Forum posts

Posted 17 years ago2006-09-02 13:05:39 UTC
in Splash Screen trouble Post #195410
Edit:

Grrr!
Posted 17 years ago2006-09-02 13:03:14 UTC
in long compile time ... Post #195408
Big open spaces. The compile always takes long with big rooms.
Posted 17 years ago2006-09-02 04:37:32 UTC
in Splash Screen trouble Post #195368
Read the tutorials, for crying out loud. There is one in TWHL. :furious:
Posted 17 years ago2006-09-02 03:44:52 UTC
in No VIS information... Post #195366
Rad shows this message when vis didn't run from some reason. It can be a leak, a melformed face.

See if there is a leak and check for problems, especially the texture paticular to axis one.(Melformed face)
Posted 17 years ago2006-08-31 08:18:39 UTC
in Has Steam Gone Crazy? Post #195179
What would chuck norris do?
Give Valve money? :confused:
Posted 17 years ago2006-08-31 04:29:17 UTC
in Has Steam Gone Crazy? Post #195155
The games suck.. :o
I agree, the games apearing in steam are horrid, and I mean all of them.
Posted 17 years ago2006-08-29 15:06:25 UTC
in My current project: bar shootout Post #195031
I'll show you! ;) Opening Hammer

Edit:

Remaked the bar, will finish it tommorow, getting awfully late.
Posted 17 years ago2006-08-29 12:06:50 UTC
in Trigger_Changelevel Post #195016
Place the landmark in the room with the player and make sure the room in the map isn't smaller.(all brushes are at list in the same distence from the landmark)
Posted 17 years ago2006-08-28 10:28:28 UTC
in Cutscenes Post #194921
I got to warn you, the trigger_camera is a hard entity to work with. In theory it's simple but when you use it there are always unexpected problems. :
Posted 17 years ago2006-08-27 14:43:25 UTC
in Steam Problems Post #194807
Sorry, I haven't explained myself. I was angry. I can't run on openGL, I couldn't run on it even before the problem started, so I use direct 3D.

The problem is that steam shows a message saying- Can't run in corrent render options, running in sofware mode.

Then it asks me to restart the game. I do so and it runs in software resolution size 640x480. I cannot change it, even back to the render options I changed it from.
First I changed it from 800x600 D3D to ~1000x~700 D3D, and when I wanted to change it back to 800x600 D3D steam didn't allow me so I was forced to use 640x480 D3D. Afterward I tried changing it to the second resolution again and steam refused. Now it doesn't let me use even the 640x480 D3D setting. :confused:

I don't know what happened that steam started acting this way so suddenly. Probebly downloaded an update, it's annoying when it does that without informing me.
Posted 17 years ago2006-08-27 02:58:40 UTC
in textures Post #194717
Gunman has some nice lost maya temple textures...
Posted 17 years ago2006-08-27 02:51:13 UTC
in does any one know were... Post #194716
Sky tutorial(has a short section on making skies.
Posted 17 years ago2006-08-27 02:44:48 UTC
in What is Half-Life Post #194715
no, half and life are two words, half-life is two words
It was midnight! Cut me some slack will you.
Posted 17 years ago2006-08-26 12:18:55 UTC
in how do you make models breakable in CS? Post #194639
Killtarget is a value, check if the func_breakable has a killtarget attribute and in it write the name of the bottle entity. You don't need env_render if you do so, the bottle will be removed untill the next time you will load the map.
Posted 17 years ago2006-08-26 10:31:26 UTC
in Xen Healing Pool Post #194625
Don't know myself. Just leave it as it where. If one of them is 0 and it doesn't move to that direction then raise the number of that value, if it solved the problem then you found out why those values exist.
Posted 17 years ago2006-08-26 10:26:50 UTC
in Dissapearing Doors Post #194623
You play in software graphics mode. The reason thing disapear is that software mode can only draw 800 wpolies.(world polies) Check the r_speeds and I think you'll find that you have more then 800.
If thats not the problem then it still has to do with the fact that software causes some problems, even in the original games.

