Forum posts

Posted 19 years ago2005-03-15 10:42:51 UTC
in Texture Sizing Post #96986
I don't know about texture memory, but it would surely cause the face to be turned into a bunch of separate faces since the scale is so low.
Posted 19 years ago2005-03-14 23:53:50 UTC
in Cant add "env_sprites" Post #96925
Is the path set up correctly? It should look like "sprites<sprite>.spr". If it looks like "C:Program Files...", you probably haven't set up your config.
Posted 19 years ago2005-03-14 19:32:54 UTC
in Compo 13 - [closed] Post #96895
Can the map be deathmatch? Just wondering.
Posted 19 years ago2005-03-14 19:30:26 UTC
in Huge mapping problem!!! Post #96894
Map>Go to Brush Number... (Ctrl+Shift+G)

When the dialog comes up, type 4 in "Entity #:", and press OK. You should come to the...um...improper entity. Either delete it or tie a visible brush to it.
Posted 19 years ago2005-03-14 19:25:42 UTC
in Entities dissappearing Post #96892
Grab LeakMarker. It won't work all the time, though, but it'll probably work in most cases.
Posted 19 years ago2005-03-14 19:22:42 UTC
in Textures Post #96891
Ahem, 'tis goes into the HL2 Mapping Questions?
Posted 19 years ago2005-03-14 00:26:08 UTC
in doom 3 kind of graphics are creepy Post #96731
List of computer coding I know:
HTML
JavaScript (can't remember too much...)
VBScript (can't remember much either...)
Java (learning recently, decent I guess)
Posted 19 years ago2005-03-14 00:22:21 UTC
in Crosshairs (newbie question) Post #96730
I think you would also want the "Not in DM" flag for HL-ers. Also, sometimes, the item_suit method would be better because then you can use Single-Player-only cheats like noclip, gl_wireframe/r_drawflat, etc.
Posted 19 years ago2005-03-14 00:19:51 UTC
in need mapping trainer? Post #96729
prac?tice
v. prac?ticed, prac?tic?ing, prac?tic?es
1. To do or perform habitually or customarily; make a habit of: practices courtesy in social situations.
2. To do or perform (something) repeatedly in order to acquire or polish a skill: practice a dance step.
HA! :P
prac?tise
v. & n. Chiefly British
Variant of practice.
In other words, American = "practice", British = "practise". There...

But on-topic, just learn by yourself. That's how we probably learn how to map, right? Also, experiment! Try new ideas and create test maps to test your ideas! Just because everyone else does one kind of map doesn't mean the other kind is worthless. Oh yeah, be creative too!
Posted 19 years ago2005-03-13 21:53:43 UTC
in Crosshairs (newbie question) Post #96714
There's an M4 in HL? (unless your talking about CS/HL HD pack)

Anyways...if your testing it from VHE, it is probably in Single Player mode. To fix that, change/add "+deathmatch 0" to "+deathmatch 1" or alternatively, you could put an "item_suit" entity right at the spawn.
Posted 19 years ago2005-03-13 21:50:27 UTC
in doom 3 kind of graphics are creepy Post #96712
12 year olds are NOT programmers.
Hey, I'm learning Java...isn't that being (well, becoming) a programmer?

And I also pretty much started typing really well when I was introduced to it. I pretty much passed any typing tests that anyone assigned me. I also had the urge to go one level higher than the one that the computer lab teacher assigned us in 4th grade (I think) :D
Posted 19 years ago2005-03-13 21:45:31 UTC
in cheats Post #96711
1 = off, so 0 = on...

(heh, just kidding)

Why don't you try both options? It doesn't take you an hour to type "sv_cheats 0" and "sv_cheats 1"...
Posted 19 years ago2005-03-13 21:41:35 UTC
in doom 3 kind of graphics are creepy Post #96708
you're 11? damn, i thought the youngest literate on the net was that 12 year old dude on CAD. he's pretty funny.
anyway, most 11 year olds dont type correctly.
Seriously, you're 11, dandy?
Wow, I thought toonton was the youngest being 12.
I typed pretty damned good when i was 11. ;)
Everyone is so surprised :nuts: but seriously, I am eleven. Actually more like eleven and a half...

