Forum posts

Posted 17 years ago2006-05-31 06:07:19 UTC
in Using GIMP to create custom textures Post #182861
Nice tut... really easy to use. Looks like I'm not so bad with photoshop, I just didn't know anything about the refrence pic. Now I don't need anybody's help, I already knew how to make gold textures, and not thanks to you rimrook.
Posted 17 years ago2006-05-30 15:37:14 UTC
in Car Textures? Post #182763
Posted 17 years ago2006-05-30 15:28:07 UTC
in list of animations for scientist+dm/map Post #182758
Get Jed's model viewer from slackiller's programs in order to view models' animations. (TWHL's links page)
Posted 17 years ago2006-05-29 12:01:33 UTC
in Now Playing: ... Post #182574
Highway Hunter - One of the many themes

Safari puts more effort and money in the music then the effort it puts in the game. Tyrian2K has 50 songs. :
Posted 17 years ago2006-05-29 01:09:55 UTC
in r_speeds problem Post #182484
Set Hl1 to 'dev 1' too. Try opening Hl through a shortcut, enter the shortcut's proporties and add after the target range(don't forget to seperate the parameters from what thats already there and the other parameters by a space)" -console -dev".
If you are playing a mod then also add this parameter: " -game <modname>"

Opening Hl through this shortcut enables the dev and sv_cheats imidietly. This way you can do all the stuff like r_speeds, gl_wireframe, noclip, god, notarget, impulse commends, SV_commends...ect To open with steam hl the shortcut steam must open.
Posted 17 years ago2006-05-29 01:04:30 UTC
in Lever Post #182482
Remember to place a brush with an origin texture around the place the lever rotates around.
Posted 17 years ago2006-05-28 18:36:45 UTC
in Can I group entities? Post #182444
So is the move with system.
Posted 17 years ago2006-05-28 15:29:04 UTC
in Using GIMP to create custom textures Post #182428
Shut up, hunter, thats not helpfull at all. He DOESN'T know how to make them. Look at pixel2life(link page) you might find a trick that will help you make your texture. That site has nothing to do with mapping so don't search for something like: 'making textures for the source engine'. Search for 'scretch marks' or something like that.
Posted 17 years ago2006-05-28 15:24:15 UTC
in Alpha One-Zero Post #182426
Choose another one, hunter.
Posted 17 years ago2006-05-28 15:21:12 UTC
in help... Post #182425
Place over places the player could never get to them a brush textured with the clip texture on all sides.
Posted 17 years ago2006-05-27 16:44:57 UTC
in Kasperg Projects! Post #182288
Not forget all the other stuff like move with, particles...ect

Maybe you can make a 3Dskybox with astroids in it. You can tie some of them to train/tracktrain and make an env_particles entity follow them, stimulating commits, it will be so cool. You can tie other astroids to func_rotating, making them rotate slowly, just like in gunman.
Posted 17 years ago2006-05-27 16:41:59 UTC
in high speed (really high speed) Post #182287
Pepper thats not that fast. It's far slower then the lightspeed which is 300,000 km per second.(or more) I think that spaceships today travel that fast... or more.
Posted 17 years ago2006-05-27 16:28:15 UTC
in Kasperg Projects! Post #182283
But thats not Star Trek then! :nervous:

EDIT:

TV series... like... Never watch them. Although that the last one I watched was the A-Team... I liked that. Apart from that I like cartoons, like Teenage Mutant Ninga Turtles. The first series are nice. I know many people don't like them but atlist there aren't any dramatic parts in them, I hate these bits.
Posted 17 years ago2006-05-27 16:16:29 UTC
in Kasperg Projects! Post #182279
Forgive me for the pun but- HAHAHAHA. Star Trek and Star Wars. :cyclops:

Really I'm astuonded that anybody like those movies and TV series. The last and first time I watched Star Trek it was worse then a DRAMA show. There were kisses, slaps... everything... only with strage looking guys.
And star wars... I'll never understand whats so good about that one.

Sorry it all brusted out just now, I just watched a movie called "spaceballs", it reminded me of what I once watched all that junk. That was a funny movie...

Cut the flaming/cursing/preaching bit short please.

