Forum posts

Posted 20 years ago2003-11-04 01:07:07 UTC
in About Info_nodes. Post #3905
Nice!, that Impulse 197 is GREAT, finally I understood a bit of how info_nodes work!!!!. Sure it?s gonna help me a lot with my future maps...
I solved the door problem with correct node placement and by eliminating a func_breakable from the way (it?s supposed to be broken when one has to pass but...) by my scientist doesn?t want to go downstairs... I?ve got an info_node above each step and their distances are good and so on but... Doesn?t work. When I try impulse 197 on the stairs I get no response, as if the nodes weren?t connected.
What do I do SlayerA?. Is there a way of connecting those nodes manually?. If there isn?t (probably there isn?t), what?s happening?. Should I put them all in the same height (I doubt it, the engine puts them at a determinate height when drawing the node map)??.
Posted 20 years ago2003-11-03 21:04:56 UTC
in About Info_nodes. Post #3902
And then, came the time to put info nodes in my map...
Imagine you spend two weeks working on architecture that takes 15 minutes to be compiled... Well, it?s something that happens usually but when comes the time to add monsters and info nodes and to test if they work (specially if you script things) it?s boring to wait for the map to compile...
And ater this introduction here come my question:
-My scientist doesn?t follow me, refuses to follow or even stops following me. It happens when crossing doors, mostly. Guess is some info_node stuff, anything about info_nodes out there???.
-To skip compiling time I don?t run RAD and VIS. Looks ugly but it?s fine to test these things... Does this affect the way monsters and info_nodes work???.
-Scientists and Barneys, will follow me if I get far or out of their "vision range"???. Could it be the cause for they cease following?.
Posted 20 years ago2003-11-03 20:00:18 UTC
in Is anyone working on a mod? Post #3899
If you understand for mod something based on Half Life that plays exactly has Half-Life and is intended to be related to the original one, I?m working on it.
It?s the first thing I do, based on the overused "Gordon has a mission" stuff. I try it to be fun and look nice enough, with little bits of scripting and some history.
Is that a mod?.
Posted 20 years ago2003-11-03 12:32:36 UTC
in Completely OFF TOPIC!!! (Music). Post #3872
Think he Joined there with Mustis, the keyboardist (he was 17 or something like that!!!)... He joined some band whose name I can?t remember after recording with covenant, and that?s a pity for he was a real good guitar player, mixing those rock, metal and black styles (solos like the one in SBD are worth a hear!!!!).
Nicholas is a BEAST. No doubt he?s one of the best drummers in extreme metal along with Pete Sandoval, from Morbid Angel. By the way, what?s your opinion about this other band?. Do you listen to any other kind of metal???.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-11-02 20:36:41 UTC
in Completely OFF TOPIC!!! (Music). Post #3833
My computer does not want to log me in!!!!. Well, that was me.
Posted 20 years ago2003-10-31 12:46:29 UTC
in Completely OFF TOPIC!!! (Music). Post #3741
By the way, that was me.
Posted 20 years ago2003-10-31 07:12:34 UTC
in Stupid tutorial question (emergency). Post #3718
Hmmm... Tlax one works!!!!. Thanks a lot!.
Posted 20 years ago2003-10-30 20:21:48 UTC
in Stupid tutorial question (emergency). Post #3689
Ladies and Gentlemen, such a pleasure to say Hi...

And now the question to all the tutorial makers:

