Forum posts

Posted 17 years ago2006-08-06 01:08:50 UTC
in help?! Post #192644
Nah, I think he ment he fixed it and that we are awsome. :P
Posted 17 years ago2006-08-06 01:04:53 UTC
in Entity question Post #192643
Check our tutorial about the Trigger_Changetarget. In it there is a section about disabling objects with a multisource or with a trigger_changetarget and the diffrence between both technics.
Posted 17 years ago2006-08-06 01:00:03 UTC
in Xyos projects! Post #192641
Wouldn't it be wiser to first make the outlay of the head then go into the details? Thats what I usally do while sculpting and even drawing. This way it's easier to keep everything in proportions.
I do not think modeling is the diffrent from sculture from that angle. The only diffrence is that instead of using your hands or a hammer you move verticals, bolean, extrude, bevel...ect

Now the face looks too wide, and probebly because of that it looks very flat.
Did you use a sketch as a base for the model? If not then you should start. If you don't know how to draw with good proportions then non of your models will be good. It's all connected, if you know how to sculpt you'll know how to draw, and if you know how to draw you'll know how to sculpt.
By knowing I don't mean you will be able to paint with oil colours if you sculpted before. You wont many technical stuff but the basics are quite the same in all these arts.
Posted 17 years ago2006-08-05 19:46:00 UTC
in TWHL3 Post #192614
I think what he ment that on the front page when pressing a guys name in the recent journal enteries a little window expands and you can see a larger portion of the journal post.
Posted 17 years ago2006-08-05 08:55:40 UTC
in help?! Post #192552
Rowleybob, did you ever check whats written in the log file the compiler directs you? I guess not. The solution is never written in there, just the same stupid phrase that was written in the original one.

nikotino, Why did you place the map/rmf file in Cs's map directory, place only the playible BSPs in there, the game doesn't need the rmf.
You should place the rmf and map in the rmf directory specified in the 'game configurations' options menu. The rmf directory is usally '...hammer/maps'.
Posted 17 years ago2006-08-04 23:50:36 UTC
in Advanced Brushwork Mini-Compos Post #192512
Rowley, your compotitions are too short, I have a half finished elevator and a xen cave. I wont expend it though.

I agree rowleybob, even though it was a joke, I ban myself from your compotitions. I hate being stressed because of some stupid deadline. I like mapping in the speed I choose and when I like. Having such a short time demands that the mapper will spend all his day on the map and map as quickly as possible.
Posted 17 years ago2006-08-04 17:36:08 UTC
in Advanced Brushwork Mini-Compos Post #192482
Yep, didn't have enough time to finish the xen enviorment, plus I'm hooked on a new game... and not all my life is computer. Bye bye, I'm going to do something that hasn't got to do with the computer.
Posted 17 years ago2006-08-03 15:16:53 UTC
in Advanced Brushwork Mini-Compos Post #192357
Remove me from that list, I haven't got time to finish it in time. I'll submit it after the deadline.
Posted 17 years ago2006-08-03 03:42:17 UTC
in Advanced Brushwork Mini-Compos Post #192330
Use leakmarker then... much cleaner.
Posted 17 years ago2006-08-03 03:40:53 UTC
in UNEVEN BRUSH! Post #192328
Reas our tutorials if you don't know how to use that tool.
Posted 17 years ago2006-08-02 14:54:22 UTC
in Advanced Brushwork Mini-Compos Post #192285
Guess what this is! :glad:
Posted 17 years ago2006-08-02 13:19:51 UTC
in Advanced Brushwork Mini-Compos Post #192280
Use the big block method, check rust's tutorial.
Posted 17 years ago2006-08-02 00:41:51 UTC
in Advanced Brushwork Mini-Compos Post #192253
Rowleybob, something have come up, I'm going to use my original idea for a diffrent map... although that I might come up with another.

