Forum posts

Posted 18 years ago2005-11-06 04:32:06 UTC
in sky wad Post #145644
You're doing okay for your first map.

First, instead of making a second post in a row, use the Edit button beside your name (if it's the last entry in a topic) to revise your first post.

Second, I think you'll want to put up some walls on all sides of the map. If not, when you approach the edge of the map, it will look like you're looking off the edge of a cliff.

Third, if you don't like any of the half-life sky textures, Google for "half-life sky texture" or similar. There're lots of textures available on the web. You may find a wad file to download that contains a texture you like. Else you'll have to use Wally or some similar program to create your own wad.

If you haven't already, be sure to read the tutorial on Environment http://twhl.co.za/tutorial.php?id=6
Posted 18 years ago2005-11-05 16:46:06 UTC
in Game Text Post #145536
Damn I'm confused.
LOL :D Me, too.

[EDIT] Ah, now I know what Elon is talking about. By default, a game_text appears only to the player who triggers it. However, if it is triggered by a path_corner because a func_train passed the path_corner, the game engine does not know which player triggered it (the func_train triggered the path_corner, not the player).

In this case, if All Players is not ticked in the game_text, then no player will be sent the message. Elon is saying that, for a game_text to appear only to a single player, the game_text trigger must be directly traceable to the player.

If All Players is ticked, then.. well.. all players will see the message.
Posted 18 years ago2005-11-05 16:40:28 UTC
in Game Text Post #145532
Game_text entities can be triggered by almost any trigger
(emphasis mine)

Elon, I was being very specific about game_text being at least one exception to the player-trigger requirement. I spoke of "game_text" entities, not "game entities."

I was making a suggestion to Slayerwraith that game_text might require the All Players flag.
Posted 18 years ago2005-11-05 14:53:34 UTC
in Ansith's idea Post #145497
:) Why make it a mod? How about an old-fashioned multilevel HL package? Tell the story with game_text fade-ins/outs and camera sequences.

With the story you outlined, just about everything could be done in Hammer without the need of modeling or coding.
Posted 18 years ago2005-11-05 14:42:06 UTC
in Game Text Post #145492
Game entities must be triggered by the player
Not so. Game_text entities can be triggered by almost any trigger. However..

Make sure the "All Players" flags is checked if you want everyone to see it.
Posted 18 years ago2005-11-03 23:35:04 UTC
in Something is wrong here... Post #145193
You now have 5 "change directory" commands in a row. You apparently still have not configured your commands as shown above.

Does your panel look exactly like the picture above (except for the Half-Life:CStrike config)?
Posted 18 years ago2005-11-03 18:39:29 UTC
in Something is wrong here... Post #145164
The tut is a little out of date but you should have something very similar to:
User posted image
Posted 18 years ago2005-11-03 18:27:55 UTC
in Now Playing Post #145161
Janis Joplin - Me and Bobby McGee

John C. Riley - Mr. Cellophane (from Chicago)
Posted 18 years ago2005-11-03 18:16:28 UTC
in Something is wrong here... Post #145159
Your setup is pretty well screwed up, it appears.

You have at least 5 "Copy file" commands before any are needed and no compiling commands at all.

The tutorials are a bit unorganized but note the order of the commands in picture of the command sequence in http://twhl.co.za/tutorial.php?id=35

Read through any and all of the tutorials describing Hammer and/or CS setup.

When you press F9 to compile, click on the Expert button and see that what you have looks like the setup in the referenced tutorial.
Posted 18 years ago2005-11-03 18:02:42 UTC
in WIP - Brassica HL2SP Post #145157
I like the lighting. The concrete/stone house SariBous mentions does look a little stark. Maybe break up the angles between the houses and the ground? Appears to be right angles everywhere. Use weeds, trash, areaways, perhaps?

Trash has a tendency to accumulate against walls and in corners.

Can't quite tell about 7.jpg. If the square structures on the slanted roof are chimneys, they should extend above the rooftops like the rest of the chimneypots.

Nice use of angles here and there to break up the blockiness. Maybe do a bit more of that.

I like the overall atmosphere - darkish with a combine presence.
Posted 18 years ago2005-11-03 17:52:27 UTC
in NULL Texture Post #145155
It should be in zhlt.wad. My wad is dated 12/19/2001 (19 Dec 2001).

1. Do you have zhlt.wad in your textures configuration?
2. Is zhlt.wad in your tools directory?
Posted 18 years ago2005-11-03 17:45:15 UTC
in Something is wrong here... Post #145150
I doubt seriously there's anything wrong with your compiler.

