Forum posts

Posted 18 years ago2006-01-25 21:46:41 UTC
in Hammer Screenshots Post #159589
I want to take a screenshot of the editor for a tutorial. I want to show step-by-step pics with numerous screenshots of the editor. (The 4 windows and such)
Posted 18 years ago2006-01-25 21:12:49 UTC
in Hammer Screenshots Post #159585
So yeah I kinda want to make a tutorial but I'm trying hard to figure out how to get a screenshot directly of the editor. I've tried to "print to file" but that seemed too complicated. Do I need a capture card or something?
Posted 18 years ago2006-01-25 17:47:17 UTC
in WTF Happened? Post #159550
Oh yeah, it's the "gordon classic" model. WTF I always post stuff thinking it's cool and then...it's NOT. I found it in the wrong directory though. Seems strange that it's not in the little Select Player Model menu. Never seen it before. Oh well, I thought it was neat.
Posted 18 years ago2006-01-25 17:42:10 UTC
in WTF Happened? Post #159545
I was playing Garry's Mod a couple of days ago and something really strange happened. I was playing a the "oldskewl" Gordon Freeman. I have no idea how I got the player model and I have no clue as to how it got into the mod. Check it out!

http://i26.photobucket.com/albums/c102/HondaKid95/Gordon2.jpg
http://i26.photobucket.com/albums/c102/HondaKid95/DOG.jpg

