Forum posts

Posted 18 years ago2005-10-02 14:02:46 UTC
in this may sound stupid but... Post #138812
i never had problems with that. And i use clipping a lot
Posted 18 years ago2005-10-02 06:01:03 UTC
in this may sound stupid but... Post #138715
it`s shift+X. not shift + F
Posted 18 years ago2005-10-02 05:41:23 UTC
in Half-Life 2 Easily moddable...LIE Post #138708
so if someone wanted to. they have to get permission from valve or sierra?
Posted 18 years ago2005-10-02 05:37:17 UTC
in Security Camera's Post #138707
oh. was a nice idea.
is that how they did it at the start of blue shift?
Posted 18 years ago2005-10-02 05:29:28 UTC
in Half-life:dead labs Post #138701
you forgot something....
...still needing mini boss and chinock for my map
Posted 18 years ago2005-10-02 04:45:31 UTC
in Security Camera's Post #138692
how do i make one which shows you the camera`s veiw on a screen in my security room?
Posted 18 years ago2005-10-01 04:19:47 UTC
in Half-life:dead labs Post #138527
:)
whats the name for that flying alien thing that bombs you at a number of times?(in oposing force at the start you see one blow up a heli copter)

Ansith
talk to Tosse. I think he said he had replaced jimmi last week.
Posted 18 years ago2005-10-01 03:42:04 UTC
in Half-life:dead labs Post #138518
last i heard jimmi was banned
Posted 18 years ago2005-09-30 13:00:10 UTC
in env_beam, damage problem Post #138417
if the lasers moveing. you would need the trigger_hurt to move with it which can`t be done in HL1.
Posted 18 years ago2005-09-30 11:42:14 UTC
in Half-life:dead labs Post #138412
sry iv`e been gone all week. thoses who need to know why know why.
about thoses spots on my map 2 things.
1 they are all 12 units off the ground.
2 i noticed that after i sent it for checking. Changed nothings just recompiled and they were not there :)
Posted 18 years ago2005-09-23 11:49:35 UTC
in Half-life:dead labs Post #136841
i need less detailed versions of the millertry aircraft.
so they don`t create too much lag.
Posted 18 years ago2005-09-23 10:47:31 UTC
in Half-life:dead labs Post #136819
wont that create a bit of lag killer??
why do you think i need a low definition version.
Posted 18 years ago2005-09-22 13:12:15 UTC
in Half-life:dead labs Post #136533
needed:
low difinition aircraft(reason. there will be around 75 on the screen in one go)
Posted 18 years ago2005-09-21 17:09:24 UTC
in Half-life:dead labs Post #136312
no that not what I meant.
like you get
monster_zombie.
have a monster called
monster_zombie_bullchicken
Posted 18 years ago2005-09-21 15:46:54 UTC
in Half-life:dead labs Post #136287
when a head crab gets a human they mutate.
you would need the same for the bull squid
Posted 18 years ago2005-09-21 14:48:07 UTC
in Half-life:dead labs Post #136267
i think it would be good if there was some zombies for xen stuff.
(head crabed bull squid) :)
Posted 18 years ago2005-09-19 10:48:08 UTC
in Half-life:dead labs Post #135702
I will send you the map i`m makeing (not finished will one day be a 4 part map set)
Posted 18 years ago2005-09-18 16:17:38 UTC
in half life 1 mapping hints and tips Post #135576
ELON is your adverter from doom?
Posted 18 years ago2005-09-18 14:38:13 UTC
in Half-life:dead labs Post #135546
I can make maps for you.
and mayby a web page
Posted 18 years ago2005-09-16 11:03:05 UTC
in half life 1 mapping hints and tips Post #135118
the plaster wall is being remade.
it`s surposed to be metal for a train but doesn`t look right.
the train doors miss a door handle because as on many trains there will be a button to the left or right of the door.
what of my signal lights?
and the track_mono

i am more happy with the halflifeb.wad as the textures don`t look wrong when used in maps.
User posted image
:)

EDIT:the power warn was not surrposed to be in my wads at all.
2nd EDIT:bottom left.home page
Posted 18 years ago2005-09-16 02:55:02 UTC
in half life 1 mapping hints and tips Post #135014
by details in that case i ment pipes and cables and stuff.(i even made a hanging cable in the my store room)
Captain p. have you looked at my 2 custom wads on the download page?
Posted 18 years ago2005-09-15 17:22:19 UTC
in half life 1 mapping hints and tips Post #134983
i use vm tons in the map i`m makeing. (makeing details, non staright corridors, corners, ramps and don`t have too many problems)
I surpose if you use it a lot you learn to avoid the problem befor it happens.
Posted 18 years ago2005-09-15 17:09:19 UTC
in half life 1 mapping hints and tips Post #134978
looking at the tips...
whats the mean?
Do not ph33r the vertex tool
Posted 18 years ago2005-09-15 17:07:37 UTC
in damm trains Post #134977
it has too...the train gets to a certain point and has to stop and wait for retrigger.
the timeing depends on if the player has cleared the bridge or not.
Posted 18 years ago2005-09-15 14:48:49 UTC
in damm trains Post #134944
fixed the fire on pass. but why are my trains not stoping when the disable train flag is ticked? :(
Posted 18 years ago2005-09-15 14:05:05 UTC
in half life 1 mapping hints and tips Post #134925
Xen isn`t logical.
it has some gravertiy. yet the platforms don`t all get pulled together but hover.
Posted 18 years ago2005-09-15 13:16:28 UTC
in damm trains Post #134901
my func_track trains are ignoring the disable train flag and the fire on pass on all my track paths. whats wrong?
Posted 18 years ago2005-09-15 11:21:31 UTC
in half life 1 mapping hints and tips Post #134859
...and then you find you done something in your map vis doen`t like and don`t know where to start looking...
Posted 18 years ago2005-09-15 11:16:20 UTC
in half life 1 mapping hints and tips Post #134854
Posted 18 years ago2005-09-15 10:53:13 UTC
in half life 1 mapping hints and tips Post #134835
as i am doing certain things in combinations for the 1st time(like stuff the scientists do around the labs) i only do vis in final version and after i added new areas but not when i`m doing things so the scientist does stuff around the lab as i am oftern testing every few min there.
on my current single player map even fast vis takes some time.

