Forum posts

Posted 17 years ago2006-08-13 08:28:02 UTC
in Redownloaded... Post #193261
Source SDK Base is an appid setup for mods that need to use the latest shipping version of the Source Engine, without requiring HL2 or HL2DM. It contains the same video stress test that shipped in Lost Coast. MOD's based on the Source SDK Base will update periodically in lock-step with engine updates.
In simple terms, this means that any mod built using 'Source SDK Base' use the latest Source Engine updates when they're released.
Posted 17 years ago2006-08-12 17:25:41 UTC
in Help with Windows Post #193222
Thank you srry!!! That was the problem. Now it works. Thanks again.
Posted 17 years ago2006-08-12 15:44:51 UTC
in Help with Windows Post #193216
Everytime I turn on my computer I have to choose a username, I only have 1! How do I make it so when I turn on my computer It automatically chooses the only username?
Posted 17 years ago2006-08-09 12:29:26 UTC
in Need help finding a program. Post #192923
Does anyone know where I can get an audio recording program? Not one like sound recorder, but like it record the sounds ONLY on the computer.
Posted 17 years ago2006-08-07 14:59:11 UTC
in Making a cutscene Post #192770
Can you link a site with a tutorial?
Posted 17 years ago2006-08-07 12:52:43 UTC
in Making a cutscene Post #192758
How would I go about making a cut scene in HL2. It looks like is is a hard process. Does anyone know?
Posted 17 years ago2006-08-01 15:20:23 UTC
in aim_ak_colt_pro Post #192218
Thanks you guys, and yes the 64 rifles are right under the spawns, this way you automatically have them when you spawn. Right now I have been trying to get this on a server, but to no avail. :( Because unfortunately my router doesn't let me host a server of my own. :(
Posted 17 years ago2006-08-01 08:39:33 UTC
in aim_ak_colt_pro Post #192167
Posted 17 years ago2006-08-01 08:19:19 UTC
in aim_ak_colt_pro Post #192166
Ohh yeah that's water. I'll get some more pictures for you.
Posted 17 years ago2006-07-31 22:23:29 UTC
in aim_ak_colt_pro Post #192140
User posted image
A remake of that crappy map "aim_ak_colt" but this map has WAY better mapping then 4 random squares and 12 guns on each side. I made 64 spawns, 32 on each side, under each spawn is an AK or an M4, so as soon as they spawn they have the gun. This way when they spawn they don't just have a pistol and have to pick up the gun manually. The map takes place under four huge bridge support pillars. (The four bridge supports is like the four random squares in ak_colt.)

Check it out here!

http://twhl.co.za/mapvault_map.php?id=4066
Posted 17 years ago2006-07-25 07:08:00 UTC
in Point_clientcommand Problems Post #191603
No I didn't I just used quotes in the post because it was the name of the commands. But now it crashes hammer when I try to open my map. I don't think you can bind something in a "point_clientcommand"
Posted 17 years ago2006-07-23 16:55:07 UTC
in Point_clientcommand Problems Post #191395
I can make my point_clientcommand turn "sv_cheats 1" on, but I can't make it bind anything! Say I wanted to bind "x" to "impulse 101" on the "point_clientcommand" This is what I did. I made a "point_clientcommand" then I made a trigger_once and in the outputs I did "OnStartTouch" "Clientcommandsname" "Command" "bind x "impulse 101". Didn't work. Why does "sv_cheats 1" work but not "bind"!?!?
Posted 17 years ago2006-07-22 20:34:53 UTC
in CUtLinkedlist overflow! Post #191315
"Probably won't fix your problem, but I do suggest that you never run fast vis. Tons of problems can result because of fast vis."
Are you kidding me? When you are testing your map you need to run fast vis to save LOTS of time. NEVER running fast vis is just stupid.
Posted 17 years ago2006-07-21 14:03:35 UTC
in Message on your HUD Post #191171
How would I make a message appear on your hud for a few seconds? I tried using an env_message, (tied it to a trigger) but it didnt work.
Posted 17 years ago2006-07-20 11:30:59 UTC
in Spectres' Textures Post #190984
Why not make this thread when it is done? Instead of saying "Wait a few days."
Posted 17 years ago2006-07-18 15:15:15 UTC
in New map! cs_metropolis! Post #190670
I guess I could use Pakrat for the modles and textures, but there are no sounds for rainfall in HL2DM.
Posted 17 years ago2006-07-18 14:21:52 UTC
in New map! cs_metropolis! Post #190665
Check out my new map, cs_metropolis.