(The pic of DOG was just thrown in at random; I though it was funny.)
Posted 18 years ago2006-01-22 20:14:45 UTC
in Access denied Post #159143
That same error happened to me before too. I think I just installed new compile tools and redirected Hammer. Think that did it.
Posted 18 years ago2006-01-14 00:01:14 UTC
in 6600GT Issues Post #157853
I hate dealing with graphics cards. Something always doesn't seem to work with them. Why can't they just fuction properly? It's truly a mystery to why there are so many problems with them. I'm running a BFG Tech 6800GT-"R" OC (custom card). It took me weeks to finally tune it to a good performance level. Usually, drivers AREN'T the problem like people tell you. It usually has something to do with the actual card. Kinda dissapointing at times.
Posted 18 years ago2006-01-13 23:55:44 UTC
in Repelling Grunts Post #157851
Heh, I figured someone would say something about that. Sorry. I posted the question because I had to leave my house. I didn't have time to set it up and compile. I posted the question quick and left hoping that someone would respond to it by the time I got back.
Posted 18 years ago2006-01-12 21:09:47 UTC
in Repelling Grunts Post #157646
I want the monster_human_grunt_repel entities in one of my maps for my mod to be triggered (by a func_trigger_once) to repel. Do I just name them and trigger them with the trigger?
Posted 18 years ago2006-01-05 22:18:45 UTC
in TWHL Fragfest Post #156362
I think a bunch of us should get together and play HLDM on the new TWHL servers being run. Set a password and give it to our members. I'd like to see how you guys play. Hey, maybe we'll get to see who the top players are. Just a thought. Perhaps HL2MD also? I'm better at that!
Posted 18 years ago2005-12-22 18:32:56 UTC
in HL Crashes Post #154007
Lately, I've been working really hard on my SP Mod for Half-Life, and it's going great except for one thing. One of my level changes STILL doesn't work! I have it set up now with two info_landmarks and a info_player_start in the "next" map (one way). When the "next" map loads, HL crashes. I have an info_player_start because I want the player to spawn at a certain spot. I've already tried teleporting the player to the point from the landmark but that failed. I haven't spent a lot of time around the problem lately. I've continued mapping. Eventually, I NEED this fixed though. Other than that, the development has been smooth and painless. I hope to release the mod before the summer hits!
Posted 18 years ago2005-12-17 23:50:29 UTC
in Getting Annoyed Post #152957
Alright I've almost had enough of this. I'm trying to get this damn level change to work but nothing is working and I've completely run out of ideas. I seriously can't imagine how VALVe put up with all the bull that their editor dishes out. I can't figure how they got everything to work. Alright, the level change doesn't work no matter how hard I try. I've got the landmarks set up correctly but it fails every time. I sick of doing test runs. Why doesn't anything work the way it should? This is just STUPID now.
Posted 18 years ago2005-12-17 20:07:46 UTC
in Level Change Not Working Post #152922
Oh I get ya! I understand exactly what you're saying. Ok. I just need to tweak the two maps a little bit in this case. Thanks! I guess I still have to get used to the Single-Player aspect of Half-Life. The only thing is that I've used level changes before but this one's giving me trouble. It's a lot harder to change levels in between cutscenes too!
Posted 18 years ago2005-12-17 18:54:35 UTC
in Level Change Not Working Post #152902
One of my level changes is not working. I have the landmarks (same name) in each of the maps with the trigger_changelevels but it doesn't work right. A trigger_changelevel is triggered (not by the player) in the previous map to the next map. Once the new map loads, it appears that the player is "stuck" in the floor or something and the map "whirls" around and blurs out the screen. WTF! I've tried a bunch of different things but I can't seem to figure out what's wrong. Please help!
Posted 18 years ago2005-12-17 18:43:10 UTC
in Battlefield 2 Post #152897
I run it with a BFG 6800GT and it still gets a little choppy sometimes. I'm also running 1024 RAM!
Posted 18 years ago2005-12-15 16:31:11 UTC
in Level Changes Post #152475
Nope, I figured it out. If you set up a normal level change with landmarks and trigger_changelevels but put an info_player_start in the new map, the player will start there. VALVe used this method a lot in Xen it seems.
Posted 18 years ago2005-12-14 20:30:27 UTC
in Level Changes Post #152322
Is there any way to end and start a new level with an info_player_start instead of info_landmarks? When the map ends, start a new map with a player spawn?
Posted 18 years ago2005-12-13 23:57:24 UTC
in New Sub Zero Mod Screens Post #152210
Oh its got a good story, and I already worked everything out. Who cares if it's original or not? It's ALL ABOUT THE DAMN GAMEPLAY people! Don't care if I don't have an idea the fascinates you, it's just an idea I wanted to use. Was Azure Sheep, ETC and Case Closed original...no! Were they good mods...you bet! Gimme a chance and I'll make something real good.
Posted 18 years ago2005-12-13 17:27:52 UTC
in New Sub Zero Mod Screens Post #152160
The Mod is about another incident in another facility sister to Black Mesa, White Plateau. Basically, the environments are opposite but the facilities are very alike. I also have swapped the shades of the BM logo to create the WP logo. It's just an idea to change atmosphere. I think there is more info in my first thread.
Posted 18 years ago2005-12-13 00:02:57 UTC
in New Sub Zero Mod Screens Post #151973
Heh, oh don't you worry. This mod will NOT be abandoned! I've already mapped the hardest part (the plot) and all I have to do now is bring it all together will a bunch of maps (that aren't real big - not as big as SVEN Co-op maps) with enemies and junk. It'll be real good, I promise!
Posted 18 years ago2005-12-12 17:36:40 UTC
in New Sub Zero Mod Screens Post #151947
Pretty much an all Half-Life feel. Don't worry, there WILL be a plot and a story. I already know what I'm going to do. I'm thinking to make the whole thing might take me around 2 months. I'll try to work on it whenever i can but I want to go at a steady pace and make it good.
Posted 18 years ago2005-12-12 17:32:51 UTC
in First Black Mesa: Source December Media Post #151945
The dam wasn't THAT big was it? A very nice-looking map indeed.
Posted 18 years ago2005-12-11 20:23:03 UTC
in New Sub Zero Mod Screens Post #151816
Posted 18 years ago2005-12-11 18:24:38 UTC
in My New Mod - Sub Zero Post #151776
The white stuff on the back of the trucks is (you ready for this?) snow! Well I tried to make it look good. Anyway, I'll have additional screens up within the next week! Thanks for the comments.
Posted 18 years ago2005-12-11 11:09:58 UTC
in Scripted Sentence Trouble Post #151666
Do I have to put the pak0.pak from Half-Life into my mod folder for the sentences to work?
Posted 18 years ago2005-12-10 23:10:16 UTC
in Scripted Sentence Trouble Post #151591
I have read and taken notes on every tutorial i could find and no matter WHAT I try, my scripted sentences will NOT work. I am trying to get my barney (guard2) to speak the !BA_HEVNO and !BA_HEVYES sentences but nothing happens. I trigger the sentences with func_triggers and set them up correctly. Why don't they friggan work? I don't have time for this nonsense. I have a lot of work to do! Can somebody please help me? I NEED the sentences working.
Posted 18 years ago2005-12-10 22:21:53 UTC
in item_suit Post #151589
My item_suit doesn't show up in game! WTF!!?? Anyone know what's going on here? Should I just place a new one. I'm baffled!