How do I take Hammer screenshots!!!!???.
Posted 20 years ago2003-10-30 19:15:08 UTC
in Tutorial suggestion... Post #3687
Hmmm, That was Andy?... Well, so, I?ve go to make the maps... It won?t take more than a day when I get to it (maybe tomorrow)... As soon as I have it I?ll send it along with some modifications for the text.
Posted 20 years ago2003-10-30 04:44:15 UTC
in Compiling modes and differences... Post #3615
So, what do you reccomend on this Full vis thread?. Full for Indoors and Normal for outdoors?. And if my indoor map has a large area (as large as a... as the place where Gordon does the experiment in the original HL)?
Posted 20 years ago2003-10-29 21:53:16 UTC
in Compiling modes and differences... Post #3602
Well, here?s a good one...
Having learnt things about building a map and making it both working and playable a question comes to mind...
I started doing complex architecture... Well, sort of, it?s more like too many brushes to be seen (reducing those r_speeds, I?m afraid, but still the map runs smooth (more or less) on my K7600))... The thing is that I?m afraid of my map running too slow to pack the action and so my question comes:
-Is there any differences between making RAD and VIS compile EXTRA and FAST instead of NORMAL?. Will my map run faster or just compile faster?. Well, that?s the thing.
Posted 20 years ago2003-10-29 20:23:07 UTC
in Going to kill the cameraman... Post #3600
Fixed it... Just... Redid the whole thing (never fails :D).
Posted 20 years ago2003-10-29 19:59:03 UTC
in tanklaser Post #3599
Post it in the vault... Maybe anyone can help.
Posted 20 years ago2003-10-29 19:43:55 UTC
in Going to kill the cameraman... Post #3598
Read somewhere that the player must be near the camera area for it to work. Besides, Gordon is seen when the camera is triggered and... I don?t like it!.
Posted 20 years ago2003-10-29 16:31:47 UTC
in Going to kill the cameraman... Post #3578
Well, I managed to make my first camera work, it just does a little voyage to stop and let the player see how a door above him opens, so the camera ends its travel looking up... The thing is that when the camera reaches its last path_corner it does little, silly bounces up and down until it finally stays quiet. The original intention was to keep the camera still, without bounces.
How do I do to eliminate those bounces???!!!!!, they?re really gettting me out of my mind!.
By the way, I suppose that if you want to hide the player from view you must teleport him near but to trigger a teleport an entity must MOVE in its area and if the player doesn?t move because the camera took control of him, what do I do?.
Thanks.
Warm regards.
Posted 20 years ago2003-10-29 15:34:19 UTC
in Completely OFF TOPIC!!! (Music). Post #3575
Sariborius!!!!!!!!!!. I REALLY HATE YOU :P. Just Kidding... Damn, they don?t come to Spain as often as I would like but... What do you think about DEATHCULT ARMAGEDDON?. I think is a very strong plus beautiful album, following close the tracks of PURITANIC EUPHORICAL MISANTHROPIA, I like it... Anyway, those strange pseudo-military sound annoy me a little, I thought that the relationships between black metal and political diseases was over, what do you think about that?. I read in an interview with Silenoz that "politics are for the politicians" but these samples annoy me much!.
Posted 20 years ago2003-10-27 20:18:38 UTC
in Texture lighting Post #3472
Somebody kill new?s Jobabob avatar :P.
Posted 20 years ago2003-10-27 20:17:14 UTC
in Completely OFF TOPIC!!! (Music). Post #3471
Rock music rules!.
Posted 20 years ago2003-10-27 07:08:08 UTC
in Source of inspiration Post #3389
Yeah!, I did studies about pedagogy :P... And well, if you want a concept to think of you can just borrow it from some films, other games, role playing stuff...
Posted 20 years ago2003-10-26 22:29:26 UTC
in Source of inspiration Post #3376
Just don?t map like if you?ve gone mad!!!... One thing one must do is to exercise his/her imagination. Before running Hammer/Worldcraft just sit down and think "What would I like to play?", "What would be interesting?", think about a single concept, a brief storyline, think first about what you would like to do. Then don?t map!!!!. Lay some pen and paper and work a little about it, about the physical structure of the map, some words for texture ambiences and lights, explain if something has to happen in a determinate point... When all these things are done you will know what you want to map. See if you can do it and then... Run Hammer.
Posted 20 years ago2003-10-26 10:50:09 UTC
in Bunch of questions (part one). Post #3331
Well. The random stuff is solved, I only have to.. master it ;).
As for the sky I won?t care anymore then, looks funny but this is the way it?s meant to be, right?.
Well, I won?t care about the stairs anymore, if I had to change the sound every stair would sound like a rope or it won?t sound so... Well, it?s something worth thinking about it.
And this water thing... Maybe it deals with the ZHLT flags... This map was built before I get those tools so I?ll take a look.
Thanks and now another question:
Is there any way to trigger ladders????-
Posted 20 years ago2003-10-25 22:08:53 UTC
in Bunch of questions (part one). Post #3288
I?ve got (as always) some questions on my 100th login :P. It would be very good if you can answer them. These are my current doubts:

-Is there any way to make the Func_breakable, func_water and so NON bright?. They always appear so bright in my maps, specially when lights turn off and everything except these things are in total darkness.
-Is there a way of spawning random events??. For example, I want the sound of the wind to blow but not continuosly and not in a cyclical, rythmic way, but completely random.
-How do I do so my sky texture doesn?t produce sparks and puffs when I soot at it?. I don?t remember if it worked this way in Half Life.
-Can I do the ladders to play other sound???. I try to make some rope and it sounds... Like a ladder :D.

