Forum posts

Posted 16 years ago2007-06-20 12:53:16 UTC
in env_beam in MP map Post #225840
Idk, it seems that the batch compiler doesn't update the map when I save it in hammer. I found a workaround but that laser still doesn't seem to be working :/

[Update] I figured it out, I just need to export the .rmf to a .map before I use the batch compiler. I think I actually knew that but I haven't mapped for ages so I guess my knowledge on the software is a little rusty.
Posted 16 years ago2007-06-20 11:35:16 UTC
in env_beam in MP map Post #225832
Great now when I compile the map any changes (such as added brushes, lights etc.) don't show up wtf!?
Posted 16 years ago2007-06-20 11:19:58 UTC
in env_beam in MP map Post #225830
Okay, I will try that lol.
Posted 16 years ago2007-06-20 11:05:18 UTC
in env_beam in MP map Post #225828
That didn't work either and I put the damage up to 500 or so. Can you have beams and lasers deal damage in mp?
Posted 16 years ago2007-06-20 10:32:32 UTC
in env_beam in MP map Post #225821
I have an env_beam in a multiplayer map that works perfectly except that it doesn't deal any damage. I need the beam to cause instant death when it fires every 30 secs or so. I tried to set the damage value but when the beam fires it doesn't kill the player. Any suggestions?
Posted 16 years ago2007-06-11 16:47:55 UTC
in Gravity In Deathmatch Post #224954
Alright, I'll try that. Thanks again for the info.
Posted 16 years ago2007-06-11 16:29:47 UTC
in Gravity In Deathmatch Post #224949
Gah, I tried that but nothing happened. I don't really get how the trigger_gravity works. Once it is triggered it can't be triggered again? I had 4 brushes working as one trigger_gravity last time I tried it. Would that affect anything?
Posted 16 years ago2007-06-11 16:06:58 UTC
in Gravity In Deathmatch Post #224944
Is there any way to have the overall gravity lower in a DM map? I am having a hell of a time trying to figure it out. I used a trigger_gravity and such but nothing works. I just want the overall gravity to be lower in the entire map. Any suggestions?
Posted 17 years ago2007-01-23 11:04:15 UTC
in Advanced Brushwork Mini-Compos Post #210353
Good luck with that.
Posted 17 years ago2007-01-23 10:56:23 UTC
in No game loaded/only in steam Post #210350
Posted 17 years ago2007-01-23 10:53:45 UTC
in HL:Event Horizon now hiring! Post #210348
Sounds like a cool project but I suck at stuff so I can't help ya out :biggrin:
Posted 17 years ago2007-01-23 10:51:28 UTC
in To .RMF Or Not To .RMF... Post #210347
There should be a spot on the site where everyone could dump their unfinished/unwanted RMFs... though that might waste a lot of space :D
Posted 17 years ago2007-01-23 10:45:48 UTC
in No game loaded/only in steam Post #210345
You asshole, I was going to suggest that next! You just HAD to beat me to it...weak.
Posted 17 years ago2007-01-23 10:43:49 UTC
in No game loaded/only in steam Post #210343
You could use the WADs from the retail version...if you own it.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-01-09 19:08:40 UTC
in Custom textures done.. but.. Post #209143
You would either have to use Spirit to override the default monster models or code them in. If you set up your own mod, you can either put them in a models folder or setup a custom PAK file.
Posted 17 years ago2007-01-08 17:07:04 UTC
in Sub-model Question Post #209020
That would be great if you could do it. I'm not all that model savvy so I probably wouldn't be able to figure it out. I'm think I might try anyway but if you could do it I'll make sure to add you to the mod's credits. Thanks!
Posted 17 years ago2007-01-07 21:30:23 UTC
in Sub-model Question Post #208944
I would like to use a cool HEV Helmet guy model I found to replace or act as the default barney model for my mod. There won't be any security guards so the regular barney model won't be used anyway. I used spirit to force the model and sub-model (the model had about 5 sub-models). The problem is, the model I want to use for the barney model is one of the sub-models and the model doesn't have all the matching barney animations. When in-game the barney model is all bugged and the sub-models switch and the animations are not right at all. I would like to take the sub-model, apply the default barney animations, and then use it to replace the default model.
Posted 17 years ago2007-01-07 20:20:18 UTC
in Ropes not working in CS:S Post #208932
It's def. possible to do in CSS; I've seen it done b4. I think there might be some special trick to get the light to attach itself to one end of the cable. I don't think you can assign a prop as an end point tho...
Posted 17 years ago2007-01-07 20:16:48 UTC
in maps download Post #208930
Use that little RESGen program after you make your maps. It gathers all the resources you need and then others can download them from your server with the map.
Posted 17 years ago2007-01-07 12:40:23 UTC
in Sub-model Question Post #208900
Is there any way to make a sub-model of a main model (hlmodel02.mdl) into a main model (hlmodel.mdl)? I am having all kinds of problems in game with a model swapping sub-models when running different animations. I needed to force a certain sub-model but it's too buggy and I would like to make the sub-model into a separate (standalone) model. I'm thinking this can be done in 3Ds Max or something like that...
Posted 17 years ago2007-01-07 12:31:52 UTC
in ModNumForName Post #208899
Hmm, that's the site I was looking for... The article didn't really help much but I figured it out eventually anyway.
Posted 17 years ago2007-01-06 23:01:43 UTC
in ModNumForName Post #208840
ERROR: "Mod_NumForName" : sprites/null.spr not found