Anyways, on-topic, I think DOOM3 graphics are pretty good on low quality. I guess the storyline is a bit clich?-like (or is it clich??), but at least they attempt a storyline...kind of...(go to Alpha Labs, then blah blah blah)
Posted 19 years ago2005-03-13 12:35:09 UTC
in ZHLT 3.2 Mirror? Post #96632
Thanks, but the site was back up once I got the compiler from the link... :zonked:

Oh well, thanks anyway for the link.
Posted 19 years ago2005-03-12 17:27:16 UTC
in ZHLT 3.2 Mirror? Post #96528
If you go to the new ZHLT website, it probably gives you a "webpage not found" error or something. Every time I try to get there, I get the same "zhlt.tk couldn't be found" error message, and I want ZHLT 3.2. :x I had XP-Cagey's compilers before ZHLT 3.2, but I deleted them when I installed the new one, and I found the stupid Opaque Ents bug where everything turns fruity-colored (literally, my map turned into a disco party)...so then I took the old ZHLT (Merl's I think?). Does anyone have the new ZHLT? If you do, please host it so I can download it! Thanks!
Posted 19 years ago2005-03-11 12:43:51 UTC
in Urb's Multiple Choice Fan Fiction Post #96346
G. Find the console, find an appropriate cheat, and then charge/run/hide according to cheat. :P

(you know I'm kidding, right? :D )
Posted 19 years ago2005-03-11 12:35:00 UTC
in WTF? Post #96343
??? I thought the compilers didn't touch anything about the path/filename...unless you're talking about what HAMMER does.
Posted 19 years ago2005-03-10 21:42:05 UTC
in Urb's Multiple Choice Fan Fiction Post #96278
F. Throw a grenade, hoping they won't see :P
Or throw a Snark that randomly appeared in your hand from HL1 and hope they're too stupid to let Snarks kill them :D
Posted 19 years ago2005-03-10 21:37:36 UTC
in WTF? Post #96277
Don't copy the map and then compile! Do the other way around; compile the map and then copy. That way, the compiler won't try to compile your email address (hmm, wonder what map THAT would make :nuts: ). It's a bug in the compilers.
Posted 19 years ago2005-03-10 21:33:59 UTC
in Quick question Post #96276
Good point, Seventh. Just use a multi_manager to trigger the scripted_sequence, then after the sequence is done, make the MM trigger the whatever-the-action-is. No buttons needed.
Posted 19 years ago2005-03-10 21:31:23 UTC
in fatal error? Post #96275
Or...if you have a decent version of ZHLT, you can use -wadautodetect or something to remove any un-used WADs. I think it should be on automatically.
Posted 19 years ago2005-03-10 21:29:59 UTC
in scientist jump off roof ! Post #96274
But if you trigger_pushed him off, wouldn't he still be using the idle animation and not jumping off the roof?
Posted 19 years ago2005-03-10 11:58:37 UTC
in Urb's Multiple Choice Fan Fiction Post #96158
BTW, the story's great ;) .
Posted 19 years ago2005-03-10 11:56:53 UTC
in Urb's Multiple Choice Fan Fiction Post #96157
If I could pick two, I'd pick a mix of B and then A. Otherwise, just B.
Posted 19 years ago2005-03-10 11:48:56 UTC
in GCFScape question? Post #96151
It could be both...but it's probably HL1 because:
when using GCFScape where do you extract the .wad's you're planning on using?
Posted 19 years ago2005-03-10 11:47:45 UTC
in Wind Post #96150
There was a tutorial on VERC about triggering things randomly.
Posted 19 years ago2005-03-10 11:46:31 UTC
in Quick question Post #96149
I don't think there is a flag for that, but you could set a master for the button and never touch the master (at least I think...I've never touched this stuff), but a button on a console?
Posted 19 years ago2005-03-10 11:43:24 UTC
in GCFScape question? Post #96147
Oh yeah, just in case you don't know where those are, they're in SteamSteamApps(your email address), and if you don't know where Steam is, shame on you ;) .
Posted 19 years ago2005-03-10 11:41:48 UTC
in GCFScape question? Post #96146
I guess you could extract them anywhere you want. That's what I do and I don't have any problem, but to be safe, extract them to counter-strikecstrike (or for HL, half-lifevalve).
Posted 19 years ago2005-03-09 21:50:03 UTC
in Honestly, where did I go wrong? Post #96086
It looks like this (without any spaces):