[Update] Nevermind, the area where I was placing it was too small!
Posted 18 years ago2005-12-10 10:25:51 UTC
in My New Mod - Sub Zero Post #151477
It's all about the gameplay.
Posted 18 years ago2005-12-10 00:06:33 UTC
in My New Mod - Sub Zero Post #151422
Check out my new (SP) mod I am working on for Half-Life. It's called "Sub Zero" and is set in the "White Plateau" facility somewhere in an arctic region of Earth. (Get it, "White Plateau" instead of "Black Mesa?") Anyway, I just started working on the Mod and I'll probably be working on it for a while. It's going to feature custom models, textures, and sounds. Here are some pics of the Mod's early development.

http://i26.photobucket.com/albums/c102/HondaKid95/szero1.jpg
http://i26.photobucket.com/albums/c102/HondaKid95/szero2.jpg
http://i26.photobucket.com/albums/c102/HondaKid95/szero3.jpg
http://i26.photobucket.com/albums/c102/HondaKid95/szero4.jpg
http://i26.photobucket.com/albums/c102/HondaKid95/szero5.jpg
http://i26.photobucket.com/albums/c102/HondaKid95/szero6.jpg

And yes, instead of the "Lambda Complex" it will be the "Omega Complex."
Posted 18 years ago2005-12-09 22:31:32 UTC
in Importing Sounds Post #151412
Posted 18 years ago2005-12-09 18:45:51 UTC
in Func_wall(s) Vanish Post #151346
Wahoo, it's fixed and I don't know how it happened! I love when that happens! Anyway, I read the r_speeds tut and it appeared that my speeds were fine. Thanks guys.
Posted 18 years ago2005-12-09 18:38:36 UTC
in Importing Sounds Post #151341
How do I use the .wavs from Half-Life to put into a map. I've always just made copies of the sounds and added them to a sounds folder but that takes up too much space. I want the sounds to work for others when they download also.
Posted 18 years ago2005-12-09 18:31:51 UTC
in Func_wall(s) Vanish Post #151339
Nope, how do I detect the r_speeds and what is a good level to be at?
Posted 18 years ago2005-12-09 18:28:27 UTC
in Func_wall(s) Vanish Post #151337
The map is very small and there are only a few entites. I run the map by playing Half-Life not directly from the editor. (Shortcut on desktop).
Posted 18 years ago2005-12-09 17:36:03 UTC
in Func_wall(s) Vanish Post #151318
In game, is it just my computer?
Posted 18 years ago2005-12-09 17:09:28 UTC
in Func_wall(s) Vanish Post #151312
I am working on a map for HL1 and I'm having a problem. My func_walls are vanishing when I get a certain distance away (not far away). What can I do about this? When I make them "toWorld" they work but that's obvious. Is there any way I can get them to stay visible?
Posted 18 years ago2005-12-07 18:47:14 UTC
in Models Don't Show In Gallery Post #150973
I need to view the HL2 models. Why wont the thumbs appear? They've worked before, can I make them reappear again? What's a picture mate?
Posted 18 years ago2005-12-07 18:23:09 UTC
in Models Don't Show In Gallery Post #150966
When I go into the models folder the models don't show in the picture! How can this be fixed? I really NEED to see the models before I put them in my map.
Posted 18 years ago2005-12-07 00:24:58 UTC
in Brush Displacement Method Post #150799
Well, after playing around with it some more, I figured out a few different techniques. I found that if I raise the radius I can make better looking terrain and smooth out the surfaces cleaner. I guess I'll just have to work with it some more.
Posted 18 years ago2005-12-07 00:20:25 UTC
in Brush Displacement Method Post #150798
Thanks for the link. I read the tutorial and tried using the tool. I have to say that I wasn't all that impressed with it. It seems to be a little on the "cheap" side and I can't begin to imagine how VALVe pulled off making terrain look so realistic with it. I couldn't seem to make smooth terrain no matter what I did. I just ended up making a bunch of pyramid-like shapes. I couldn't figure out how to make the tops smooth and round. A tutorial here on TWHL would be great!
Posted 18 years ago2005-12-06 23:03:33 UTC
in Brush Displacement Method Post #150792
I've been hearing a lot about a method of manipulating brushes and making them look a lot "rounder." What is this so called "displacement method" and how do I use it? I need to make outdoor areas that aren't blocky so I'd like to figure out how to use it. I already have source indoor architecture mastered (basically the same as is HL1) but now I just need outdoor skillz.
Posted 18 years ago2005-12-06 22:03:36 UTC
in Simple Trigger Door Post #150789
Although the idea is SIMPLE, I cannot seem to pull it off in Hammer. I just want to make my trigger_once open a door. That's it! That's all I want to do! Thanks to this input/output bullcrap, this has become a very difficult and confusing task. My door's name is "door1" and I want to trigger it (to open) when I (the PlaYeR) crosses the trigger. What do I put in the fields??? Sorry if this is one of the dumbest questions ever but I think I NEED to know how to do this.
Posted 18 years ago2005-12-06 17:34:27 UTC
in Source Frustration Post #150721
Alright thanks, I wrote a bunch of the stuff down.