when people are doing large tips (like captain p) it would be nice if they put the basic html code in ( <p>,</p> and <br>) but i`ll do the links and fonts and stuff.
(captain p don`t rewrite your tips as i am already adding the needed html)
Posted 18 years ago2005-09-14 12:51:14 UTC
in vvis error Post #134680
i get that "oftern" with the levels you get to drive the buggy. (like every few min)
i seen it in an arcade on need for speed: underground too.
no idea what can be done about it however
Posted 18 years ago2005-09-14 10:55:57 UTC
in half life 1 mapping hints and tips Post #134648
mapping tips to put on my web page as wel. I think i`ll master html before learning j script.
Posted 18 years ago2005-09-13 16:22:48 UTC
in Just a Question Post #134504
useing clipping, vm and brush by brush level building i find i nearly never hollow or carve
Posted 18 years ago2005-09-13 16:21:11 UTC
in half life 1 mapping hints and tips Post #134503
1st. mayby this should be pinned then so it`s "visble" to mappers in mounths to come.
I want a serlection of hints and tips for the web page i`m makeing(give me time to make it. takes time to learn html)
Posted 18 years ago2005-09-13 14:52:57 UTC
in half life 1 mapping hints and tips Post #134483
to help all make better maps i think if it would be a good idea if we make a list of hints and tips here(makeing good trains , makeing. I may also put some on my site. :)
Posted 18 years ago2005-09-13 10:50:06 UTC
in big problem with barney Post #134392
does it do this in HL single player as well?
Posted 18 years ago2005-09-09 17:55:45 UTC
in low disk space??? Post #133584
while wiating for ansews i decided to de frag my steam drive (steam need a whole 10 GB drive to itself for all my steam games so it took some time :( ) and now it works. :)
Posted 18 years ago2005-09-09 13:34:53 UTC
in HL1 map but useing HL2 Post #133518
HL1 is mainly indoors so displasments were not needed so never invented for HL1
Posted 18 years ago2005-09-09 13:22:25 UTC
in low disk space??? Post #133513
go to test my map and....

User posted image


i have 1.63 GB on my steam drive. (FREE)
Posted 18 years ago2005-09-09 11:42:42 UTC
in HL1 map but useing HL2 Post #133478
hammer 4 just had some nice features ( like showing the dimentions of things selected on the grid). 3.5b still good
Posted 18 years ago2005-09-09 11:33:50 UTC
in HL1 map but useing HL2 Post #133472
still. can it be done with hammer4?
Posted 18 years ago2005-09-09 11:20:27 UTC
in HL1 map but useing HL2 Post #133469
i can make good hl1 textures and stuff and have so i am going to go back to mapping for HL1. much easyer to make textures and maps in genral. 1 thing. can hammer 4.0 be set up to make HL1 maps. (if not i`ll just use 3.5 beta)
Posted 18 years ago2005-09-07 12:24:07 UTC
in HL1 map but useing HL2 Post #132990
"It is illeagal to upload those files."
does that mean i can`t upload the content with my map so thers can play it?
Posted 18 years ago2005-09-07 11:15:09 UTC
in Need help with hints, wpoly reduction Post #132970
it might be an idea to save that map idea till u own a copy of HL2 and make it for CS:S.
Posted 18 years ago2005-09-07 11:06:19 UTC
in Rebel APC Post #132966
so why hammer list it to start with?
still need advice on make a brush based rebel apc look good
eg the 6 wheels look bulky.(16 sided)
Posted 18 years ago2005-09-07 11:04:50 UTC
in HL1 map but useing HL2 Post #132964
i want to make a HL1 style map useing hl2.
but i removed hl1 and need the pac (pak????) file , so could someone pls upload it somewhere. (can`t find the disk. think i lent it to someone...must find out)
Posted 18 years ago2005-09-05 12:22:53 UTC
in Rebel APC Post #132518
what are the black and purple textures for?
e.g concrete/blendconcretegravel001a
Posted 18 years ago2005-09-05 03:32:30 UTC
in Rebel APC Post #132429
no that doesn`t work...
i need to put the CS:S textures and props in the same place as the HL2 ones are because otherwise when i run the map it can`t fid them. but ho do i copy them?
Posted 18 years ago2005-09-05 03:28:26 UTC
in Rebel APC Post #132428
cs:s seams to have all the textures and props that HL2 has + a load more.
but all my npc`s and scripts look like they get mucked up :(
don`t you mean hammer not woldcraft?
Posted 18 years ago2005-09-04 16:59:22 UTC
in Rebel APC Post #132395
thanks that works.
i have an apc now but it looks very crap. any tips on makeing it look good.
also can i use CS:S textures and props in a HL2 map?