Forum posts

Posted 18 years ago2005-07-16 08:26:38 UTC
in Development News Post #121170
Ok that didnt work...
func_breakable_surf
Posted 18 years ago2005-07-16 08:25:27 UTC
in Development News Post #121168
Whoh! Has this just been added or am I totally ignorant of the power of TWHL:
func_breakable -Link to HL2 Entity Wiki
Posted 18 years ago2005-07-16 08:23:38 UTC
in Song you're listening to now Post #121166
Our Lady Peace- Starseed
Posted 18 years ago2005-07-16 08:11:00 UTC
in func_breakable Post #121162
A func_breakable_surf might be more suitable for what you need? :cyclops:
Posted 18 years ago2005-07-12 02:59:22 UTC
in Degenerate Triangle Problemo Post #120394
Problem Solved: Due to bad displacement, Delete the brush and try again.
Posted 18 years ago2005-07-11 03:02:56 UTC
in Competition 16 Post #120227
Seventh do you worship anyone with Monkey in their name? Maybe I should change my name to blackmonkey or something. :P
Posted 18 years ago2005-07-10 13:58:23 UTC
in memory leak Post #120153
Dont worry about it. Its just a Harmless error.
Posted 18 years ago2005-07-10 08:45:39 UTC
in Degenerate Triangle Problemo Post #120101
Nope I'v tryed and that didnt work. I think I'l try func_brush.
Posted 18 years ago2005-07-10 04:36:55 UTC
in AGP Card Thermometer Post #120070
http://www.dansdata.com/llt4.htm
Its a Firewire Lian li T-4 lcd thermometer. It may be what your looking for.
Posted 18 years ago2005-07-10 04:22:51 UTC
in Odd Alpha texture Post #120069
All looks fine, I'm using the Source Compile tools and I cant see nothing out of the ordinary in rad/vis.
Posted 18 years ago2005-07-10 04:21:40 UTC
in Degenerate Triangle Problemo Post #120067
Thanks, I never really thought of that, cheers both of you.
Posted 18 years ago2005-07-09 18:39:41 UTC
in Competition 16 Post #120024
cant u have dividers inside the actual rooms layed out?
Posted 18 years ago2005-07-09 16:29:09 UTC
in Odd Alpha texture Post #119969
I'm using the alpha on displacments but its not showing in the compile. I know my Hl2 can show them as I'v seen it on trapts map.
Posted 18 years ago2005-07-09 16:24:03 UTC
in Degenerate Triangle Problemo Post #119964
But thats what I think the problem is, I have a func_detailed arch with 12 subdivisions, I'm gonna try them as brushes. Thanks for the help anyways.
Posted 18 years ago2005-07-09 16:22:14 UTC
in Bunch Of Questions Post #119963
Haboi wasnt even in the thread! Yeh well I hope I helped anyway.
Posted 18 years ago2005-07-09 16:03:41 UTC
in Competition 16 Post #119956
yeh I think you can, I have.
Posted 18 years ago2005-07-09 14:38:44 UTC
in Competition 16 Post #119930
No dont let him thats just like totally unfair. Work it into da map.
Posted 18 years ago2005-07-09 14:32:32 UTC
in Bunch Of Questions Post #119926
Do you mean the NPC cameras?
Posted 18 years ago2005-07-09 13:39:17 UTC
in Bunch Of Questions Post #119919
1) use air nodes and specify the group in the NPC
4)Use a maths or logic (cant remember which) counter and use i/o system to link to the teleport
Posted 18 years ago2005-07-08 14:10:51 UTC
in Degenerate Triangle Problemo Post #119721
Why is my compile log cluttered up with these:
Degenerate Triangle
(922.23, -902.50, 858.11), (922.23, -1092.25, 1003.86), (922.23, -1092.25, 1003.86)
I'm not sure if its a major problem yet but it would be of help if you could help me get rid of this.
Posted 18 years ago2005-07-08 10:43:31 UTC
in Competition 16 Post #119681
habboi have you got a nice computer? If you have It would be useful if you could run my map once in a reasonable state and help me to make it look nice in full source as my computer makes everything look shit! Cube maps and such. Please!
Posted 18 years ago2005-07-08 10:40:36 UTC
in War of the worlds - idea for a mod Post #119680
Nah I dont like it sorry but I dont think it would work that well, Film based storylines never work all that well. It would be much better if you came up with something with knowledge of the source engine would work well.
Posted 18 years ago2005-07-08 02:49:02 UTC
in trains Post #119596
And what was that all about? :D
Posted 18 years ago2005-07-08 02:44:32 UTC
in Competition 16 Post #119594
If you really dont want it small use the z axis a lot, it makes it a lot more intresting and fun to play.
Posted 18 years ago2005-07-07 11:05:37 UTC
in Competition 16 Post #119421
Really obvious Player Clips are tacky and annoying!
Posted 18 years ago2005-07-07 11:03:21 UTC
in London Post #119420
The death count is up to 30. My dad is up there and says it absoulute chaos.
Posted 18 years ago2005-07-07 10:55:20 UTC
in Prefab objects help Post #119411
Posted 18 years ago2005-07-07 10:53:54 UTC
in Competition 16 Post #119409
yeh I like the layout I just thought that the field in green was accessible.