If you reinstalled steam, perhaps you now have a valve folder. The default path should be something like:

"c:program filesvalvesteamsteamapps<your steam logon>(etc.)"

Double- and triple-check your setup, no matter how sure you are that it's correct. The copy command you posted above is incorrect (obviously) in some way.

The error with the copy command has nothing to do with steam, BTW. It only launches a DOS command to copy a file. Nothing to do with the compiler and nothing to do with steam (except for the directory setup).

Does the rest of your compilation log indicate everything else is working?

Post the entire log file. That could very well reveal a wider problem.
Posted 18 years ago2005-11-03 16:37:42 UTC
in putting .wad files into a .bsp Post #145132
zerokool - read Seventh-Monkey's post.

The very least of your problems is launching anything at this point.

And don't worry about customizing textures or how the wad files are specified yet. Your basic setup is totally fubar.
Posted 18 years ago2005-11-03 16:28:36 UTC
in Something is wrong here... Post #145130
Odd you don't have a valve folder but that shouldn't affect the copy file line.

First possibility: The path as shown is incorrect or the surf_frank file doesn't exist or the surf_frank file is write-protected.

Second possibility: a copy command needs a "from" file and a "to" file. The command as given above only has 1 parameter (the "from" file).

Check your configuration against the tutorial.
Posted 18 years ago2005-11-03 16:19:09 UTC
in BrattyLord's: Alise Post #145129
Make the window maybe one-quarter or even one-eighth its current size. Add a row of them on the side for the grunts to look out.

One technique for making something look big is to put something familiar next to it and make the familiar thing small. We know generally how big windows are.. and we know generally how big 7th's pipes are.. Nothing has to be exact. Just something to make us think.. "If those pipes are even six feet in diameter, that's a HUGE @#%'ing ship!"

EDIT - Outline a hatch in the side. We can all relate visually to a hatch being about the size of a person.
Posted 18 years ago2005-11-03 15:04:49 UTC
in How to read .pak files? Post #145112
I think you mean "specification" not "specialities" for the pak file.

The following link (2nd hit when googling) explicitly describes creating a pak file with wav's in it.

http://www.planethalflife.com/studiosound/mike_and_pete/creation.html
Posted 18 years ago2005-11-03 14:54:46 UTC
in no bsp file! Post #145103
If you plan to submit the map to the TWHL map vault, you'll be asked for the name of your zip file when you click "Submit a Map" in the map vault.

It doesn't matter where it is on your machine, it'll be uploaded from there.
Posted 18 years ago2005-11-03 13:51:51 UTC
in no bsp file! Post #145083
You don't need to include the wad files unless you're using custom textures in a custom wad.

You say it works now. You should share with the rest of us what you did to fix the problem!
Posted 18 years ago2005-11-03 12:32:52 UTC
in The ball/Globe/Sphere Post #145054
ROFL

While everyone's discussing it, Muzzleflash just does it.

Nice one.
Posted 18 years ago2005-11-03 10:42:15 UTC
in no bsp file! Post #145035
Elon- you should help us encourage new mappers to use good habits. Trying to solve more than one problem at a time is not a good habit to get into.

It's unlikely that the token error is preventing hlcsg output, so the problem to work on is the error you know you have - no hlcsg output.
Posted 18 years ago2005-11-02 22:13:38 UTC
in no bsp file! Post #144982
You may have several problems. The first one I see is that hlcsg is not running. There is no output from it.

Check that you have the correct path to the compiling tools first and get hlcsg running before you worry about later problems. They may go away when you get the first problem fixed.
Posted 18 years ago2005-11-01 19:02:01 UTC
in The world today Post #144775
Energy. Newton metres.
7th is right that energy is neither created nor destroyed, it just changes form. Therein lies the problem. Energy is conserved, but the change in entropy (disorder) is always greater than or equal to zero.

When you burn a liter of gasoline (petrol, if you wish), you don't lose any energy. But the disorder has increased and it takes more energy to recreate that liter of fuel from it's products than you got from it originally.

And, remember, gravity isn't just a good idea.. it's the law.
Posted 18 years ago2005-11-01 18:43:11 UTC
in BspRun, Another tool by me :) Post #144765
The program associates .bsp with BspRun. You double-click on a bsp file in Windoze Explorer.