http://twhl.co.za/mapvault_map.php?id=4031

The map that takes place in a city in the middle of a thunder storm. I did 2 really cool and unique effects. I made dust clouds in the 3Dskybox to simulate storm clouds, so don't forget to look up! Also I Used a water texture in the ground to simulate reflective full puddles. So don't forget to look down as well!
Posted 17 years ago2006-07-10 19:30:28 UTC
in xbox 360 model :) Post #189568
Omg Nice!!!!
Posted 17 years ago2006-06-13 20:46:56 UTC
in First XSI model complete and ingame! Post #185027
Luke, the point of the post was that he wanted to show that she can sucessfully UV map, and upload a model to Source. He even said it is simple and crude. Those words in itself suggests that he didn't really care what it looks like, but just wanted to successfully upload a textured model to Source. YOUR post was offtopic, considering the topic was about uploading a model to Source, so don't tell ME to stay on topic. Also, calm your ass down and learn to talk in an argument without cursing. It makes you look like a dumbass with a low vocabulary.
Posted 17 years ago2006-06-13 15:34:47 UTC
in func_percipitation problems Post #185010
When I set my func_percipitation to "snow" it doesn't work. It is rain, and there is ALOT of it. I want to make it lightly snowing.
Posted 17 years ago2006-06-13 15:33:14 UTC
in First XSI model complete and ingame! Post #185009
"Its crude, but ok. I wanted a simple model to test in source first"

Did you REAd the post Luke? Or just click on the picture? He obviously said he wanted a simple model first to test uploading it to source.
Posted 17 years ago2006-06-12 19:44:27 UTC
in physbox move only when shot plz Post #184872
Collapses as in breaks apart or as in just falling to the ground?

If you want the first one make it break when 1 dmg is done to it. This can be done in the properties of the func_physbox, under "Min damage to hurt."

If you want it to just fall to the ground straight. Set its "Mass Scale" to something really heavy, and rediculus like , "100000000."
Posted 17 years ago2006-06-12 19:42:15 UTC
in Assigning an animation to a button. Post #184871
Well, In the "via this output" I put "Set animation" and in the "Parameter Overide" I put "Open". So basically, type in the name of the animation in the "Parameter Overide"
Posted 17 years ago2006-06-11 12:24:45 UTC
in Assigning an animation to a button. Post #184733
Nevermind I got it to work.
Posted 17 years ago2006-06-11 12:00:11 UTC
in Assigning an animation to a button. Post #184732
I want the door to open. I know how to set up the prop_dynamic and all that. But the Outputs of the button I don't understand. In the "via this output" there is a "Setanimation" selection. Do I have to type in "Open?"
Posted 17 years ago2006-06-11 11:27:43 UTC
in Assigning an animation to a button. Post #184729
Okay this is my first real attempt at creating a single player map, and I want to assign an animation to a button. Here is the scenario.

There is a door with a monitor right next to it. The monitor has a "func_button" on it. The door is a prop_dynamic combine door. I want the button, when pressed, to set the animation "Open" for the door. In the outputs tab, there is a "set animation" selection, but I don't know how to set a specific animation.
Posted 17 years ago2006-06-09 18:31:06 UTC
in music in maps.. Post #184445
But make sure you include the song in the zip file when you submit it. Or use Pakrat and include it in the BSP.
Posted 17 years ago2006-06-06 21:19:27 UTC
in Camera Follows Gordon? Post #184137
"seeing how theres not really a player model when in SP."

Yes there is! See!!

http://www.freewebs.com/xhalotng/pppp.bmp

He only has 5 animations
Idle
Walk
Run
Shoot
Diesimple
Posted 17 years ago2006-05-29 22:11:06 UTC
in Constraint? Post #182653
I don't understand, Do you want to know how to make a combine stuck to the wall? Please explain better.
Posted 17 years ago2006-05-29 08:56:34 UTC
in Weird compile problem. Post #182544
Well After its done compiling There is like a HUGE shadow covering my whole map. I don't know what the hell it is from. I don't know if it is from the compile or something huge is casting a shadow.
Posted 17 years ago2006-05-28 07:55:47 UTC
in Weird compile problem. Post #182394
Well those arent the numbers in my map, I made a quick box map to save time so I can show you. The actual numbers it gives me are -1, -1,-1. They arent coordinates or brush numbers.

