posted 17 years ago2006-05-14 14:03:41 UTC
in Weird Areaportal Error! Need some help. Post #180018
A couple of suggestions:

1. Double-check that the areaportal faces do not both touch the same area.

2. Use the cordon tool or big block method to compile and run increasingly larger portions of the map until you find the offending areaportal.

3. When the problem is fixed, make small changes then compile and run to avoid similar problems in the future. Do not make further changes until your current map is errorless.
Posted 17 years ago2006-05-14 10:16:35 UTC
in Programmers, help me out Post #179980
desired_endpoint = 10000; //iterations you want
xn = 1;
n=1
do {
xnext = 0.5 * (xn + a/xn);
if( abs(a/(xnext*xnext)-1) < eps )
cout<<"for n="<<n<<": "<<xnext<<" is valid"<<endl;
else
{
cout<<"for n="<<n<<": "<<xnext<< " is invalid"<<endl; exit(1);
}
// the exit in the 'else' assumes you want to
// quit with an invalid result
n++;
xn = xnext;
} while n < desired_endpoint;
Posted 17 years ago2006-05-14 09:42:09 UTC
in Journal Entry times borked? Post #179974
What time zone is South Africa?
If you're running Windows, open up your Date and Time Properties and check the time zone.
Posted 17 years ago2006-05-14 09:38:53 UTC
in Getting sick of this Vertex_buffer_size Post #179973
Rory-

Are you making maps and running them in HL2?

If so, do you get the error when you compile/run any of the sdk examples?

That should not happen for maps run under the unmodified Source engine.
Posted 17 years ago2006-05-13 15:31:29 UTC
in Point to Ponder! Post #179818
our eyes have a refresh rate
Say what?? :D

Methinks maybe I can turn my head faster than my corneae can adjust to a different depth.. but due to "refresh rate??" Persistance of vision, perhaps.

Refresh rate? Uh, I don't think so. :biggrin:
Posted 17 years ago2006-05-13 14:49:06 UTC
in Problems w/ Latest Steam Update Post #179806
Yeah, that's been happening to me. Steam said a couple of my games are at 0% or preloaded. The percentage games start immediately (after going to 99% or "regular" status).

However, similar to your experience, "Preloaded" doesn't start for me, either, until I restart steam.
Posted 17 years ago2006-05-13 14:39:00 UTC
in env_microphone Post #179804
Seems you're looking for an env_speaker, which is a point (not a brush) entity.

http://developer.valvesoftware.com/wiki/Env_speaker
http://developer.valvesoftware.com/wiki/Env_microphone

Implies you create an env_speaker somewhere, give it a name and target it from the env_microphone to (re)broadcast sounds from the mike location.