Edit:

I have another idea now, and it's in xen. Xen's elevators!! :biggrin:

Edit #2:
I'm not sure if I'll make it to the dead line, my map takes a bit more time to create because of the xenish enviorment.
Posted 17 years ago2006-08-01 12:23:48 UTC
in Advanced Brushwork Mini-Compos Post #192197
There are two space base levels, one was the 'final showdown' and the other was 'comunication centre'. I wont spoil anything else... I know too much about the game. Although I would like to know if there are more then two secret levels. The two I know of are 'lost station' and 'comunication centre'.
Posted 17 years ago2006-08-01 12:17:36 UTC
in Advanced-Brushwork Minicompo: SOURCE Post #192196
Don't cry splint, people don't like your idea now, when a source compo is running. In a week they'll be crying for a minicompo.
Posted 17 years ago2006-08-01 10:38:39 UTC
in Advanced Brushwork Mini-Compos Post #192178
I already have a theme for my map! I'm going to use gunman's textures and quake2's skies. This will be great... maybe it will be able to enter a recreate an old game compo too... since it's inspired by Quake2's secret space base level.
Posted 17 years ago2006-08-01 04:26:16 UTC
in GoldSource Mapping Tips Post #192151
Actually the size of thickness of the wall doesn't really matter. Some like thick wall, some like thin ones. Same thing with the grid size.
I my self prefer using thicker walls and bigger grid. I work faster and it's easier to evoid leaks. There is no disadvantage to this when making the level's layout, if a brush is 17 or 16 unit big doesn't really matter. Only when making small detail I lower the grid to size 2-1.

Why waste your time texturing the extirior with special textures, it's discarded anyway. Don't use a water texture and a solid texture on the same brush, you might get a mixed contents error.
Posted 17 years ago2006-07-31 13:09:16 UTC
in Advanced Brushwork Mini-Compos Post #192102
Nice compo, rowley, I might join.

Muzzle: Nah, sorry if I gave you that impression, I was just annoyed with his map. Lego not always have to be blocky and ugly, you can build pretty neat stuff with it. I mean no offence but, hunter, you can do much better, you just under estimate lego.
Posted 17 years ago2006-07-31 10:23:35 UTC
in Advanced Brushwork Mini-Compos Post #192092
Hunter, not all the lego parts are blocks! I have a box full of lego and many of the parts are much more complicated. When I was young my brothers always laughed at me that I couldn't build with it as good as they could. Your level looks much worse then everything that ever I built.
Posted 17 years ago2006-07-31 10:12:53 UTC
in Cybernations. Post #192089
I ment that there is no need for me to improve as fast as before.
Posted 17 years ago2006-07-30 20:54:17 UTC
in Cybernations. Post #192056
No problem, no war- no need to improve as fast as I did before.

How does a decent amount of 3-5000$ and 0.2~ tech sounds? :quizzical:
Posted 17 years ago2006-07-30 19:38:51 UTC
in Cybernations. Post #192051
Peace? Well missed the war, going to undeploy all my soilders and tanks.
Posted 17 years ago2006-07-30 19:28:27 UTC
in Cybernations. Post #192049
I was told to attack somebody who was stronger then I by 40, but in one day I already passed him in rank by a lot. I didn't get much enjoyment out of this war yet, but I still have time GGA is still at war.

Pepper, I'm no capitalistic blood hound...I'm worse, I'm a Devlish king! :badass:
Posted 17 years ago2006-07-30 08:21:26 UTC
in Couldnt find wad file Post #192020
This topic is a year old, why post in it now, if he problem is yet to be solved it still doesn't matter... I doubt he'll ever see it.
Besides if you have a question that matches an old one, don't post in that thread, make a new one.
Posted 17 years ago2006-07-30 08:17:21 UTC
in Level change:Oneway (frozen in the air) Post #192019
Elon Yariv:
The whole idea of this exact location of both landmarks thingy is that the area in the new level must be at list in the same size of the last area in the last level where the player was transported from. The landmark culculates the distence between it and the player then places the player in the same distence from the landmark in the other level, regardless if there is a brush in there.

So place the landmark at the same distence from the walls like the other.
Example: Landmark(level 1)- 8 units from the floor, 120 from the ceiling, 32 from the walls.
The other landmark mustn't be any closer to the brushes around it then the other is. The landmark's cordinates in hammer doesn't mean a thing.

Hope this explains the placement of landmarks a bit. :)

By the way: don't say you were stuck in the air, this way I thought you were just floating in the middle of your map. In the void/wall means you are outside your map.
Posted 17 years ago2006-07-30 07:05:35 UTC
in level change_ stuck in air (in game!!) Post #192017
The whole idea of this exact location of both landmarks thingy is that the area in the new level must be at list in the same size of the last area in the last level where the player was transported from. The landmark culculates the distence between it and the player then places the player in the same distence from the landmark in the other level, regardless if there is a brush in there.

So place the landmark at the same distence from the walls like the other.
Example: Landmark(level 1)- 8 units from the floor, 120 from the ceiling, 32 from the walls.
The other landmark mustn't be any closer to the brushes around it then the other is. The landmark's cordinates in hammer doesn't mean a thing.