Back to topic
As for the skins- They are really nice, they all fit the theme, exept the security guard's, He needs to be remodeled abit. Give him a diffrent armor(ask someone to model for you if you cant), this one wont cut it, doesn't look futuristic, even with that skin. The helmet is fine as it is, maybe something over the eyes will help. You should edit the scientist's head too. Why keep the extra polies that the face is made of, make that bit flat, you can hardly see the face anyway. :)
Posted 17 years ago2006-05-26 12:31:26 UTC
in Alpha One-Zero Post #182156
So who is next?
Posted 17 years ago2006-05-26 05:34:31 UTC
in Month of May Mini Contests! Post #182102
Oh dear, how silly of me, I never thought seventh was sasha. :|
Posted 17 years ago2006-05-26 04:33:39 UTC
in texture transition on floor Post #182094
You can make the tiles higher and at the end break apart.
Grass____|-------Tiles
Or you can make something like this:
Grass________|______Tiles
But since you said you don't want any bump in the floor you can add a small trim which might look good in some cases, but if you want to make the place look more abandoned, use a costum texture like the one I showed you before.

grass  transation  tiles
       texture
______ ________ ________
Edit:

I made a transation between two textures in this map. In the mouth of the larger cave the dirt from the outside and the cave's rocks are combine nicly.
Posted 17 years ago2006-05-25 17:00:08 UTC
in Alpha One-Zero Post #182046
Well, you said his hands shook from fear. If his hands shake before the fight he'll go crazy once he starts seeing the real horror. ;)
Posted 17 years ago2006-05-25 16:38:15 UTC
in Alpha One-Zero Post #182041
Chapter 3 - The Forest

The woods were dark and no sound was heard within them, the trees hid the sun making it nearly pitch black. We couldn't risk using our flashlights so we staggered carefully trying to make out the pass ahead.
Everybody was silent and tense, ready for everything that may lay ahead.

Suddenly a scream echoed through the forest. A few shots were heard but then the death like silence returned. I wanted to call alpha team to find out of their location and state but we were ordered to keep radio silence.
I finally decided to ignore the incident that accured and continue to the labs as planned.

We didn't walk but a few hundred meters when a foul stench filled our noses. It was the smell of fresh blood. We unhesitantly followed the smell. Verret suddenly shreiked with horror, a horrifying site was reveled to our eyes - the source of the smell was a disemboweled, deheaded and skined body. The gun in it's hand was cut into half, on the rocks there were deep claw marks. For a few moments we started with horror at the body and wondered what could have don't such a thing and what was strong enough to leave these marks.

"I'm getting out of here!!" said Verret in horror and ran away before we could stop him.

Another scream was heard only this time much closer.

"Thats Verrets voice!" I cried.

Verret's body suddenly flew out of the darkness. The body hit the rocks behind us. His ribs where smashed to pieces, he died instantly from the brutal blow.

We then knew we were being watched, but by WHAT?

Since we were found already there was no point not to use our flashlights. We opened our flashlights just to get glimpse of the killer. It fleed so fast we couldn't make out what it was.

From then we continued toward our destination, each one to the back of the other, looking all around us, with the fingers on our trigger, ready to shoot everything in our sight. We couldn't see the thing that followed us but we knew it was there. The branch craking sounds, the low growls that were often heard.

The growling sounds grew louder and and more frequent. In a few moments we were sorrunded by many of those creatures. We couldn't see them but we knew it because of the sounds they made.

"Stand your ground, be on your guard, we are surronded." I quietly ordered the others.

They accepted and did as I ordered.

"Throw the flares, soilders!!" I ordered.

Just as we did it a shower of bright shots came from all sides.

"Hit the dirt!" I yelled.
The one that will continue from this point will be- Zombieloffe.
Posted 17 years ago2006-05-25 14:50:31 UTC
in Alpha One-Zero Post #182027
WTF?? You're lucky I just noticed this thread. Ok, I'll do it.
Posted 17 years ago2006-05-25 13:21:55 UTC
in Descriptive writing Post #182018
Posted 17 years ago2006-05-25 13:08:38 UTC
in 2006 Mapping competition. Post #182011
Remove those grean boxes, they look horrible. :lol:
Posted 17 years ago2006-05-25 09:27:57 UTC
in Torus trooper Post #181991
I'm not sure it'll work on my computer. :cry:
Posted 17 years ago2006-05-25 09:20:48 UTC
in Free ads in my map! Post #181990
Argghh... pain killer remove those pics at once... they burn my eyes. Lans flare overduse...NOOOOO. I'm not as bad as that in photoshop. :
Posted 17 years ago2006-05-25 09:13:10 UTC
in texture transition on floor Post #181988
You can also make a custom texture that looks like this:
User posted image
I combined between a Hl1 tiles texture and opposing force's grass texture. I know it sucks, I haven't spent along time on this one, it's just an example.
Posted 17 years ago2006-05-24 12:47:47 UTC
in New Mod: "Turnstile" Post #181846
A deathmatch(or any other kind of multiplayer map) map for turnstile?

