Forum posts

Posted 18 years ago2005-06-05 07:02:51 UTC
in Avatars! Post #112711
Sorry about the size!
Posted 18 years ago2005-06-05 06:40:21 UTC
in Glass Post #112710
It's exactly the oppisite, the lower the number the more transperent the brush is!! :P
Posted 18 years ago2005-06-05 06:27:53 UTC
in stupid scrolling water Post #112700
I already told him that, Kol! :x
Posted 18 years ago2005-06-05 06:13:57 UTC
in Glass Post #112695
Ohh...I don't think that if you change the Func_water's render mode to normal or solid it will be fullbright! :lol: It's just the texture, color and addictive modes that makes things fullbright!!!
Posted 18 years ago2005-06-05 06:00:03 UTC
in map's Post #112693
I know that you shouldn't resize sky texture but I don't know why!!! :
Posted 18 years ago2005-06-05 05:54:39 UTC
in problem with map compiling Post #112692
You have a plane with no normal and a complaner plane!! Here is an explonation to this problem- http://www.slackiller.com/tommy14/errors.htm -it's in the brush section!!! ;) Well you can try spliting a complex brush into many brushes or rebuild it!!! :lol:
Posted 18 years ago2005-06-05 05:29:47 UTC
in Glass Post #112683
Damn it, I'll use volumetric lights then! :x
Posted 18 years ago2005-06-05 05:28:05 UTC
in simple texlight questoin Post #112681
I think thats true for all the moving entities (like Func_train, Func_tracktrain, Func_door...ect).
Posted 18 years ago2005-06-05 05:22:03 UTC
in grunts and guns thing Post #112675
I don't think so for when the burney dies he triggers the gun, simple!!! :lol:
Posted 18 years ago2005-06-05 05:20:36 UTC
in Bevel Texture Post #112673
It happens to me in Direct3D too!!! :(
Posted 18 years ago2005-06-05 04:46:45 UTC
in Glass Post #112669
Well turned out to be okey when I add light behind the glass but if I will turn off the lights it will look horrible!!! :roll: I can only think of using volumatric light but If there is a way to do it with out the volumatric lights then please tell me! :(
Posted 18 years ago2005-06-05 04:42:05 UTC
in Green Tall Xen thingies... Post #112668
Only the xen tree, the spores and the xen hairs are entities!!! :lol:
Posted 18 years ago2005-06-05 04:38:45 UTC
in grunts and guns thing Post #112667
Yes of course for the grunt doesn't realy controll the gun!!! When the montser dies the gun stops!!! :lol:
Posted 18 years ago2005-06-05 04:33:16 UTC
in Tele Problems Post #112666
If you to tern off the teleporter you will need to give the trigger_teleport a master(multisource)! ;) When the multisorce is on the teleport is on and when it's off then the teleport is also off!!! :lol:
Posted 18 years ago2005-06-05 04:28:02 UTC
in rounded... Post #112664
Here is a tutorial on making spheres- http://www.gamedesign.net/node/8 :)
Posted 18 years ago2005-06-04 18:32:47 UTC
in Grouping Problem Post #112633
It unties a entity!!! ;)
Posted 18 years ago2005-06-04 17:25:20 UTC
in SoundFiles Post #112626
Oops...I ment posts!
Posted 18 years ago2005-06-04 17:24:29 UTC
in SoundFiles Post #112625
Don't post comments after a while that no body commented on your quastion!! :x
Posted 18 years ago2005-06-04 17:21:10 UTC
in simple texlight questoin Post #112624
I know that it's true for Func_wall! :
Posted 18 years ago2005-06-04 14:38:50 UTC
in Glass Post #112603
I know but thats not the qaustion!!! :( Ohh yeah, cause I don't use one of the glass textures it can't be too much transpernt!! I use the generic103 texture!!!
Posted 18 years ago2005-06-04 14:34:00 UTC
in Grouping Problem Post #112602
No it doesn't the entity still exists it is just groped with other objects!!!:lol: It you want the other objects to be a part of this entity just pick them all and tie them to a entity!!! ;) Hammer will ask you if you want them to be a part of the existing entity, if you will select no they will all be apart of a new entity!!!
Posted 18 years ago2005-06-04 13:49:14 UTC
in Glass Post #112590
I made a transpernt glass, it all work fine only that it is fullbright!! How can I make a transprent object that is lighted like his serounding? :zonked: (I tried changing the render mode to addictive, but it didn't do a thing, and to solid, but it wasn't transpernt at all)
Posted 18 years ago2005-06-04 13:16:21 UTC
in Other mapping Post #112587
I once mapped for starcraft and created a whole new campaining with about 30 levels and more!! I mapped for many other strategy games like Rad Alert 1!!
Posted 18 years ago2005-06-04 13:12:22 UTC
in Maps Never Start Up WhenI Try To Run The Post #112586
That's good I prefer mapping for Hl1!!! :D
Posted 18 years ago2005-06-04 13:05:45 UTC
in Grouping Problem Post #112585
Or only group it when you finished with the entities!
Posted 18 years ago2005-06-04 13:02:13 UTC
in stupid scrolling water Post #112583
Just as I said!! And to change the directoin of the scrolling just do what I told you to do!!! ;)
Posted 18 years ago2005-06-04 12:27:43 UTC
in Maps Never Start Up WhenI Try To Run The Post #112566
Doesn't Hl2 uses a VMF for I heard something like that! :confused:
Posted 18 years ago2005-06-04 12:26:16 UTC
in Maps Never Start Up WhenI Try To Run The Post #112564
Make sure you put the BSP(or what ever file Hl2 uses) in the right folder! Well if that's not it than I can't help you for I'm a Hl1 mapper!
Posted 18 years ago2005-06-04 12:21:26 UTC
in stupid scrolling water Post #112562
So...they can both move if you tie them to a Func_convoyer! ;) Anyway I thought that scroll textures scroll even if they aren't tied to a Func_Convoyer? : If it is so just rotate the texture using texture agliment, this will change the direction of the scrolling texture. If you to drift with the water use Trigger_Push! ;)
Posted 18 years ago2005-06-04 12:11:53 UTC
in Site domain? Post #112561
Atom is the owner!
Posted 18 years ago2005-06-04 11:43:21 UTC
in stupid scrolling water Post #112552
Maybe you can create a invisable water brush and above it create the visable Func_convoyer! :|
Posted 18 years ago2005-06-04 10:27:04 UTC
in map's Post #112528
I allways start with creating the floor with vertex manupilation then I create ,acorrding to the complex floor, the walls and only then create the sky! ;) Here are the results- http://twhl.co.za/mapvault_map.php?id=2982 -It's not that good for I haven't worked enough on it! You will even find above the lower cliff a small brush that stops a leak from heppening! :(
Posted 18 years ago2005-06-04 10:07:18 UTC
in stupid scrolling water Post #112525
I think you need a Func_Convoyer for this but I'm not sure that you can't make it with Func_Water! :
Posted 18 years ago2005-06-04 08:07:09 UTC
in Make a room about you...! Post #112507
Ohh...I forgot I can't I'm already with Half-Dude! :roll:
Posted 18 years ago2005-06-04 08:05:55 UTC
in Make a room about you...! Post #112506
Posted 18 years ago2005-06-04 06:42:31 UTC
in Make a room about you...! Post #112499
Please make it for Hl1 mercenary!
Posted 18 years ago2005-06-04 06:40:38 UTC
in Song you're listening to now Post #112497
Sodom-Nuclear Winter :badass:

Make us die slowly
Nuclear Winter
Clouds of dust will hide the sun forever
Nuclear Winter
Blows straight into your heart
Nuclear Winter
Day of tomorrow we'll go though
Make your testament
Nuclear Winter
Posted 18 years ago2005-06-04 06:32:25 UTC
in map's Post #112494
Don't create a hollowed box with sky texture on it only create a sky where the player will see it!! ;) And there is a example map on skyboxes!

dandyli0n`'s anti skybox map- http://twhl.co.za/mapvault_map.php?id=2950 :D
Posted 18 years ago2005-06-04 06:12:19 UTC
in map's Post #112491
Don't use skyboxes and it doesn't metter! :lol:
Posted 18 years ago2005-06-04 05:01:39 UTC
in Sentences :zonked: Post #112488
Write this !BA_HEAR0 :lol:
Posted 18 years ago2005-06-04 04:54:10 UTC
in Bevel Texture Post #112487
By fog you mean murky water(when you enter them you see worser then you are out of them) for I thought that if I want to do so I need an Env_Fade? :
I knew most of the stuff you told me here like the animations, random tiling, invisable textures,water and scroll textures, I didn't know that the skip texture had no other function! :) You forgot light emmiting textures ~ and that they will only emmit light when they can be toggled +0 +A. :lol:
Posted 18 years ago2005-06-03 17:02:55 UTC
in Bevel Texture Post #112433
Are those all the special textures exept null,sky,aaa,clip and origin? :|
Posted 18 years ago2005-06-03 16:28:56 UTC
in Im New Post #112429
Not like me!I'm realy old at mapping-two years for half life and five for starcraft! :P
Posted 18 years ago2005-06-03 16:19:37 UTC
in Resetting Textures After A Texture Lock Post #112426
Use the texture aglinment to do so! ;) Select the whole brush and setect the texture aglin tool, A new window will show up and in the upper part of it you will see five boxes! The two left one tell the scale of the texture, the middle ones moves the texture(It's a bad explonation on what they do but you will find out soon) and the right one is the rotates the texture!! Now in the middle boxes type 0 insted of what is written out there and do so in the right box! ;) Now as for the left boxes just make sure that the brushes have the same number in it!!! :)
Posted 18 years ago2005-06-03 08:22:09 UTC
in Song you're listening to now Post #112403
Sodom-Percecution Mania
Posted 18 years ago2005-06-03 08:14:57 UTC
in Teleporters Post #112400
There is also a tuatorial on this! :lol:
Posted 18 years ago2005-06-03 08:13:34 UTC
in Bevel Texture Post #112399
Thanks M_gargantua!
Posted 18 years ago2005-06-03 04:55:06 UTC
in Bevel Texture Post #112373
Now I want to know about all the aaa textures found in Opfor.Wad! What does the AAA_1,2,3 textures do and what is the diffrens between them? :confused: I think I know what the aaa_Hurt, aaa_Multi, aaa_Once, aaa_push textures do but how do I use them? : What is the diffrens between the aaa_push texture and the aaa_push2 texture? And what does the aaa_wall texture do? :zonked:
Posted 18 years ago2005-06-03 04:40:38 UTC
in Song you're listening to now Post #112372
Sodom-Angel Dust :nuts:

Angeldust
Need a shot
To see me through the day
Angeldust
Want a lot I've got to get away
I've got to go
Posted 18 years ago2005-06-03 04:33:22 UTC
in Xen Assault [HL1] Post #112371
Yes, but don't stop building it Half-Dude it turend out to be a bautifull map and you can still make it diffrent!! And besides almost every idea have probably been made by someone so it doesn't mean you have to stop mapping!! ;)