CONCRETE
METAL
PLASTER
TILE
WOOD

That should keep me busy mapping for a while.
Posted 18 years ago2005-12-05 17:39:03 UTC
in Source Frustration Post #150557
How do you decompile HL2 maps? BSP to MAP?
Posted 18 years ago2005-12-04 23:44:54 UTC
in Source Frustration Post #150487
Thanks, I found a good deal of textures and categories. I found, and was surprised, that most of the maps were built upon 3 common texture categories. These included "concrete, metal, and plaster." I only have a few questions though. I found that some textures were named "studio" and "displacement." What is that all about? Anyway, thanks for the method of texture finding. I guess I just have to get used to the new layouts and categories. I still think it was a lot easier in the HL1 editor though.
Posted 18 years ago2005-12-04 22:38:34 UTC
in Source Frustration Post #150481
Over the last couple of weeks, I've been playing around with the Source editor and I've been getting a little frustrated with it. It seems to me like the editor is a lot harder to work with and that (obviously) there are a lot more components. My main problem is that I am having a LOT of difficulty with the textures/materials that are layed out. I cannot find any textures that seem to well, fit with what I'm trying to construct. Is there a program like BSP to MAP for HL2? I don't intend to steal ideas I just want to see where all the textures fit. I don't really need any tutorials, I just need better grouping and organization of textures. What are the best texture groups in HL2? It was much easier in HL1 because the textures were in organized groups like "lab, c1, c2, c3, generic, out, wall, fifties, sign, crete," etc. I just can't seem to get the textures in HL2. Can anybody help me with this? Maybe give me some good texture groups? Is there some kind of MAP viewer that I could use? I just need to see where certain textures fit and how to make my maps look really good. I have the architecture down because it's basically the same in 3.4 and it's the easiest for me. I'm naturally good at that part! I'm only confused with the texture part.
Posted 18 years ago2005-12-04 22:20:08 UTC
in High-Definition Content Post #150479
Thanks, It worked!
Posted 18 years ago2005-12-04 21:24:02 UTC
in High-Definition Content Post #150475
How would I go about installing the High-Definition content (that came with Blue Shift/Opposing Force) into the Steam versions of the games. What are the files and where can I find them?
Posted 18 years ago2005-12-03 14:27:34 UTC
in Quake 4? Post #150287
It's OK, the multiplayer sucks but the single-player is good.
Posted 18 years ago2005-11-15 23:37:52 UTC
in What You Guys Running? Post #147312
9 total fans M!!?? Does your PC move around at all. I thought I had the most fans (6 LEDs). But 9, that's crazy. I forgot to mention that my PC has a 2.5 Ghz Athlon XP processor and custom sinks. I used to have a 6200 OC too but it didn't run HL2 smoothly so I sold it. My 6800GT OC has 2 fans that also light the case.
Posted 18 years ago2005-11-15 21:32:55 UTC
in What You Guys Running? Post #147298
This is just for personal reference. I was just wondering what you other "mappers" and editors are running for a PC. I would like to know if my system can even compete with other boxes.

MY SPECS:
Make - eMachines (T3256)
RAM - 1024MB (2 512MB Sticks)
Hard Drive Space - 500GB
Video Card - GeForce 6800GT OC
Other - 520W Power Supply