Posted 18 years ago2005-07-07 02:49:56 UTC
in Competition 16 Post #119313
I thought that you couldnt have accessible parts outside of the layout, I can see the road is following it but what part is the field in the original layout?
Posted 18 years ago2005-07-07 02:44:08 UTC
in hammer 4 is sluggish for me Post #119312
256mb DDR works rather fine for me and In Xsi it can handle a rather large amount of polys.
Posted 18 years ago2005-07-07 02:42:27 UTC
in Prefab objects help Post #119311
I am gonna kill anyone who asks this question again, its been answered a bidillion times.
Posted 18 years ago2005-07-06 02:44:03 UTC
in Competition 16 Post #118983
I will almost certainly be entering, My XSI trial finishes today! It will be my first deathmatch map but I'm sure I'l figure it out. All this means though, is that my Modeling tutorial will be delayed even more. Anyways goodluck my homies!
Posted 18 years ago2005-07-05 04:57:54 UTC
in Competition 16 Post #118740
Me so stupid! Kasperg dont leave your a legend!
Posted 18 years ago2005-07-05 03:37:24 UTC
in Competition 16 Post #118728
One Probelem call me stupid or something but where is the actual floor plan? :nuts:
Posted 18 years ago2005-07-03 14:53:08 UTC
in i have no prefabs?! Post #118410
You dont mean props by any chance do you? I wouldnt worry to much about the prefabs its much more useful to work the thing out for yourself.
Posted 18 years ago2005-07-02 18:29:07 UTC
in MAKE POVERTY HISTORY!!! Post #118273
Sign the petition Now!!!!
http://www.live8list.com
Posted 18 years ago2005-07-01 14:48:29 UTC
in xsi for half life 2 Post #118106
Models, Artificial Inteligence in Xsi, whats that all about? :
Posted 18 years ago2005-07-01 02:44:21 UTC
in xsi for half life 2 Post #118012
Yeh I would but thats not free.
Posted 18 years ago2005-07-01 02:41:49 UTC
in CupeMaps Post #118010
Yeh Lord TK I would of started new topic for this as there is a whole section on Source Mapping. I suggest the easiest way would be to use a env_global and set it to gordon precriminal.
Posted 18 years ago2005-06-30 15:11:15 UTC
in prop won't stop swinging Post #117930
Arn't you using a phsy_Length Constraint? I had that Problem and make sure the origin for the length constraint is placed at the prop.
Check out my example map in the vault.

Rabid are you deleting my posts? Thats two that have dissapeared now. :confused:
Posted 18 years ago2005-06-25 15:52:51 UTC
in Are you ready for it...? Post #117100
Mr. Elon Yariv I do not have Half Life, so shove that up your pipe and smoke it! (before I piss everyone of I must say what a brilliant game it is) but I am totally source-ified. :nuts:
Posted 18 years ago2005-06-25 15:37:08 UTC
in Making Speech Post #117098
You know Faceposer? You need to set up a new scene, get the g-man model and set up the scene with the .wav file. I dont know the rest but there are tutorials on the sdk site.
Posted 18 years ago2005-06-25 04:01:12 UTC
in Are you ready for it...? Post #116940
Jesus Christ! Why the hell cant we have a source competition? Are we behind the times or something?
Posted 18 years ago2005-06-23 15:28:35 UTC
in xsi for half life 2 Post #116473
Ultra Shaders?
Posted 18 years ago2005-06-23 10:46:01 UTC
in xsi for half life 2 Post #116384
Xsi is a 3d Design/Animation program for all types of things. Its main program Softimage has been used for loads of thing including Halflife 2, the Matrix and The Incredibles.
Ish have you downloaded it? Once you download, in the netview it has an option to register so you can exsport your models, why they do this god only knows.
Posted 18 years ago2005-06-22 02:41:02 UTC
in Are you ready for it...? Post #116085
Ahhhhhhhhhhhh Anyways for the next competition I will certainly enter if its source.
Posted 18 years ago2005-06-22 02:35:03 UTC
in How can I get in-game text to pop up? Post #116082
Gackt cant you realease what you have done for the pirate mod. I would of loved to see it come out! If you do I'm sure some of us could help it along. :o
Posted 18 years ago2005-06-21 11:02:49 UTC
in New Tutorial: Basic Softimage Modeling Post #115879
Yeh Haboi there like preety much different although there are a few similarities. Ok guys i'v started brainstorming for objects that are real but use preety much all of the modeling tools needed to create almost any other object. I'v made a sort of ornamental sword with the focus being on the handle. I'm just rendering it and I'l have some screenshots up later. I know it sucks but what ya think? Any other suggestions for models?
Posted 18 years ago2005-06-19 15:54:31 UTC
in New Tutorial: Basic Softimage Modeling Post #115396
Sorry for the double post but what format do you want it in?
Posted 18 years ago2005-06-19 15:40:32 UTC
in Just out of interest. Post #115390
Why bother? Maps in source are almost completely different. Architecture and whatever can be made so much more detailed and unique from the original. Wouldn't it be easier to just lay out a general plot of blocks from which the non-source was made?