Forum posts

Posted 18 years ago2006-01-19 10:41:53 UTC
in osprey question.... Post #158601
i'll try thx :glad:
Posted 18 years ago2006-01-18 07:21:17 UTC
in osprey question.... Post #158405
i have op force but when i tried to get the prefab they did i could't find it the map, just like the train in hl....gess it spawns at the beginning....
as for the non-solid part....the osprey is solid....when i tick the prisonierr flag you can climb in.....an the brush highlander did...it has several entitys, so they can not be used as a func train..... :zonked:
Posted 18 years ago2006-01-16 12:33:18 UTC
in osprey question.... Post #158112
I have a question for all you guys ...can you make an osprey follow a scripted sequence like other monsters?if not can you provide with an alternative?

I tried it but (i need the osprey to carry the player to a location an land ) when it starts the map the osprey vanishes and the player falls .... :nuts:

suggestions?
Posted 18 years ago2005-12-28 07:22:04 UTC
in dark map Post #154941
Posted 18 years ago2005-12-28 05:26:55 UTC
in dark map Post #154932
thx i'll try it... :glad:
Posted 18 years ago2005-12-27 14:56:10 UTC
in dark map Post #154848
Posted 18 years ago2005-12-27 07:12:07 UTC
in dark map Post #154734
it won't go lower than 1, i got a example map that has light set to 1 ,an all the other settings the same, but it it is a lot darker....i'll upload the map tomorow..., mabe you'll figure it out cause i can't :aggrieved:
Posted 18 years ago2005-12-27 06:12:48 UTC
in dark map Post #154720
the problem is that i can't get the map dark enough, i folowed the tutorilal about this but, it does not work....i've set it on night, set the sky texture , and the spotlight is set on 1(light intensity) but i still get shadows on every brush, and it's not even dark.... :

PS: merry christmas to all :nuts:
Posted 18 years ago2005-12-25 06:35:22 UTC
in Looking at others maps, THEY ARE GOOD! Post #154397
zombie's right, wrong forum..
Posted 18 years ago2005-12-25 06:33:59 UTC
in func_wall with "+" texture emits light Post #154396
some textures emit light even if there's not light entity...
Posted 18 years ago2005-11-27 11:49:25 UTC
in prefabs Post #149417
does anybody have a jeep prefab? (and by jeep i mean off road vehicle like the white ones, also would hepl if they had more polys) :
Posted 18 years ago2005-11-17 08:48:54 UTC
in seetrough texture Post #147561
Posted 18 years ago2005-11-16 09:08:30 UTC
in compiling error Post #147376
ooooooo, i got it now, thee zhlt.wad is not on the same hdd as the others............ thus the error ;) :lol:

Thanks for the hlep, couldn't have guesst it without you THANKS A LOT
Posted 18 years ago2005-11-16 08:30:58 UTC
in compiling error Post #147372
the wad files exist, they were loaded from the valve folder, 3 times, (i have setup hammer before :quizzical: ) but this is the firsrt time such an error ocurrs :
Posted 18 years ago2005-11-16 08:12:41 UTC
in compiling error Post #147369
when i compile my map i get this error

** Executing...
** Command: Change Directory
** Parameters: F:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "F:ProiectMAPScurte.map" "F:SIERRAHalf-Lifevalvemapscurte.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolszhlt33hlcsg.exe
** Parameters: "F:SIERRAHalf-Lifevalvemapscurte"

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolszhlt33hlcsg.exe F:SIERRAHalf-Lifevalvemapscurte
Entering F:SIERRAHalf-Lifevalvemapscurte.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
30%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
30%... (0.05 seconds)

Warning: Wad file 'program filesvalve hammer editortoolszhlt33zhlt.wad' not found
Error: Could not open wad file program filesvalve hammer editortoolszhlt33zhlt.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

Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: sierrahalf-lifevalvecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 2 used textures, 66.67 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 1 used texture, 33.33 percent of map (3116 textures in wad)
--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolszhlt33hlbsp.exe
** Parameters: "F:SIERRAHalf-Lifevalvemapscurte"

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolszhlt33hlbsp.exe F:SIERRAHalf-Lifevalvemapscurte
>> There was a problem compiling the map.
>> Check the file F:SIERRAHalf-Lifevalvemapscurte.log for the cause.