Hope this explains the placement of landmarks a bit. :)

By the way: don't say you were stuck in the air, this way I thought you were just floating in the middle of your map. In the void/wall means you are outside your map.
Posted 17 years ago2006-07-29 22:39:45 UTC
in level change_ stuck in air (in game!!) Post #191992
Don't remove the player start. This way when you load the map(not reach it by playing) through console you'll start from the player start and not the map origin, which sometimes can be in the void.

Ok, what kind of level change are you trying to do? One-way should still have trigger_levelchange in both levels.
Posted 17 years ago2006-07-29 17:17:10 UTC
in Max models :O Post #191981
I didn't object to you, read the quote silly.
Posted 17 years ago2006-07-29 11:52:41 UTC
in Max models :O Post #191971
Func_walls are considered as models?? Are you 100% sure? Where did you learn that. I always thought they were regular brushes that vis ignores them hence they don't cause wall splitting.

Edit:
From Tommy's error page:
"The MAX_MODELS error is that you have exceeded the maximum number of brush based entities in your map. This can be either the total amount of brush based entities or of a specific entity.
"So it's either too many of one type of brush based entity or you have exceeded the number of brush based entities in the game (like trying to make the whole map out of func_xxxxx entities)".
"Each player model, each grenade, nail, gib, etc. counts toward the MAX_MAP_MODELS count. The total model count is always dynamic durring the game and changes as new models are spawned and removed. You simply need to make sure you leave some space.
Posted 17 years ago2006-07-28 13:08:11 UTC
in Advanced Brushwork Mini-Compos Post #191913
If you liked my old map you'll love the remake, Rowleybob! :) It's much better then the old version. The living room has two floors in it and the aquarium is much bigger and more detailed. The ceiling has windows in it, and many many more. The house is much bigger and there will be a much more intresting and difficult way to get into it.

Because it's not for the compo it wont be in black masa. I'll make the sky and it will be in a rainy day, might be a bit foggy.
Posted 17 years ago2006-07-28 08:21:00 UTC
in u know your failing at life when... Post #191888
... you actually type all the lol or rofl stuff in web sites.
Posted 17 years ago2006-07-27 03:26:07 UTC
in how do i use env_smoketrail? Post #191793
Try searching the forums a bit, I'm sure that someone asked the same question before.
If that doesn't work then you wont find anything else on this crappy CS site that might help you, as long as the CS entity guide will be completly empty. No body ever thought of filling it except for me, but I didn't have CS.
Posted 17 years ago2006-07-26 06:39:11 UTC
in Questions Post #191697
Error: Entity 0, Brush 155: outside world(+/-4096): (1006,2320,-98)(1040,400,4130)
Notice that the cordinates aren't a crazy number like 9999999, this means the level is truly too near too the edge of the map. 64 units is the maximum distence between the edge and the level. Move the level farther away from the edge.
Error: Entity 0, Brush 113, Side 1: plane with no normal
Error: Entity 0, Brush 113, Side 3: has a coplanar plane at (763, 319, 2), texture C3A2A_PIPE1
If you wont fix the planes with no normal errors your maps wont run. Go to map menu->Go to brush number and paste the defected brush and entity number.(written in bold in my quote) Then remake the brush from the start.
That's what it says for the HL1 forum. Czero is a Half-Life mod, yet you put it in the source forum.. that's just stupid.
Most people that buy Hl2/CS:S don't know that their engine is called source, they only know that the game they bought is Half-life or Counter Strike.
Posted 17 years ago2006-07-26 02:28:20 UTC
in Advanced Brushwork Mini-Compos Post #191686
Maybe you should make the hammer more noticible...
Posted 17 years ago2006-07-25 23:17:43 UTC
in Advanced Brushwork Mini-Compos Post #191677
Thats right rowleybob, and I can't be bothered with making a new map. :)
Posted 17 years ago2006-07-25 12:13:27 UTC
in Advanced Brushwork Mini-Compos Post #191632
Posted 17 years ago2006-07-24 19:52:04 UTC
in Brain teasers Post #191572
Thats just stupid! What does those questions have to do with wisdom?
Posted 17 years ago2006-07-24 19:00:00 UTC
in All went red Post #191557
Env_render with modulate flag ticked. Modulate is like nightvision, neat affect.
Posted 17 years ago2006-07-24 15:57:51 UTC
in Question about Wally Post #191503
Paint shop is better then gimp, I totaly forgot about it! :lol:
Posted 17 years ago2006-07-24 15:34:07 UTC
in Question about Wally Post #191493
Use gimp or photoshop to edit the skins, not wally.
Posted 17 years ago2006-07-24 06:45:33 UTC
in The Mesa Times - A HL1 Comic Post #191423
By easter egg do you mean the word file called 'report 31.10.98'. It's on the desktop start bar.
Posted 17 years ago2006-07-23 07:31:22 UTC
in drip drop Post #191355
Set the sprite's render mode to additive and render amount to 100-200
Posted 17 years ago2006-07-22 17:14:16 UTC
in Eek Post #191302
No need to recompile it, the bsp they provided is ready for playing and can run on your server.
Posted 17 years ago2006-07-22 05:47:45 UTC
in Cybernations. Post #191240
Well, ansith, I can send you soilders, but I just spent all my money on tech, I really needed it.

