Forum posts

Posted 19 years ago2004-06-17 11:02:00 UTC
in My new mod Post #34282
Webhosting:
www.websamba.com

For making websites, search Google for 'html', or search for programs like Frontpage. Simple to use, not that powerfull but nice for a first website.
Posted 19 years ago2004-06-17 09:48:10 UTC
in Movie? Post #34256
Err... you already have a story for the movie? Seems a quite important thing to me...
Posted 19 years ago2004-06-17 05:16:15 UTC
in Removing Entity from game Post #34204
Posted 19 years ago2004-06-17 05:02:10 UTC
in Removing Entity from game Post #34198
The chicken model is not killtargeted. Killtargeting totally removes the entity wich means it's unavailable after that.

The chicken model is probably rendered invisible using an env_render.
Mhh, I remember having seen a tutorial on how this was done, but I don't know where it was... I'll do a little search for it.
Posted 19 years ago2004-06-17 03:50:28 UTC
in Just a little teaser... Post #34178
I need to rewrite the tutorial somewhat, that's right. The sides are nullified to prevent unnecessary faces.

As for the compo result... that sneaky Muzzle... saying he just made a lousy map and still winning! :P Heh, luckily he's a good friend of mine... :)
Posted 19 years ago2004-06-17 03:22:55 UTC
in Pointfile doesnt work.... Post #34161
Nope, I've tried it with 80.000 and it loaded about 70.000. If I remember correctly, off-course... :)
Posted 19 years ago2004-06-17 03:21:32 UTC
in scientist Torture Mod Preview Post #34159
So... I'm really bad isn't it? Why don't we stop about it and well, try to learn something instead of fighting?

As for your sci-killing idea, go ahead, we'll see how it turns out.
Posted 19 years ago2004-06-17 03:11:58 UTC
in can i make my own car? Post #34154
At least you hit something... :P
Posted 19 years ago2004-06-17 03:11:27 UTC
in Rain? Post #34153
Too much layers behind each other will affect the fps dearly, so if you avoid that, everything should be right. It has to do with the redrawing of the screen and such.
Posted 19 years ago2004-06-17 02:59:10 UTC
in can i make my own car? Post #34148
I thought CS was not open-source, Anthony?
Posted 19 years ago2004-06-17 02:58:30 UTC
in can i make my own car? Post #34147
hmm, if you would include the counterstrike dll's in your map.zip file and make sure they come in the right folder you should have the cs entinitys in hl.
That would be making a mod, Pepper. Wich is quite useless as you could simply make a CS map too... Besides, the game doesn't use the dlls of two mods together...
You'd need the fgd too.
Not necessary. It's possible to map without anything in your fgd, or a totally wrong/different fgd. It's pretty hard though as you'll have to enter all entity names yourself, and their keys and values, but it's possible.
Posted 19 years ago2004-06-17 02:48:12 UTC
in Rain? Post #34139
That's ok.

The textures can be easily made yourself, though. Just a black bitmap with some white or grey little lines (about 2-5 pixels long, for longer rain trails longer lines off-course). Then importing that texture into a .wad file using wally, and starting the texture-name with 'scroll'. That's really all there is to do.
Posted 19 years ago2004-06-17 02:44:47 UTC
in Elevator Post #34134
Thanks for changing your avatar, mapper_man! :)

As for doors and elevators... elevators often have doors moving with them. Then it's handy to use func_trains... :)
Posted 19 years ago2004-06-17 02:43:19 UTC
in A little problem with light trigger Post #34133
A trigger_relay might be handy here:
http://collective.valve-erc.com/index.php?ent=trigger_relay

The button triggers the trigger_relay, wich triggers the light. The trigger_relay however is set so that it will only turn the light on. Now you can push the button multiple times without the light going off.
I haven't tried but theoretically it should work... :)
Posted 19 years ago2004-06-17 02:39:36 UTC
in Error: Missing '[' in texturedef Post #34129
There are some other causes described too... already looked at them?
Posted 19 years ago2004-06-17 02:37:42 UTC
in Rain? Post #34127
CS 1.6 had a wheather feature, isn't it?

Otherwise, you might try scrolling textures set to additive, with a black texture (invisible) and some white pixels/short lines (rain drops) on it.
Posted 19 years ago2004-06-16 17:04:29 UTC
in Just a little teaser... Post #33923
I did say something like that but not clear enough. I'll rewrite that part. Thanks!
Posted 19 years ago2004-06-16 16:44:17 UTC
in Just a little teaser... Post #33911
Heh, thanks! :)

So it's comprehendable then, the tutorial? Anything that needs some more attention or so?
Posted 19 years ago2004-06-16 15:48:41 UTC
in My new mod Post #33898
I think you've put your goals a bit too high for now when I see your questions on cameras... but that's up to you off-course.