And that?s all.
Regards.
Posted 20 years ago2003-10-25 21:32:18 UTC
in LOL!. Post #3287
I reached my 100th login (I log in and out several times in a day since I?ve got nothing better to do) and the top part of the site says:

Hello Marlborometal! This is your 100th login. Nice!

Don?t remeber that "Nice!" being there before :D.
Posted 20 years ago2003-10-25 21:06:28 UTC
in Completely OFF TOPIC!!! (Music). Post #3286
Yeah, it?s a nice band... His guitarrist looks EXACTLY as the former keyboardist of my former band. Think they could be set in the Power Metal wave from the Northern European countries, try them, you may like it.
Try also Angra if you like this kind of fast stuff.
Posted 20 years ago2003-10-25 19:38:28 UTC
in Completely OFF TOPIC!!! (Music). Post #3283
Nightwish... Nice.
Posted 20 years ago2003-10-25 09:17:23 UTC
in An Upcoming Tutorial Post #3249
Hmmm... I think it will be nice to se the following things:
-Texture alignment (molded corners).
-Things to do so your map looks in order in hammer and you don?t go MAD.
-Cordon bounds and visgroups.
-Lightspots (in fact, the fact that the pitch represents the Y axis aim, I?m I right?.
-Correct placement of Info Nodes.
-General Hints about atmosphere and theme of a map.
-What makes a playable map.

You know, these sort of things... By the way, I?d like you to take a look at my toturial when Andy answers to it. Is my first English text!.
Posted 20 years ago2003-10-25 09:13:09 UTC
in Geordie Windaz Post #3248
Oh, you can practice with me as much as you can Seventh.
Posted 20 years ago2003-10-24 21:17:04 UTC
in Completely OFF TOPIC!!! (Music). Post #3213
Hi guys!!!!...
I want you to say 3 things!!!.

-Why do we say "Hi guys"?. There aren?t any female mappers?.
-With kinds of music do you like?.
-If you have the Chance check last Dimmu Borgir?s album, it?s a little bit hard but full of strenght and beauty.