Change to Direct 3D and if possible, OpenGL.
Posted 17 years ago2006-08-26 07:36:00 UTC
in Tentacle problem Post #194604
You can also try to decompile the Hl1 maps with a tentacle monster and see how they did it.
Posted 17 years ago2006-08-26 04:59:04 UTC
in how do you make models breakable in CS? Post #194597
Don't make the breakable target an env_render. Make it killtarget the bottle and target a few blood decals that will make it look like the wine was spilled. Check my ruled by insanity map.(go to my profile ;) )
Posted 17 years ago2006-08-26 04:54:07 UTC
in Steam Problems Post #194596
Recently I had problems playing Hl1 on steam with the graphics settings of- 800x600, Direct3D and 16bit textures.
I'm sure it has nothing to do with my graphics card. It works perfectly on WON HL1 and I also upgraded my graphics card. After I upgraded the card even hammer didn't make any problems, it didn't gave me any problems about openGL rendering.

Does anybody knows whats steams problem and how can I fix it?

If not then how can I copy all of Hl1 steam stuff to regular Hl1? I want it to be able to do everything the steam version can(bump mapping, transperent models...ect), those things are the only things that I keep steam for. :

Edit:

Now I've got another question- does those little features steam gives really worth two days of trying to fix it? I think I'm going to remove that program anyway... I loved transperent models. :(
Posted 17 years ago2006-08-25 16:00:43 UTC
in Xen Healing Pool Post #194551
And more important- why doesn't anybody read the tutorials anymore?! It's written down in the func_tankrocket tutorial.
Posted 17 years ago2006-08-25 13:57:53 UTC
in Advert Parodies Post #194532
Posted 17 years ago2006-08-25 13:54:28 UTC
in Xen Healing Pool Post #194529
The tank must head in hammer toward direction 0 in the top view(yaw) and so in the pitch and roll. The direction it'll head in game is ditermined by the pitch yaw roll value.

Hope that answers your question. :)
Posted 17 years ago2006-08-25 13:50:05 UTC
in Half life: bright sky Post #194528
User posted image
You should only leave the lights from the teleporer it self when it starts working. This way all the attention goes to the teleporter it self. You can make the beams emmit light when the room is dark. This way you will be able to see a bit more but the not all the attention will be given to the teleporter.
Posted 17 years ago2006-08-25 09:25:21 UTC
in Compiling problems... Post #194499
You should read this site's tutorial's before asking questions in the forum. TWHL has a tutorial on clipping in the Half-life 1 Intermediate tutorial section.
Posted 17 years ago2006-08-24 16:16:11 UTC
in What is Half-Life Post #194415
Half-life are two words connected by a hyphen.
Posted 17 years ago2006-08-24 16:02:50 UTC
in Xyos projects! Post #194412
Now, lets have some fun! :badass:

The head and hand are nice but the torso is horrible. The breast is too squerish and flat, even for a muscular man. You are probebly influenced by manga/anime, which isn't good! Most of these drawers don't know to draw and don't know a thing about proportions.
The breast is flat at the top and as it get nearer to the bottom is gets bigger. It should still be quite squrish so don't round it too much, or else it will look like a woman's breast.

The top of the ribs has a small bump near the middle, feel them on your own body and understand what I mean.
The shoulders are way too low. I mean that the elevation in the upper back ribs(right below the neck) shouldn't be that high reletivly to the shoulders. If you will raise the shoulders a bit then it'll look fine.

The tendon on the neck is a bit too highlighted. The side that heads outward gently slopes while the one that head into the space between the two is bumpy.

And last but not least- What on earth did you do to his lower breast? It looks so unnatural. Half of his body is a body of a starved man and half isn't. You shouldn't make the ribs noticible like that, only make a line that marks the end of the ribs, if you like. In the middle it's not always noticible, it just slopes gently and at the sides it's a bit more bumpy.
anatomicaly correct model
Sheesh, you need to learn alot more on anatomy before you can say that. This model is way far from perfect!
Posted 17 years ago2006-08-24 08:53:30 UTC
in Compiling problems... Post #194379
Just place over areas the player will never be in them clip brushes! Also read darkphoenix journal post.

Goldsource=Half-life engine
Posted 17 years ago2006-08-24 03:16:46 UTC
in Competition 21 Post #194349
I Won! I always won and I always will, even if I never entered this competition. :badass:
Posted 17 years ago2006-08-24 03:10:06 UTC
in Cybernations. Post #194348
Two more days till I get a harbor! Been saving alot. 4k to pay the bills, 10k to buy stuff like land/infrastracture/military/technolgy and the other 10k I save. This way I stay at the same efficency.

When I'll have a harbor I'll also get two more special resources- fine jewelry and microchips.