Anyway, you can use cameras to show the player things while removing control from the player:
http://collective.valve-erc.com/index.php?ent=trigger_camera

As for the G-man in combat, that's gonna take coding... :)
Posted 19 years ago2004-06-16 15:44:37 UTC
in monster_furniture has unused keyvalues Post #33896
It doesn't matter whether your properties match the fgd or not. After all, it's all about whether the game code recognizes the properties. So, just discard these errors.
Posted 19 years ago2004-06-16 15:39:08 UTC
in Light switch Post #33894
http://collective.valve-erc.com/index.php?ent=game_counter
http://collective.valve-erc.com/index.php?ent=game_counter_set
http://collective.valve-erc.com/index.php?ent=multi_manager

The multi_manager triggers the game_counter every second, and also triggers itself so the game_counter gets triggered every second. The multi_manager has to be set to multithreaded so it can be looped, e.g. trigger itself.
The game_counter is initially at 0, with a maximum of 30, at wich it triggers the light. However, when you push the button to reset the 30 seconds counter, the game_counter_set sets the game_counter to 0 again. That should do it, although I haven't tested it out now.
Posted 19 years ago2004-06-16 09:30:03 UTC
in custom sky Post #33837
It's all about the tga's. They exist from 6 tga's, each with a specific code at the end of the name to specify if they're the top, bottom, or one of the other tga's. These codes are: up, dn, lf, rt, bk, ft. Just create bitmaps (256x256) and later convert them to .tga's. Keep in mind that a player only needs the .tga files...
Posted 19 years ago2004-06-16 09:26:29 UTC
in Wanna hear some good old C&C music? Post #33833
I've never specifically been a fan of game-music since I'm much more focussed on the graphics. So that's why... :)

Oh, and SunEdit was fun indeed... my rocketlaunchers that fired clustermissile containing cluster-missiles really caused havoc... continual terrain deforming... :P
Posted 19 years ago2004-06-16 05:47:37 UTC
in Wanna hear some good old C&C music? Post #33788
I'm listening it all day now. Trenches is sooo cool... :D
Posted 19 years ago2004-06-16 05:46:30 UTC
in Short Surfaces??!???? Post #33787
I already made a very basic OpenGL driven application. Not what you would call a real engine but at least it displays some 3-dimensional shapes... with simulated physics... :)
A very amateuric program though, since it's my first program actually...

OpenGL code is easy accessable, there's a load of tutorials on it. I've also heard that DirectX is open-source, so that might also be interesting to you too...
Posted 19 years ago2004-06-16 05:40:59 UTC
in Texture lighting Post #33785
Doesn't work. I tried it out for ensurance but just as I suspected, the light doesn't go off when the button switches.
Posted 19 years ago2004-06-16 04:59:20 UTC
in Movie? Post #33772
If you can find 5 people to do it... why not then.

However, the terrain, scripts, cameras and details all belong to the realm of mapping so I'd say one mapper for that should be enough, although help from someone with movie experience could be usefull.

Maybe my map 'The Playtest' comes close to what you have in mind. It includes some camera work and scripting, as well as custom voice-acting and custom textures. I't possible to do it all yourself, although I feel my voice-acting wasn't that good so giving specific work to other people isn't a bad idea. You just have to have such people available...
Posted 19 years ago2004-06-16 04:55:04 UTC
in Wanna hear some good old C&C music? Post #33771
Yesterday I came across this interesting website:
http://www.frankklepacki.com/

Frank Klepacki has made music for a whole list of games, including the C&C series. A lot of his work can be heard on his website, so it's definitely a must to check this one out! :)
Posted 19 years ago2004-06-16 04:32:18 UTC
in Breakable Elevator? Post #33770
Mhh... a func_train as elevator, covered with an invisible func_breakable that moves with it and targets a serie of events when enough damage is applied (700). These events would be changing the target of the func_train, e.g. letting it fall down, and disabling the elevators call buttons...
Posted 19 years ago2004-06-16 04:21:05 UTC
in Breakable Elevator? Post #33767
What exactly do you want to achieve? An elevator that's destructable? Then have a func_breakable in the shape of the elevator set to move with a func_train or a func_plat.
Posted 19 years ago2004-06-16 03:26:30 UTC
in hint brush Post #33759
Posted 19 years ago2004-06-16 03:19:08 UTC
in Just a little teaser... Post #33756
Up again. Just a little problem with the server I guess.

Oh, and please give me some feedback about the tutorial as I still have to tweak some things about it.
Posted 19 years ago2004-06-16 03:04:10 UTC
in Pointfile doesnt work.... Post #33749
Did you do vertex manipulation or carving? Sometimes that leads to leaks as vertexes are set to the grid during the compile wich can sometimes lead to very thin leaks.

As for -particles, you'll have to enter a number after that option to define the amount of particles. -particles 10000 or such should be fine.

Or maybe you should post the map in the Problems section of the Vault?
Posted 19 years ago2004-06-16 02:58:29 UTC
in Elevator Post #33748
Err... mapper_man, can you change that avatar? It's not really... in place here...