However, it only launches HL. It doesn't load the map (for me, anyway).
Posted 18 years ago2005-11-01 18:32:14 UTC
in "Lost Coast" released Post #144758
Actually, what you see in habboi's pic is just the loader. You don't really get to see the barrel or whatever is used to provide the propellent (unless the propellent can be assumed to be part of the pod that's loaded). The pods are the shell-like things to the right.

And you don't really get to see a pod move into the loader, either. It's quite simplistic.
Posted 18 years ago2005-10-31 23:30:50 UTC
in Competition 17 Post #144639
Rather late with this comment:
If you run a level with a level change straight from compile, then the level change will not work. You need to compile and start the map manually.
Not so. I rarely run a map manually while I'm editing, single or multiple.
Posted 18 years ago2005-10-31 23:23:18 UTC
in Experimental example map Post #144637
Very nice work (as always), CP!

Suggestion: you could actually show the "origin" brushes (or a brush labeled or indicated as the "origin") on one set of doors, leaving the other set of doors as they would appear in-game.

You could also use the multimanager to rotate the parts of the doors separately, for illustration.

Wow, CP. You've opened up some real possibilities!
Posted 18 years ago2005-10-31 10:49:12 UTC
in Need Some Ideas Post #144551
How 'bout a tipped-over wastebasket with stuff scattered on the floor?
Posted 18 years ago2005-10-29 00:11:13 UTC
in "Lost Coast" released Post #144228
After a 40 minute download, I didn't get any warnings about my machine so I thought it might be okay.

However.. what a waste. Took me 3 microsoft escapes (alt-ctrl-del) and 2 full machine power-offs to get up the first steps to the first crates. Then it hung up again when I tried to change weapons, for cryin' out loud.

Locked up twice during quick-saves. After a quickload, all the combines I'd shot were ragdolls, playing "I'm an airplane."

Graphics aren't any better than regular HL2.

I give it a 3 out of 10, only because it was free. Nah, make it a 2.

I can't believe Valve actually released it in that condition.
Posted 18 years ago2005-10-27 21:06:38 UTC
in compile not working Post #144091
It appears that you interrupted the compile or the compile hung up for some reason. When Hammer is compiling, don't click anything in Hammer.

You got a Windows message because Hammer was still running, probably in a compile, when you tried to close it.
Posted 18 years ago2005-10-26 16:39:56 UTC
in [HL2DM] Mudanchee - new screenshots Post #143872
I'm not a DM player but the architecture is very impressive, CP. The ambient sounds are interesting.

One object had no texture available (just the default magenta and black). Looks like a bundle of something or a rock. It's on a box near the pulsegun. Facing the tomb fires, face to your right, go to the corner, turn right and almost to the next corner, on a box at the bottom of the ramp.
Posted 18 years ago2005-10-25 08:50:02 UTC
in your favorite movie! Post #143571
Top Gun
Several Peter Sellers movies that I can't choose among (Pink Panther probably the top)
Not really a movie but it was released to theaters: Robin Williams Live!
Posted 18 years ago2005-10-24 17:55:10 UTC
in TFC Example map Post #143440
I put a TFC CTF example map in the vault. It includes the basic CTF entities (flags, flag goals, team- and non-team-specific backpacks, team-specific miniturrets).
Posted 18 years ago2005-10-18 17:32:23 UTC
in [W.I.P] Ford sierra - HL2 Post #142236
Lookin' really nice, pepper. Low polys, too!
Posted 18 years ago2005-10-18 09:52:29 UTC
in TFC map Post #142132
Usually 2 demo's aren't required for access to one location. Make it so 1 demo can give access.

Think about the drop in the tunnel. If the drop is toward the old base, then after you drop in, you can't get out. If the drop is in the other direction, you can't get in.
Posted 18 years ago2005-10-17 09:28:55 UTC
in New site: Post #141962
Couldn't get the site to load at all.

However, all the ads come up alright.

Garbage host.
Posted 18 years ago2005-10-17 09:27:17 UTC
in Prefab section Post #141960
I, also, say "No, thanks" to a prefab section.

Very few prefabs (actually, very, very few prefabs) do not have some fault (untextured faces, textures that aren't in the normal wads, 1/2 unit gaps, etc.). Providing yet another location to store ill-designed prefabs isn't desireable.

And, as CP says, prefabs seem to encourage map-making without thought.
Posted 18 years ago2005-10-14 18:15:16 UTC
in Team Fortress - Ammo Backpacks Post #141545
Hey, Rory. :)

Upload it to problem maps vault and I'll take a look at it. PM me when it's up. I'll check in twhl several times this weekend.