[ quote ]Arg.[ / quote ]
Posted 19 years ago2005-03-08 19:37:22 UTC
in Animated Textures Post #95950
You can't teleport func_walls. However, you could use func_wall_toggles to make one disappear or reappear.
Posted 19 years ago2005-03-08 19:34:08 UTC
in Not sure which forums this goes in... Post #95949
GCFScape. This has been mentioned quite a few times, I think.
Posted 19 years ago2005-03-08 18:21:32 UTC
in Animated Textures Post #95928
So basicly i had the .wad's file name wrong
No, not the WAD's file name, the texture's name!
Posted 19 years ago2005-03-08 18:19:44 UTC
in Decal problems Post #95927
To make it easier, I'll paste it here:
If the decal appears backwards, the texture of the brush surface surrounding it needs to be adjusted. Bring up the texture face properties of the brush surface. If the surface texture is reversed, (meaning the X or Y scale is a negative value) then give the X:Y scale a positive value. If the X:Y scale is already positive, then the texture is aligned ?to world? rather than ?to face?.
To fix this, tick the ?Face? box in the ?Align:? area. Since the decal had already been placed before the texture was fixed, it will still appear backwards in the 3-D view, but will be correct in the compiled map. Decals placed after the texture is fixed will have the correct alignment in the 3-D window.
Posted 19 years ago2005-03-08 15:04:00 UTC
in Animated Textures Post #95890
All from tommy14's pages:
problems = if +1 to +9 is used on a brush, then sometimes there is no animation, only that texture is shown....and sometimes there is. Using a texture number out of sequence on a brush such as a +3name may cause a problem, use the +0 or rename the texture you want without the prefix. textures must combine well. The prefixes MUST start with +0 (or +A) and must NOT skip a number/letter in the sequence, although you do not have to go to the highest number.
~http://slackiller.com/tommy14/hltexture.htm
Animated textures names start off with a +0 and go to +9. If there is a gap in the sequence (like +2xxxx followed by +5xxxx) or if some other character is used with the "+" (like +olab1_gun1or - "o" is not a number.) then you may get this error. Also a texture with a bad name of the random beginning "-" can cause this error, even though it is not animating. Sometimes it is bogus, caused by a corrupt save/export, or by that old "too many wads" mistake.
~http://slackiller.com/tommy14/errors.htm
Posted 19 years ago2005-03-08 14:05:10 UTC
in doom 3 kind of graphics are creepy Post #95886
and his spelling should be excused, since he's only 11.
What about me? I'm only 11 and I can learn how to type correctly ever since I've joined...
Posted 19 years ago2005-03-08 11:35:30 UTC
in Decal problems Post #95853
Actually, Anthony, an even better way to sort out decals is to just select the decals.wad from the Texture Group drop-down menu (or whatever). If you put { in the filter, you still get the decals, but you also get some HL textures, like {grass, {fence, and so on.
I don't use the decal tool because it's not grid-friendly like I'm looking for, I create the infodecal entities by hand and put them into position manually, where they end up assuming appropriate shape and sticking to the wall.
Well, couldn't you use the decal tool to stick the decal on and then move the infodecal entity it creates? I know it would end up a little off grid, though...
Posted 19 years ago2005-03-07 13:05:06 UTC
in Map Changing Problems Post #95655
Heh, no prob. ;)
Posted 19 years ago2005-03-07 13:01:27 UTC
in no walls? black void? Post #95651
Have you actually tried OpenGL? It seems like everyone is ignoring my comment...
Posted 19 years ago2005-03-07 01:49:40 UTC
in Map Changing Problems Post #95599
Did you put an info_landmark?
Is it set up properly? (all lowercase, no spaces, etc.)
Did you follow through the Changing Levels tutorial?
Posted 19 years ago2005-03-07 01:23:13 UTC
in no walls? black void? Post #95598
Oh yeah, it's also why it's solid black and not a Hall Of Mirrors effect.
Posted 19 years ago2005-03-07 01:22:22 UTC
in no walls? black void? Post #95597
No, it's not a leak, IEMC. If you notice (which should be easily), the textures are blocky, which means software rendering. Switch to OpenGL or Direct3D (OpenGL recommended).