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolszhlt33hlvis.exe
** Parameters: "F:SIERRAHalf-Lifevalvemapscurte"

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolszhlt33hlvis.exe F:SIERRAHalf-Lifevalvemapscurte
>> There was a problem compiling the map.
>> Check the file F:SIERRAHalf-Lifevalvemapscurte.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolszhlt33hlrad.exe
** Parameters: "F:SIERRAHalf-Lifevalvemapscurte"

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolszhlt33hlrad.exe F:SIERRAHalf-Lifevalvemapscurte
>> There was a problem compiling the map.
>> Check the file F:SIERRAHalf-Lifevalvemapscurte.log for the cause.

--- END hlrad ---

the thing is that this error never apeared before, and the hammer is setup fine, duno what to do please help :aggrieved:
Posted 18 years ago2005-11-10 04:14:12 UTC
in I get this error... Post #146322
You can delete them......so you whont get it again........ :quizzical:
Posted 18 years ago2005-10-26 04:35:14 UTC
in Strange yellow spores... Post #143774
the dots may be also a script error, first happend to me when i made a scientist for the coffee_idle, when deleted and redone the scrips it was fine :
Posted 18 years ago2005-10-22 14:23:10 UTC
in Favorite Game Post #142923
use Dc
where can you get it from? :
Posted 18 years ago2005-10-22 02:15:03 UTC
in Crack Squirrels Post #142754
how about it combines some experimental drugs and mutates into something 10 times it's size :quizzical:
Posted 18 years ago2005-10-20 14:38:06 UTC
in The time hl scared you Post #142576
fast zombies scared me too
especially the screaming they did :quizzical: :aggrieved:
Posted 18 years ago2005-10-20 14:32:04 UTC
in Jack's in the news again. Post #142574
booring :aghast:
Posted 18 years ago2005-10-20 12:46:02 UTC
in Favorite Game Post #142559
nice to see what people are playing, ill have to agree with most people about good games:
-> Generals
-> HL 1/2(not one and a half!!!!! ;) )
-> Battlefield 2
-> Splinter Cell ( the whole series)
-> Red Alert
-> Duke Nukem( can you remember? the good days?)