I haven't done a tfc map in months but I can upload a simple one I have if you want to see a spawn room with multiple backpacks and a grenade pack.
Posted 18 years ago2005-10-11 17:10:54 UTC
in Team Fortress - Ammo Backpacks Post #140944
Posted 18 years ago2005-10-08 11:32:59 UTC
in Rather odd laser/beam problem Post #140313
Does anything change if you don't press the switch?

If not, and things do change when you press the switch, there must be a link. Keep looking.
Posted 18 years ago2005-10-08 10:03:50 UTC
in Multisource - Help needed Post #140302
Set target of b1 to a multi-manager named mm1.

In the multi-manager named mm1, click Smartedit.

Click Add and set key to eg_enable1 with value of seconds to disable the buttons.

Click Add and set key to boom (the name of your env_explo).

Create an env_global named eg_enable1. Set "Global State to Set" to btn_disable. Set "Trigger Mode" to Toggle. Set "Initial State" to On. Set flag "Set Initial State."

Create a multisource named ms1. Set "Global Master" to btn_disable.

For each b1, b2 and b3, set "Master" to ms1.

Triggering b1 triggers the mm which disables the buttons and triggers the explosion.

After the delay, the buttons are re-enabled.
Posted 18 years ago2005-10-08 09:36:02 UTC
in Power, on - off + a trigger Post #140299
Create a func_button named btn1. Set target to mm1.

Create a multi-manager. Name it mm1.

Create a brush with the +AC.. switch texture. Tie the brush to a func_button entity. Name that button tex_btn. Set flags to Don't Move and Toggle.

Create the env_shake. Name it e_shake.

In the multi-manager properties, click Smartedit.

Click Add and set Name to tex_btn with value of seconds to change texture.

Click Add and set Name to e_shake with value of seconds to start shake.

Now when you trigger (use) btn1, it triggers the multi-manager which triggers the env_shake and tex_btn. The shake shakes and tex_btn changes texture.

EDIT - your way should work also, but you wanted to change the power texture. Using a multi-manager allows you to trigger up to 16 different things at different times.
Posted 18 years ago2005-10-03 18:05:31 UTC
in Your instrument Post #139083
guitar, ukelele (yeah..), trumpet and a little bodhran
Posted 18 years ago2005-10-03 17:50:17 UTC
in prop problem :( Post #139080
Posted 18 years ago2005-10-01 17:27:10 UTC
in Funky Lighting Problem Post #138624
so you can easily model-ify brushwork?
Yep.. http://developer.valvesoftware.com/wiki/Converting_brush_structures_in_your_map_into_a_prop_static_with_XSI_Mod_Tool

Not sure how useful it is, but it can be done.
Posted 18 years ago2005-09-30 15:11:29 UTC
in Funky Lighting Problem Post #138459
I'm sure it wasn't in the original intent, but you can export a prefab with model textures, import it into XSI and export it to an SMD to compile a model!

How's that for obscure! :biggrin:
Posted 18 years ago2005-09-24 15:47:14 UTC
in NEW MAP!!! :) Post #137222
Just enough detail in the architecture to make it look good. Nice job.
Posted 18 years ago2005-09-23 11:04:27 UTC
in A couple more HL2-XSI tutorials Post #136826
I uploaded a couple more tuts for HL2 modeling using XSI to my site. I'm prepping them to add to the tuts on TWHL.

There's a tut for adding eyes to a character model and one for creating a simple animated "pump" model to use as a prop_dynamic.
Posted 18 years ago2005-09-23 10:54:15 UTC
in Half-Life 2 Easily moddable...LIE Post #136822
The Source SDK contains several models (a lamp, a Combine soldier,etc.) ready to compile.

Along with XSI or another modeling program you can model for HL2.
Posted 18 years ago2005-09-22 22:10:31 UTC
in lights.rad'er Post #136679
Good job.

If VB works for you, do it. If nothing else, the learning curve is fast and you can produce stuff quickly.

When you're ready for C/C++, go with MVC++ or MVS.Net 2003. Net has a steep learning curve but there's a lot of stuff to google for when you want it.
Posted 18 years ago2005-09-22 22:00:14 UTC
in Bash my work in progress!(again!) Post #136676
Outside - needs trim around windows, with texture if not polys.

Inside - unsupported staircase. Add some pillars or close it in and make a closet area underneath.

Wooden ceiling beams in broken ceiling look too thick and there are no cross-beams. Nothing to hold the ceiling up.

All the walls meet the floor at right angles. Break up the angles with shadows (as in the room at the top of the spiral staircase) or with trim of some sort.