...I forget what that means but I get it then my mod crashes and throws me back to the desktop.
Posted 17 years ago2007-01-06 19:23:13 UTC
in No Console Post #208813
Um, I did get some kind of NULL sprite error when I pounded the keyboard but I don't know what that meant...

I did add "-console" to the end of the shortcut target but no "-dev"
Posted 17 years ago2007-01-06 18:40:54 UTC
in WAD Problem Post #208801
Gah I fixed it. No need to imply any stubbornness geez. All I did was install Hammer to the J drive and it worked. Thanks for the help.
Posted 17 years ago2007-01-06 17:39:51 UTC
in No Console Post #208795
The console doesn't work when I load my mod and click "Console." Why? It is supposed to right?
Posted 17 years ago2007-01-06 16:48:38 UTC
in Desktops of January Post #208790
Posted 17 years ago2007-01-06 14:43:29 UTC
in Desktops of January Post #208786
Nice Tau wallpaper Sajo. Where do you acquire such themes Dorian and how do you take shots of the desktop? I could never figure out how to do that...
Posted 17 years ago2007-01-06 13:50:49 UTC
in WAD Problem Post #208781
Nope, can't be, everything (including WADs, paths, and tools) are on the same drive. There is only one more thing I can think of and that's Hammer itself. Hammer is installed on the C drive and everything else is on the J drive. I wonder if that's the problem.
Posted 17 years ago2007-01-06 13:18:17 UTC
in WAD Problem Post #208777
This is what I get when I build...

Warning: Wad file 'game filessierrahalf-lifevalvedecals.wad' not found
Warning: Wad file 'game filessierrahalf-lifevalvehalflife.wad' not found
Warning: Wad file 'game filessierrahalf-lifevalvesubzero.wad' not found
Error: Could not open wad file game filessierrahalf-lifevalvedecals.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

Error: Could not open wad file game filessierrahalf-lifevalvehalflife.wad
Error: Could not open wad file game filessierrahalf-lifevalvesubzero.wad
Posted 17 years ago2007-01-06 13:11:51 UTC
in WAD Problem Post #208775
-No textures over 256x256 (using default WADs and 1 custom one)
-Map is tiny (1 room) - just a test area
-No "loadlump" thing - just cannot find WADs
-I don't even know what HLfix is