Bad games: there's a lot here so i'll leave them be :glad:
Posted 18 years ago2005-10-20 11:48:17 UTC
in another script problem Post #142545
The door problem has been resolved(exept the func_breakble ill try that) but the grunts and the camera still don't work , please try to run the map in hammer so you'll understand what i mean :quizzical:
Posted 18 years ago2005-10-19 06:14:57 UTC
in Favorite Game Post #142279
Best game(s) i ever played were the Command &Conquer series-> very good storyline
I have to agree with Crystalman , i hate the comcept to pay for a game after you bought it (world of warkraft) there's a MONTHLY fee you have to pay :thefinger: f***'em there's a lot of MMO's out there witch are better and free
Posted 18 years ago2005-10-19 06:05:37 UTC
in Favorite Game Post #142276
Wat's in your opinion the best game ever? How about the crappyest game? don't forget to say WHY :quizzical:
Posted 18 years ago2005-10-19 05:56:09 UTC
in 3D model needed Post #142273
Posted 18 years ago2005-10-18 09:19:27 UTC
in another script problem Post #142129
thanks :glad:
Posted 18 years ago2005-10-14 04:31:45 UTC
in adding models problem Post #141425
ooo ok :cyclops:
Posted 18 years ago2005-10-14 04:26:39 UTC
in Now Playing Post #141423
the school bell rings :P
Posted 18 years ago2005-10-14 04:24:39 UTC
in adding models problem Post #141422
doesn't the game take the models from the pak file seventh? :quizzical:
valve/models/*modelname* is so that you can see the models in hamer rendered in stead of cyan rectangles, if the models are not in the pak file with the name of the old one you get errors" could not load" :quizzical:
Posted 18 years ago2005-10-14 03:57:52 UTC
in adding models problem Post #141418
did you replace them in the pak file corectly? :quizzical:
Posted 18 years ago2005-10-14 03:43:40 UTC
in another script problem Post #141415
Ok here are the bugs->the grunts don't move to theyr scripts
->the camera won't move
->the grunts should win the fight
Here is the map-> http://www.twhl.co.za/mapvault_map.php?id=3459
Posted 18 years ago2005-10-12 05:30:12 UTC
in another script problem Post #141012
so how do i get rid of the door?I got the par with spwanig gibs, but i must get rid of the door
Posted 18 years ago2005-10-12 05:21:03 UTC
in another script problem Post #141009
i used the shoop open value, i set it at 1 but it doesn't do anithing when a grunt drops a grenade :nervous:
Posted 18 years ago2005-10-12 04:53:41 UTC
in another script problem Post #141005
Here's the problem, i whant to make a smal movie to integrate in my mod ->here's what's my idea i whant 4 grunts to come busting through a door(but i can't make it func_breakeble because it's already a func_door, also health is not allot of help because it won't open when damaged) next the grunts come in a room and start shooting at scientists (does not work either, they execute the script and then they just stay) and the barney must shoot at the grunts(also does not work)Finaly the camera F***'s all up, sometimes,almost ALL the times it starts moving around randomly (like you move the mouse in a circular motion really fast ) and all moves as is i'm looking at pictiures :furious:
any ideas?
Posted 18 years ago2005-10-12 04:44:06 UTC
in Scripting Post #141003
Try looking how the scene wa made in the original map of hl(when a scientist fights with a headcrab behind a window on c1a0e i think, at the end it jumps on his head.....see if that helps :quizzical: )
Posted 18 years ago2005-10-07 05:42:18 UTC
in Scripting Post #140017
i think those scripts are automated when the player or a npc gets close to the headcrab. I have a kinda the same problem, the grunt whon't shoot the scientist unless the scientist walks to him, if the grunt walks to the scientist he stops at the script and nothing happens :
Posted 18 years ago2005-10-03 08:50:22 UTC
in Trigger_cammera Post #138942
i got the same problem... the dam camera won't budge, either stares at the " info camera" or it stares at a random place....... :zonked: the path corners are made just like in the tutorial map :confused:
Posted 18 years ago2005-09-16 05:18:56 UTC
in Star Wars Post #135036
Matrix sucks bad,like star wars good to watch once, to pass time to watch them twice wold be a tortuer :nervous: :sarcastic:
Posted 18 years ago2005-09-16 05:05:27 UTC
in Button Post #135033
using multimanager is a lo0t easierand you can target more things with it (up to 15) :nuts:
Posted 18 years ago2005-09-16 04:29:46 UTC
in where could i get a sound for a.... Post #135023
when you write in the target of the sound , don't write the whole path (C:sierrahalflife...........) but just the folde where the files are in the pak file(eg: ambience*desired sound*) ;)
Posted 18 years ago2005-09-16 04:24:54 UTC
in problem in my map Post #135020
will make it a bit faster....your proble might be the textures tha your using, also the render proberties could do some errors if you are using software mode :
Posted 18 years ago2005-09-15 09:10:05 UTC
in Button Post #134821
what kind of entitys? lights are the only ones that work without a multimanager
Posted 18 years ago2005-09-15 09:06:01 UTC
in half life 1 mapping hints and tips Post #134820
an alternative could be fast vis :lol:
Posted 18 years ago2005-09-14 05:54:07 UTC
in moving bodys in the map, how? Post #134584
"ohhh thanks but
link to jeds dont work"

google it! :biggrin:
Posted 18 years ago2005-09-14 05:52:43 UTC
in what is best Direct 3D or Open GL? Post #134583
I can't notice a single difference between the two , care to explain witch is the best one? an why?
Posted 18 years ago2005-09-14 05:45:33 UTC
in moving bodys in the map, how? Post #134577
dude get jeds half life model viewer and load the wanted model and there you can see all its actions it can perfor, including dead idles! :nuts:
Posted 18 years ago2005-09-14 05:07:30 UTC
in need some monsters identifyed Post #134562
you could use the blouter's model to replace another monster in the game (but you have to edit it like weapons, take the body but leave the scripts) ;)
Posted 18 years ago2005-09-05 06:48:38 UTC
in help:basic compiling problem Post #132452
Also are you keeping all your hl stuff on one disk?
Posted 18 years ago2005-09-05 06:45:09 UTC
in Map Ideas and/or help Post #132451
Any ideas and/or improvement ideas are welcome

:nuts:

http://www.twhl.co.za/mapvault_map.php?id=3170

PS: i still have to fix a script and the map is ready