As for compiling and such, well, yeah, it's nice to find out after a short while of mapping, but to the other mappers that have been going for longer times it isn't really interesting anymore. So, that's why I say Zeg should expand and continue with something larger now.
Posted 19 years ago2004-06-16 02:53:06 UTC
in Texture lighting Post #33747
They used point-based lights in that room. HL doesn't use switchable texture lights, although it's possible nowadays with another version of the compilers. I'm not sure on what version though.

You might try searching the VERC for an article about it:
http://collective.valve-erc.com/
Posted 19 years ago2004-06-16 02:04:09 UTC
in monster_furniture has unused keyvalues Post #33738
The error is solely a Hammer editor. Unused keyvalue's that aren't recognized by the game dll, are just discarded, unused keyvalue's that are recognized will have their effects in the game, like this 'body' key. So, don't really worry about this so-called error, it's nothing serious.
Posted 19 years ago2004-06-16 02:02:11 UTC
in Short Surfaces??!???? Post #33737
Software mode must die, isn't that what Autolycus said a while ago? Anyway, I agree to that statement. To run software mode one only limits himself IMO.

I mean, we have graphics accelerator cards nowadays, and they aren't made to be left unused...
Posted 19 years ago2004-06-16 01:42:23 UTC
in Just a little teaser... Post #33735
It appears my websamba account is down at the moment... I'll try to find out what's going on. I'll keep you informed.
Posted 19 years ago2004-06-16 01:37:31 UTC
in Spirit help! Post #33734
Why don't you visit Spirit's website? It's right over here:

http://spirit.valve-erc.com/
Posted 19 years ago2004-06-16 01:33:20 UTC
in Texture disalignment Post #33733
The method you use now is an option but not a serious one. Learn to use the Toggle texture application, it's a much better way of applying textures right.
Posted 19 years ago2004-06-15 17:50:29 UTC
in Elevator Post #33670
I only posted once... that anonymous person wasn't me...

I'd say, you should make a SP or DM map and incorporate things like this in it, an interactive map is always more fun that a static one.
Posted 19 years ago2004-06-15 17:33:24 UTC
in model questions Post #33668
Models don't have to be in the pak file, Caleb. The models folder in the mod folder will suffice.

As for your problem, I once read a tutorial on how the chickens in CS were made. I don't remember the url, but it was setup with a cycler I believe, and a func_breakable that would killtarget the chicken and also activate a shooter, for the gibs.

As for the animation, I have no idea how to do that in TFC. I believe TFC never seriously aimed for prop models to get implemented in the game. Well, you might try some TFC-specific websites, or search for some tutorials.
Posted 19 years ago2004-06-15 17:03:44 UTC
in Texture disalignment Post #33660
Once you changed the properties, you'll have to apply these to the face with the right mouse-button.
Posted 19 years ago2004-06-15 16:37:04 UTC
in Texture disalignment Post #33655
Shft+A brings up the Toggle texture application, there you can select a texture, fill in the scale, offset and angle, and then apply this texture with it's settings to a face by right-clicking on it. You can select faces with the left mouse-button, and perform certain actions on it's texture, like fit to face, or fit to top, or center, and so on.

This application is also accessible trough the left sidebar, it's the button with the colored box.

Oh, and get Hammer 3.4 or 3.5 beta, it's the most recent version of Worldcraft.
Posted 19 years ago2004-06-15 14:46:14 UTC
in Elevator Post #33628
Well, it's a working elevator, that's all...
Posted 19 years ago2004-06-15 12:39:20 UTC
in Bad Surface Extents? Post #33587
1 unit sides shouldn't cause errors. Unless you fit textures to them, causing extreme stretch values...
Posted 19 years ago2004-06-15 12:37:24 UTC
in Models - compiled in map? Post #33586
Models can't be included as far as I know. Include them in the .zip file, and add a mapname.res file that contains the relative pathnames and filenames of the custom content that's necessary to play your map.

Quick search on Google found me a helpfull tutorial:

http://www.telefragged.com/wally/tutorials/res_files.html
Posted 19 years ago2004-06-15 07:46:51 UTC
in Lighting Issues Post #33520
Objects appear and disappear? Sounds like you're using software mode, wich can only draw 800 faces maximum. Switch to OpenGL mode...

Why start now with adding lights? Simply because it's an absolute necessary part of mapping. I don't know what you actually mean with "let the compile do a default on for me." but it sounds like you don't place lights in your map...
Posted 19 years ago2004-06-15 07:35:19 UTC
in Lighting Issues Post #33514
When you don't place lights in your map, it will be made total-bright.

So, you should bother placing lights in your map. It's an essential part of mapping... lighting can make your map really awesome, but then again, bad lighting can break an otherwise good map.
Posted 19 years ago2004-06-15 07:32:35 UTC
in How did you find TWHL? Post #33511
First I've mapped on my own, no internet connection or whatsoever. After a while, I found the Valve ERC, wich is now the VERC Collective. I've been there for over 2 years now and it's still a great resource for me. But since I sought places to show off my maps, I found TWHL trough the VERC forums. I've found this site to be very attractive to beginning mappers and well, my change to help them the same way I've been helped at the VERC... :)