Actually, I had the compile tools and the WADs I wanted to use on different drives but then I moved the tools to the same drive... that didn't work either (and I was surprised).
Posted 17 years ago2007-01-06 11:59:46 UTC
in WAD Problem Post #208770
Alright this is a new one... No matter what I do to configure the WAD files I want to use in Hammer, the compile tools cannot locate and open them. This feels like such a noob problem but I can't figure it out :D . This has never happened before and I think it might have something to do with my new hard drive or something. Anyway, does anyone know of any solutions?
Posted 17 years ago2006-12-28 19:23:26 UTC
in From Good To Bad Post #207821
Yeah, but I only needed the DLL and the FGD. My mod is already setup and ready to build. The folder structure is contained within a PAK file. I just need to build the maps now.
Posted 17 years ago2006-12-28 19:00:06 UTC
in From Good To Bad Post #207817
Spirit eh? Do I just replace the hl.dll with the spirit.dll in my mod's dlls folder and then use the Spirit FGD with Hammer? I thought about that before and I guess it would be better than changing code...
Posted 17 years ago2006-12-28 18:53:23 UTC
in From Good To Bad Post #207815
I need to know how to change an ally (Barney) to an enemy for my mod. I have cloned the barney.cpp (and modified it) in order to make a "new" Barney replacement. (I wanted to use a different model anyway.) I would like to have the "original" Barney set as an enemy entity with the default Barney model. I know it can be done easily I just don't really know what I am looking for in order to change the code or whatever.
Posted 17 years ago2006-12-27 17:19:48 UTC
in LOL Post #207722
I didn't laugh...at all.
Posted 17 years ago2006-12-27 00:42:20 UTC
in Poke646: Vendetta Post #207619
For those of you that don't know yet, Poke646 (HL1 mod) has been released. Visit www.poke646.com to download and play the mod. Make sure to play the first one too if you haven't already.
Posted 17 years ago2006-12-26 20:10:41 UTC
in Non Shoot-thru Wall Post #207612
Yep, I'm starting to wonder if it can even be done...I think it might be the texture or something.
Posted 17 years ago2006-12-26 20:02:32 UTC
in Non Shoot-thru Wall Post #207610
Tried it, twice. The bots still managed to shoot eachother through the wall.
Posted 17 years ago2006-12-26 19:52:58 UTC
in Non Shoot-thru Wall Post #207607
In one of my CSS maps I have a wall that is textured with the "glass/combineglass001a" material. I am trying to prevent the bots (and other players) from shooting through it. I have tried several different things but none have worked. Any ideas???
Posted 17 years ago2006-11-02 19:14:34 UTC
in line rider Post #201734
Heh, I started playin' this game like a week n a half ago (Line Rider). I finally had to stop because I was spending unhealthy amounts of time on it at school. Not sure whether that video is cool or pathetic.
Posted 17 years ago2006-10-30 17:04:21 UTC
in 8 Bit Half-Life Post #201363
You guys are rediculous lol! Like I had any pride in making this waste of time.
Posted 17 years ago2006-10-29 22:23:42 UTC
in 8 Bit Half-Life Post #201278
Okay fine... I fixed it so that it looks like the top of the label is bent over the top. It actually looks a whole lot better now.

http://i126.photobucket.com/albums/p104/EXCellR8/HLCartridge-1.jpg
Posted 17 years ago2006-10-29 22:06:53 UTC
in 8 Bit Half-Life Post #201275
Yeah so I just picked up my 8 bit copy of HL today at the local pawn shop...

http://i126.photobucket.com/albums/p104/EXCellR8/HLCartridge.jpg

Now all i gotta do is fire up the 'ol NES and get a Q-Tip!
(Made this today when I was bored - plus I just got PSCS2!)
Posted 17 years ago2006-10-23 20:34:00 UTC
in Complex elevator troubles Post #200616
Yeah elevators can sometimes be the hardest things to create in Hammer. The Half-Life engine wasn't programmed to handle complex elevators even though it can be done.
Posted 17 years ago2006-10-15 10:34:24 UTC
in Custom DLLs Section Post #199754
I think it would be awesome if someone programmed up some kind of "Half-Life DLL Generator" that would make it incredibly easy to make the DLL files. You just select the different attributes that you want your code to contain and the program builds the dll for you. Of course this kinda eliminates the purpose of developing the code yourself but at the end of the day who gives a damn?
Posted 17 years ago2006-10-14 19:45:31 UTC
in Ha, awesomeness Post #199694
Yay, look at the piturs move n such woot!!!
Posted 17 years ago2006-10-14 19:37:44 UTC
in Custom DLLs Section Post #199692
I had an idea of making a site that featured custom (premade) DLL files for Half-Life that people could simply download and add to their mods. I thought it would be cool if we could code up some client.dlls or whatnot and put them in a seperate section. These DLLs could simply contain basic changes like HUD colors or different HUD styles all premade and ready to download. In order to use the coded DLLs, modders would have to agree to credit the programmer. I don't know, seemed like a good idea at the time I thought of it.
Posted 17 years ago2006-10-14 19:30:25 UTC
in where are they Post #199690
Are you using the svencoop.fgd??? You need to make the maps with the correct FGD file (in this case the svencoop.fgd). You can find this file on their site www.svencoop.com. The map works fine in Half-Life because you're probably using the regular halflife.fgd.
Posted 17 years ago2006-09-11 19:02:02 UTC
in Hard Drive Space Post #196324
Yeah I think Seveth takes this one.