If it's for SP then remove the weaponry that lies on the floor. SP's weapon placement is diffrent then MP's. It must have some logic... not just lie around.
Posted 17 years ago2006-05-24 12:06:33 UTC
in Dumb WAD question Post #181816
Thats what I ment.
Posted 17 years ago2006-05-24 11:13:42 UTC
in Dumb WAD question Post #181800
The 'Wadinclude' option will usally be better then the 'nowadtextures' options. The 'wadinclude' option includes only the wad you specify in the wad( '-wadinclude mywad.wad' ) while the 'nowadtextures' includes all the textures from all the wads you use. That usally increases the file size.
Posted 17 years ago2006-05-24 06:47:31 UTC
in Dumb WAD question Post #181759
Just remember not to modify anything from the original game. Create a new wad andadd only the textures you need.
Posted 17 years ago2006-05-23 11:11:12 UTC
in Kasperg Projects! Post #181644
Hunter, you have incured my abhorrence.
Posted 17 years ago2006-05-23 11:05:57 UTC
in Now smelling Post #181643
I smell sweat.
Posted 17 years ago2006-05-22 14:26:19 UTC
in Kasperg Projects! Post #181490
They are all quite the same. It looks like you built wrapcore on base of the first one... only with diffrent detail and textures. Whats with the AAAtexture in wrapcore's screeni?
Posted 17 years ago2006-05-22 12:18:58 UTC
in Muzzle TWHL server map rotation vote Post #181463
Because for some obscure reason many TWHL members are in love with you and your maps.
Posted 17 years ago2006-05-22 11:38:49 UTC
in Month of May Mini Contests! Post #181455
Thats was it's prupose! To make people shiver. :badass:
Posted 17 years ago2006-05-22 10:56:27 UTC
in Now Playing Post #181453
Is there a time when you don't listen to music, ant and hugh?

Steppenwolf - Born To Be Wild
Posted 17 years ago2006-05-22 09:40:29 UTC
in Now smelling Post #181448
If you were an admin, jobabob, I bet you'd probebly do it to. It does no harm anyway. Does it matter if he posts a whole post or edits someone's post?

I smell smoke... no it's burning gas... wait.... it's barbicue.
Posted 17 years ago2006-05-21 10:16:42 UTC
in Kasperg Projects! Post #181328
Looks like wrapcore for singleplayer.
Posted 17 years ago2006-05-20 18:06:27 UTC
in Teh desktops of mid-May~!!1 Post #181230
Whoops... nevermind. :|
Posted 17 years ago2006-05-20 17:57:36 UTC
in Cannot open zeditor.wad Post #181226
Do you have a Zeditor.wad at all? If you don't then it means you included too many wads in the texture list. The maximum is 8 wads. Include only the wads with the textures you use and remove all the wads that don't have textures at all.(GFX.wad, fonts.wad)
Posted 17 years ago2006-05-20 15:05:04 UTC
in Month of May Mini Contests! Post #181194
User posted image
Another one
Posted 17 years ago2006-05-20 14:21:15 UTC
in Month of May Mini Contests! Post #181190
:thebox:

I'm just lazy. :P

Edit:

Ok, I stopped fooling around... I made one:
User posted image
Edit #2:

Damned shit!!! I forgot two horns! That poor little cacodemon. :cry:
Posted 17 years ago2006-05-20 12:42:07 UTC
in Competition 20 Post #181166
What ever compo is that I'm out of it! I've got enough obligations already:

2 minimods
1 mod
1 chapter for Dark Truths(a Hl1 mod)
3 DM maps

Conclusion: I can't be bothered right now. :P
Posted 18 years ago2006-05-20 02:06:02 UTC
in Soon watching Post #181068
Tv shows, movies...ect
We had a now watching thread before.
Posted 18 years ago2006-05-20 01:06:05 UTC
in Soon watching Post #181065
What do you intend to watch in the near future?

I got this idea for a thread on snarkpit and I just had to try it. :P
Posted 18 years ago2006-05-20 01:03:31 UTC
in Now smelling Post #181064
You don't want to know what that I'm smelling.
Posted 18 years ago2006-05-20 00:51:43 UTC
in Where to put Deathmatch .bsp's Post #181063
...Steam/steamapps/<account name>/half-life/valve/maps
Posted 18 years ago2006-05-19 12:24:24 UTC
in compile error: map is verson "x", not Post #180955
How many wads does CZ have? 8 wads is the maximum you may use, remove some unused wads(in the certian map) and usless wads(like gfx.wad and fonts,wad) from the textures list.

Thats the problem for sure, when it says it can't open wads you don't have it means you used too many wads.
Posted 18 years ago2006-05-19 12:21:02 UTC
in beams Post #180953
Just trigger(target value) them and they will be toggled.
Posted 18 years ago2006-05-19 07:47:52 UTC
in scripted_squence Post #180936
Delete then remake the seaquence! I suspect opfor may have diffrent values and stuff added to the script entity.
Posted 18 years ago2006-05-18 16:07:38 UTC
in compile error: map is verson "x", not Post #180825
Where do you save your maps hammer uses?(RMF directory)