Forum posts

Posted 20 years ago2003-09-20 00:57:34 UTC
in -wadinclude Post #1449
the -nowadtextures parameter is what i always use, that way its makes things alot easier when it comes to packaging your map, you dont have to worry about the .wad file, it puts all the textures that you have used into your map .bsp only, not the whole .wad.

Example: if you use 10 textures out of the halflife.wad, it will only include those 10 textures into the .bsp file, not the whole .wad.
Posted 20 years ago2003-09-20 00:39:57 UTC
in Custom textures Post #1447
Photoshop is the way to go, eats PSP for breakfast, yum yum!
This post was made on a thread that has been deleted.
Posted 20 years ago2003-09-01 02:21:52 UTC
in Pipes Post #248
i was going to tell you how to do it here but its a long process and its something your gona have to figure out yourself. The best tutorial i have found is here : http://countermap.counter-strike.net/Tutorials/tutorial.php?id=20

this tutorial should give you an idea, after that you should be able to figure out how to do a pipe.
Posted 20 years ago2003-08-31 00:48:58 UTC
in prefabs? Post #257
Well, i havent really looked into this much, for me, i just happened to have the standard halflife prefabs, i think there supposed to come with the program. Ive got hammer 3.4 and also worldcraft 3.3 had them as well.
Posted 20 years ago2003-08-27 01:56:31 UTC
in I want my money back Post #1116
u serious, u actually paid someone to make u a map? I dont beleive it.
Posted 20 years ago2003-08-26 03:11:56 UTC
in Reflective glass Post #310
yeah how do u do a shiny reflective texture? i noticed in one of the specialists mod map the texture was shiny, as if it was reflecting the light. Anyone else seen it, have a look at the tm_corporate map and look for one of the big N logos in the map, on one side of the logo you will see NASH CORP writing on it and it will look reflective when you move around.

I didnt think that the halflife engine could draw shiny textures?
Posted 20 years ago2003-08-25 04:55:07 UTC
in Transparent texture making Tutorial? Post #1131
yep thats correct, a tutorial on actually making the transparent texture maybe in photoshop or any graphics program for that matter.
Posted 20 years ago2003-08-25 04:45:33 UTC
in why does the env_glow.... Post #312
why does the env_glow entity when in game, from far away its not very bright, but depends on how you look at it or when you come close to it, it just all of a sudden turns on, it just switches on brighter when you get close to it?

This is for the specialist mod. the properties are render fx:constant glow, render mode:glow, scale:2

Also this glow is being seen through a func_wall that is render mode:texture, fx amount:225, so its a bit see through.

When the env_glow is not being seen through the func_wall its fine.

Anyone know the reason why an env_glow being seen through a func_wall has this affect and can it be fixed?(apart from deleting it)
Posted 20 years ago2003-08-24 00:07:24 UTC
in Transparent texture making Tutorial? Post #1127
Has anyone suggested a tutorial on making transparent textures?
Posted 20 years ago2003-08-23 23:47:07 UTC
in Spirit of HL Post #319
never heard of it, otherwise im sure i would have been using it. Never heard anyone mention it before apart from Andy but didnt relise that it was a mod.
Posted 20 years ago2003-08-20 02:07:42 UTC
in cant ungroup.. Post #376
well thats the only way seventh monkey, u have to do them individually, and obviously you cant have the glass brush already as an entity before cutting it as i forgot to mention, thanks andy, always turn into an entity once you have the brush shaped how you want.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-08-19 06:18:31 UTC
in cant ungroup.. Post #373
to ungroup the glass once its together if they are made up of separate brushes, just have them all selected then right click on it and select ungroup, then deselct the object then now you should be able to select all the brushes individualy.

Or if the brush is not made up of more than one piece then use the clipping tool to cut the brush in half and so forth, just press the clip tool then place the cursor over the section you want to start the cut and then place it where you want it to end then press the clip button a few times till you get the whole brush highlighted then press enter.