Anybody has oil and silver? How about you pepper?
Posted 17 years ago2006-08-22 14:55:13 UTC
in Competition 21 Post #194174
Yeah, it's LIKE horrible. :P
Posted 17 years ago2006-08-22 14:31:10 UTC
in Competition 21 Post #194170
Why do you keep saying 'like'? Sounds stupid, what!
Posted 17 years ago2006-08-22 11:17:34 UTC
in Compiling Problem Post #194143
Post the whole compiling log please.
Posted 17 years ago2006-08-22 10:41:29 UTC
in Sky Is messed up Post #194135
I wonder... whats the size of that texture? Maybe it's a problem caused by it. Hl2 textures are bigger so I believe they were resized into big sizes for Hl1. Apart from that I can't think of anything else that can cause it.

I bet it's size is 512x512, so try to resize it to 256x256.
Posted 17 years ago2006-08-22 06:32:45 UTC
in Gamingparents.org Post #194107
Are you kidding? Have you ever played AIDS? If you never played in that how can you tell it's better then GTA!
Posted 17 years ago2006-08-22 06:29:26 UTC
in Digital Drug Post #194105
The only affect it had on me is that it gave me a really bad headache. :tired:
Posted 17 years ago2006-08-22 05:32:11 UTC
in Half-Life: Hostage Situation Post #194103
Hi lassies.
Posted 17 years ago2006-08-22 05:15:19 UTC
in Surf Maps Post #194101
Arcan, not all surf maps are ugly, it's just that most people don't really care about the looks of a surf map and another reason is that they usally don't know how to map.

I think *mario made some nice surf maps with nice archtitecture, but since I don't have CS I'm not sure.
Posted 17 years ago2006-08-21 22:14:53 UTC
in Hovering? Post #194082
Posted 17 years ago2006-08-20 01:47:51 UTC
in Sky Is messed up Post #193954
You have the images. Open the pack/gcf file and you'll find them in the gfx/env folder... maybe you should check if the bmps/tgas got messed up.
Posted 17 years ago2006-08-20 00:35:14 UTC
in Sky Is messed up Post #193952
The second problem is just because you used the AAAtrigger texture over visible textures. All it does is mess around with the lighting, even with smaller faces it has the same wacky costum lighting.

As for the first one... all I have to say is: What the heck? :o
Posted 17 years ago2006-08-19 11:06:08 UTC
in Xen Healing Pool Post #193895
Switch three texlights instead. The light entities doesn't have to be close to each other then.
Posted 17 years ago2006-08-17 05:15:41 UTC
in Etape2 -> Timeline/journal! Post #193706
Add another note to your pile: Stop making floating roofs! I mean it, just think of the chimney cleaners who'll need to clean the floating chimney. :P
Posted 17 years ago2006-08-16 13:22:18 UTC
in ladder problem Post #193636
Just press go to errors, the empty entity will be marked, then press delete and it will be fixed.
Posted 17 years ago2006-08-16 13:20:41 UTC
in Ban Everyone Post #193635
You guys sometimes have a thing about spelling, a very annoying thing. You just seem to wait for somebody to make a mistake and then start laughing at him. I pity you guys, you want to feel supirior to somebody, something you never were! :P
Posted 17 years ago2006-08-16 13:16:42 UTC
in Custom Blend material/bump map error Post #193633
Yes xyos, everything reflects light, thats the reason we see. But your reflections look like water, not anything else.
Posted 17 years ago2006-08-16 13:04:58 UTC
in Non-Controlable Automatic Mortar Post #193629
Who ever said the gun has to be real? ;) You just want something to shoot at a certain spot, right? Well, just place an env_explosion at that spot and place a muzzleflash at the end of the fake guns barrle. Use an ambient_generic for the firing sound. Use a multimanager to target the ambient_generic and muzzleflash and after a short time make it target the env_explosion.
Posted 17 years ago2006-08-16 12:52:47 UTC
in reset complex lift and globals problem!! Post #193626
Well, yes, and hope someone who is experienced with CS's bots will help you, although I can't guranty someone will. So your problem is that the bots can open the doors although that they are locked with a multisource, write that in the discription if thats the problem.
Posted 17 years ago2006-08-16 06:40:11 UTC
in Ban Everyone Post #193599
That was a stupid remark, jobabob, you can easily tell it's a spelling mistake.
Posted 17 years ago2006-08-16 06:37:17 UTC
in Map won't run Post #193598
Your level is too close to the edge of the map, it shouldn't be smaller then 64 units from the edge.
Posted 17 years ago2006-08-16 05:54:01 UTC
in Etape2 -> Timeline/journal! Post #193593
don't like that floating roof! ;)