Moderators: feel free to delete this if it?s not allowed, my apollogies in that case.
Posted 20 years ago2003-10-24 20:59:53 UTC
in Scripting + Saving strange stuff. Post #3212
It?s true Seventh!!!. Imagine a GREAT BLOCK that you carve in... And... That?s Unreal. I did some little editing for Unreal Tournament till I got bored of killing bots.
And to decompile Bsp maps, Zombie Loffe, you must use a program like winbspc.
Posted 20 years ago2003-10-24 20:55:34 UTC
in Texture lighting Post #3211
That?s nothing at all. Always a pleasure to help so I hope to see your maps soon!!!!.
And now a HINT!!!. Whenever you make a new texture and you want to make it emit light JUST add it to your lights.rad file and set its values as the textures seen in the file. You can also CHANGE the original textures values to make them emit the light that you want.
Experiment a bit with these values and ask any questions you?ve got.
Regards.
Posted 20 years ago2003-10-24 20:29:20 UTC
in Geordie Windaz Post #3205
Let me Think Seventh Monkey... Is something seen VERY often in the mails around here... Damn, I can?t find it now!!!. If I ever see it I?ll mail it to you. Still Google searching...
Posted 20 years ago2003-10-24 20:14:48 UTC
in In da House Post #3202
Hmmm... I don?t think that?s a good idea, I mean, that could hurt some people very bad and we don?t want to do that, do we?...
I think we should use our imagination to map stuff. Playing is a way of scaping from reality or to inmerse in different worlds. Why set our games in our daily environment?.
Posted 20 years ago2003-10-24 20:10:55 UTC
in Texture lighting Post #3200
Hehe... Look for the Lights.rad file and put them in your Hammer/tools folder... Inside this file you will find a list of textures that emit light and their values. Ask ASlayer for more info, he told me about those lights.
Posted 20 years ago2003-10-24 10:33:33 UTC
in In da House Post #3157
Jester, it wasn?t a critic :D!, I mean, WE ALL do house maps, in fact, now I?m making some sort of, it?s fun, I just tried to be humoristic ;).
Posted 20 years ago2003-10-24 08:39:11 UTC
in In da House Post #3149
Hmmm... There were some GOOD Doom maps about this topic but I didn?t want to do it for two main reasons:
-How do you check out that the map is REALLY alike someone?s flat?.
-I?d never want to see my bedroom invaded by headcrabs: nightmare warning!!!! :P.
Posted 20 years ago2003-10-24 08:28:01 UTC
in Geordie Windaz Post #3148
HeY!!!!, Just saw another identical to this in Spanish :D!!!!!.
Posted 20 years ago2003-10-24 06:37:35 UTC
in Tutorial suggestion... Post #3139
Hmmm, what is a Splash Screen Seventh?, it is the image shown behind the main menu?. Well, I?d like to know how to change it and it would be great if feautures some screenshot of the Maps (the main hall, mainly) with a Gordon Freeman in first plane :D, I?d love that. Would it be possible to do it?.
Played your Cause of Death last night... Really true mapping art!!!, you know, still I?m downloading a few maps each week, to learn from the more experienced maps.
Posted 20 years ago2003-10-23 22:26:11 UTC
in Tutorial suggestion... Post #3119
The Beta is send to Andy so it will be available soon... Please, be patient with me, is the first thing I write :P!!!!.
Anyway, I could do nothing with the code thing Vassy, sorry. Currently
I?m triyng to work on it but I prefer to leave it for another tomorrow because ? haven?t even released my first map yet!!!. How can a newbie do a word about coding :D!!!???.
By the way, soon I?ll release a beta that has around the half of the maps (what is completed by now) for my little mod (done in Vassy?s style, yeah!!!). I?d be very happy if you check it out, my mapping skills evolution (so little for now) can be seen in it from its original cube-carved map to my first try of complex architecture stuff!!!. Sure I?ll have to remap the first map... It really sucks!.
Posted 20 years ago2003-10-23 18:42:33 UTC
in Scripting + Saving strange stuff. Post #3116
Errr... The first map of mi mini mod is made that way... Sure it?s quite... FUNNY.
Posted 20 years ago2003-10-23 11:11:27 UTC
in Atom, just wondering... Post #3073
Mind if I join too???... Well, Blade Runner, Terminator 2 and Conan the Barbarian :D... The Maltese Falcon (Bogart?s one...) is also a great film... I was tempted to enter the competiton with it retexturing EVERYTHING in black, white and different tones of grey but it could have been sooo hard for a newbie like me.
Posted 20 years ago2003-10-23 11:07:36 UTC
in TWHL: A Milli-Centennary of Mapping Post #3072
These colors are nice for the site... I mean, they really welcome you in, do not look agressive and favours the eye action in reading the stuff... If there was the task of changing colours I?d choose soft and non bright colors such as these yellow on the left, grey... And a BIG Bruce Lee image XD!.
Posted 20 years ago2003-10-23 11:00:09 UTC
in Spirit Contest? Post #3070
Ohh... Cool!.
Posted 20 years ago2003-10-23 10:26:32 UTC
in Trying to earn some compiling time... Post #3066
Thanks ;)... Making a big thing at the beggining of a map is a hell of waiting for compile when you add new things.
Posted 20 years ago2003-10-23 10:18:49 UTC
in Optical Illusion(s) Post #3065
Too much lsd... Think I?m gonna shut off... System failed.
Posted 20 years ago2003-10-22 20:37:42 UTC
in Trying to earn some compiling time... Post #3026
Is it allright to cut a VERY complex object out of the map for compiling-speed purposes (you know, adding new stuff without wait for 2 hours for the map to compile) and to paste it it the final compiling archive?.
Regards.
Posted 20 years ago2003-10-22 20:35:59 UTC
in Spirit Contest? Post #3025
What does TWHL exactly mean?. The World of Half Life??.
Posted 20 years ago2003-10-21 20:37:58 UTC
in Scripting + Saving strange stuff. Post #2992
So I suck :D.
Making levels out of a big cube is a mistake, isnt it?. I realised it when I did one!!!.
Posted 20 years ago2003-10-21 11:07:12 UTC
in Scripting + Saving strange stuff. Post #2972
It also works but decompiling them is a lot more interesting!!!. I mean, it shows how it all was done and gives all kind of ideas... Did you know that most Hl maps are done so the outer walls form a big cube?.
Posted 20 years ago2003-10-20 18:21:23 UTC
in Scripting + Saving strange stuff. Post #2945
Anyway and as Ministeve has said many times, a wonderful inspiration and a source of mapping knowledge is in the original HL maps. Decompiling them and then trying to catch the sense of all things that are seen there is really a brain-breaking task, but deserves the time compsumed once you get to know a glimpse of how it works.