Pressing the clip tool more than once cycles through the different clipping modes, you can either cut the brush and delete the left half of, or press again to delete the right half or press a third time to just cut without deleting anything.
Posted 20 years ago2003-08-15 03:13:16 UTC
in Would it hurt? Post #412
its cool, i figured out the problem, thanks for the help Andy.
It wasnt actually the stairs itelf, it was the wall next to it, vertex points at the bottom of the object were 1 unit out from the top vertex's causing the error.
Posted 20 years ago2003-08-13 10:24:43 UTC
in freezing Post #438
well, i dont compile my maps through worldcraft, too slow, so i cant really help you, all i know is that batch compiling will save you alot of trouble and time. For me compiling in worldcraft was just a pain in the arse.

If the game doesnt load up, chances are worldcraft isnt configured properly
Posted 20 years ago2003-08-13 04:33:34 UTC
in Milkshape Users, i need your assistance Post #449
oh ok, thanks for clearing that up andy, its a pity it wasnt done in the first place, its really a pain trying to place a model in and getting the clip brishes right. The measurements in milkshape are not the same as the units in worldcraft, so you pretty much have to guess or figure out the scale which i havent yet.
Posted 20 years ago2003-08-12 06:03:33 UTC
in Milkshape Users, i need your assistance Post #446
how do i find out how many worldcraft units my box is so i can make the clip brush match it?

still trying to figure that out.
Posted 20 years ago2003-08-12 05:33:44 UTC
in Milkshape Users, i need your assistance Post #445
yeah i was just about to do that, but how do i know how big to make the clip brushes so that they fit around the model, or do i just surround the entity with the clip brush and thats it?
Posted 20 years ago2003-08-12 05:20:55 UTC
in Milkshape Users, i need your assistance Post #447
well apparently theres a beta version of hammer, v3.5, apparently there is also an updated halflife .fgd file which allows model support, i never realised that you could'nt put models in halflife, weird.
Posted 20 years ago2003-08-12 02:19:55 UTC
in Milkshape Users, i need your assistance Post #441
geez, dont know why i end up answering my own questions. funny
Posted 20 years ago2003-08-11 12:23:34 UTC
in Milkshape Users, i need your assistance Post #439
For those who have had experience with Milkshape 3D. I was wondering how i can turn the .ms3d or halflife .smd file into a .mdl file.

Is there a compiler that i can use that anyone knows of?I tryed a google search for a mdl compiler, all i can find is a plugin to decompile.
Posted 20 years ago2003-08-08 09:21:38 UTC
in Texture sounds? Post #479
its cool, i found it, the materials.txt file
Posted 20 years ago2003-08-08 08:55:03 UTC
in Texture sounds? Post #478
Yeah i just cant rememeber the name of the file which tells you what each sound the texture can make, whats the name of it and what folder is it in? I want to give my textures certain sounds for what they are, metal vent gives metal sound when walking on it etc.

I had a file like this before but i cant remember anything about it apart from that, its been a while since i mapped.
Posted 20 years ago2003-06-09 00:26:54 UTC
in Putting Monsters in Cstrike maps Post #713
ok, thanks for that, im gona keep looking. Hopefully ill find something.
Posted 20 years ago2003-06-08 08:49:47 UTC
in Putting Monsters in Cstrike maps Post #711
Ive heard that you can put NPC's into a cstrike map, like the little crabs, anyone seen any tutorial around? im still looking but have'nt had any luck yet.
Posted 21 years ago2003-01-29 00:26:19 UTC
in Gday Post #1214
i just stumbled across this site, im guessing its new because i reguarly search for tutorials and have never come across this before. I have to say good job on the site, and its good to finally find a site where the people in the forums actually help each other instead of being know it alls and bitching to those that dont know.

Also your tutorials have helped me alot, now i can start doing a single player mission for Half Life without having to search so much on how to do it.