Edit:
On second thoughts... you have enough soilders... I'll send you some tech, you really need some.

Edit #2:

Nope, I can't send tech.
Posted 17 years ago2006-07-22 05:36:01 UTC
in Descent Post #191238
I'll download it, but for the meen time I wont test it, well not untill monday.
Posted 17 years ago2006-07-21 22:27:00 UTC
in Eek Post #191218
Then you should wait for someone else to reply, I'm fully exausted. Maybe you should upload the map to this site and let someone check it out, or link to the site where you found it. Then we'll know exectly what kind of map you are talking about.
Posted 17 years ago2006-07-21 22:18:15 UTC
in Eek Post #191215
Oh my god! Thats the highst texture data used in a map I've ever seen. :aghast: And I've seen really highly detailed, large and filled with costum textures map.
I never encountered such a case, but don't you think you can somehow reduce the amount of textures used in the map?

If not then try to increase the texture data to 1900000mb... :tired: I'm nearly positive it wont work so you should try to remove as many textures as possible and replacing them with others without hurting the map too badly.

Here is a little quote from a very helpfull site:
The limits for -texdate can go as high as the mem of the video cards you expect to encounter. For older Voodoo 2 cards it goes up to 8 meg (8192 KB) or 12 meg. If you KNOW your level is only going to be used on a local LAN where everyone has 64M vid cards, then you can set the -texdata to 64000 KB! But for public distribution you will already lose software mode players above -texdata 4096, and old vid card players above -textdata 8192. The higher you go above that, the less folks can play it!
I'm starting to doubt this map is even playible in any computer... but you should wait for other people's replies.
Posted 17 years ago2006-07-21 22:04:01 UTC
in Eek Post #191213
That access denied error... grrr... it can be caused by thousands of reasons! It once happened to me latly when the computer ran out of virtual memory during the CSG.

25000kb... seems quite high, try 8192 KB(8mb) for a start... wait, in hammer go to map menu-> map information and check how much texture data is used then raise the max a bit above it. If it's 6mb try 8mb max, don't want to take no chances.
Posted 17 years ago2006-07-21 21:38:10 UTC
in Eek Post #191210
All those missing textures are from the Hl1 wad! :o

[quote]Error: Exceeded MAX_MAP_MIPTEX
  • Warning: Larger than expected texture (218412 bytes): 'GP_MENU'[/quote]
I'll check those two right away, I encountered them once or twice.

Edit:
Max_miptex means you have exeeded the maximum memory provided for texture. It is by deafult 4096 KB, but can be increased by adding a '-texdata #' (# stands for how many Kbs you want the maximum to be)
to the csg command line.(in expert mode) By increasing the texture memory you'll unable all players who run Hl1/CS in software mode or with old video card to play in your map.
I advice you to remove all the unused wads and textures from the map. Also the other error might be the cause for this one, I'll check it right away.

Edit #2:
The other error means that the texture listed in it is larger then 256x256. This will usally wont hurt the compile but will unable the players with old video cards to play your map. Having many textures like this one increases the memory the textures take, maybe this huge texture takes too much space and hence it causes the other error.

If you really need that texture then increase the max texture memory. If it can be replaced with little affect on the map then remove it.

Edit #3:

About the missing textures, are you sure you have the halflife.wad included in the texture list?
Posted 17 years ago2006-07-21 21:21:47 UTC
in Cybernations. Post #191207
I wont, I don't want to join any stupid team. It take all the fun, it's much funner to be on your own and become strong without any help.
Joining an allience that gives you so much money is like starting with somebody's else nation.