On another note, please, no more Big Mother____ing Pictures, use a JPG/JPEG. :zonked:
Posted 19 years ago2005-03-05 14:16:06 UTC
in Honestly, where did I go wrong? Post #95249
What the hell, again, people. If 800 is the limit then you must have to be running some seriously shitty peice of crap to have your computer lag after 800 r_speeds.
It IS true to some people who decide not to grab a better video card (e.g. me with a 16MB AGP card). I guess the 16MB video card probably doesn't like about over 1500 polys (not sure about the limit) and decides to give me about 40 FPS (compared to the max of 72), not to mention it doesn't like the 4000 or something wpolys on the Sydney Harbor Bridge map at all...
Posted 19 years ago2005-03-05 14:07:46 UTC
in hl 1 shadows Post #95247
Use the shout box or something, not a really old thread...and plus, he's probably not comming back to TWHL...look at this:
Last login: 14th February 2005 (19 days ago)
He's been gone for almost 3 weeks!
Posted 19 years ago2005-03-05 14:06:03 UTC
in hl 1 shadows Post #95245
...and the point of reviving an (about half of a year) old thread just to find fucklob?
Posted 19 years ago2005-03-02 19:48:10 UTC
in TWHL: The non-motion picture! Post #94669
Nah, I think 400,000,000,000,000 is four hundred trillion.
Well, yeah, that's what I meant. It's just that I didn't remember what was after billion...
Posted 19 years ago2005-03-02 11:07:27 UTC
in TWHL: The non-motion picture! Post #94582
So that would be:

400,000,000,000,000 * OMG

Hmm...

Four-hundred thousand billion OMGs. Try to post it and you are bound to get a [message limit exceeded] added to the end of your post :P .

(oh wait, I think I get it...ZillionOMG?)
Posted 19 years ago2005-03-02 11:02:38 UTC
in Water rising & glass Post #94581
Oh, and to clear things up, I kinda messed up on some explanations.
(lets say each character is 64 units thick)
That meant "let's say each line is 64 units thick. That includes the characters showing the top and bottom of the water. For example:
____
|||||||
Would be 192 units high.
[quote]__________
||||||||||||||
~~~~~~~~~[/quote]
The forums kinda messed it up. It was intended to look like this:
__________
||||||||||||||
.
.
~~~~~~~~~
(ignore the dots)
(Note: the floor also has some water)
May sound confusing, but I meant: the floor brush is in the water brush, so the water brush is NOT 2 pieces. It is 1 that goes through the floor.
Posted 19 years ago2005-03-02 10:57:36 UTC
in Water rising & glass Post #94580
Well either way, I think Seventh-Monkey's water and black idea is great, but what if you were under the water? Easy, surround the bottom with null, and in a poof, it's fixed. BUT, what if you wanted dark RISING water? Easy, instead of using a func_illusionary for the black layer, turn it into a non-triggerable non-solid func_door. Oh, and since water works like a door, make sure it travels far enough, but also still covers the floor. For example (yay, first post with bad ASCII drawing):
__________
||||||||||||||
~~~~~~~~~
(|, _, and = is water)
(~ is floor)
(lets say each character is 64 units thick)

When it raises, it would be like this:
__________
||||||||||||||
~~~~~~~~~
As you can see, if the player crouched, he could probably sneak under the water. Not realistic to have floating water, eh? Instead, do this:
__________
||||||||||||||
||||||||||||||
~~~~~~~~~
||||||||||||||
(Note: the floor also has some water)
And set lip to 192 (I think), so it will rise like:
__________
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
~~~~~~~~~
Just wanted to clear up a few slight errors.
Posted 19 years ago2005-03-01 21:54:14 UTC
in TWHL: The non-motion picture! Post #94516
What's up with "ZOMG" craze?