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(-1, -1, -1
Posted 17 years ago2006-05-28 07:34:56 UTC
in how do u make nice looking water? Post #182386
No problem, and you are right; sometimes wiki is annoying because it tells you the definition of the entity, but not how to use it.
Posted 17 years ago2006-05-28 07:33:48 UTC
in Weird compile problem. Post #182384
But how do I find what material it is? I need to get rid of this problem, it adds like 5 minutes to my compile because it takes forever.
Posted 17 years ago2006-05-28 07:32:14 UTC
in how do u make nice looking water? Post #182382
A water_lod_control is Necessary, it makes the water lower detail when you are far away and can't really see it, reducing the polygons and making your FPS better. I guess it isn't really used for cosmetic purposes but you really just need it when you use water. As for the actual water itself, like I said look for textures that are suited to your needs, there are alot of textures. If you map for DOD Source, there is a REALLY cool water texture, called "nature/water_anzio001_cheap." But you probably don't map on DOD Source. I have noticed that some waters that say "cheap" look really cool. Just keep looking.
Posted 17 years ago2006-05-28 07:26:18 UTC
in Weird compile problem. Post #182379
When I compile my map, and it gets to this part..

"GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(6804, 5720, 3854)"
Look where it says "Bounce #1" Well It does this all the way up to 100!! It takes forever, what is wrong? How can I fix this?
Posted 17 years ago2006-05-28 07:23:57 UTC
in how do u make nice looking water? Post #182377
Try putting a water_lod_control entity with the water along with a env_cubemap. Or you can choose a different water texture, alot of them are really cool.
Posted 17 years ago2006-05-26 15:57:37 UTC
in New map dod_town! Post #182167
I forgot to post an advertisement for my map in here so here it is. It is for DOD Source and I did post a video and screen shots of it prior to posting it, before I was done. Go check it out!
Posted 17 years ago2006-05-22 15:37:20 UTC
in Map vault submission glitch! Post #181505
It wont work! I want to submit my map! I tried setting it to HL and CS:S, it says "Invalid catagory."
Posted 17 years ago2006-05-21 22:01:19 UTC
in Map vault submission glitch! Post #181381
I am trying to submit my DOD map, and it wont let me. It says "Invalid catagory" I tried switching the "MOD" to "DoD" and "Other" But it doesn't work! Why doesn't it work?
Posted 17 years ago2006-05-20 13:56:46 UTC
in Nuke-Style Arches Post #181187
I never use the arc the brush automatically makes. They go off the grid to much. I just make my own with vertex manipulation and multiple brushes.
Posted 17 years ago2006-05-20 13:54:50 UTC
in Compile question Post #181186
Haha.
Alright then.
Posted 17 years ago2006-05-20 13:45:30 UTC
in Compile question Post #181184
Should I leave it over night? It takes 100% of the CPU power though. I want to watch it and make sure nothing goes wrong. But it will take so long!
Posted 17 years ago2006-05-20 13:06:40 UTC
in Compile question Post #181174
My map is REALLY big. It is a DOD map. You can see a gameplay video in the maps and mods section.
Posted 17 years ago2006-05-20 11:43:49 UTC
in Compile question Post #181157
What is the difference between normail compile and fast compile. It looks the same to me in game. (I know it is not the same) What things does it not do when I use fast compile? I noticed when I do a regular compile it does "Portal vis" and it takes FOREVER. My map will take an ungodly amount of time to compile. Is it worth it to do a normal compile? Does it like increase FPS when I do a normal compile? What are the benefits?
Posted 17 years ago2006-05-20 11:39:50 UTC
in Cant get sounds to play Post #181156
You don't need a trigger, just uncheck the flag that says "start silent."
Posted 17 years ago2006-05-19 11:43:32 UTC
in Cant get sounds to play Post #180951
If it is an ambient sound, then you could use an ambient_generic and uncheck the flag that says "Start silent" and then check the flag that says "Play everywhere"
Posted 17 years ago2006-05-18 20:18:11 UTC
in dod_town movie clip! Post #180855
I need to regular compile it. Up until now I have been doing fast vis and fast rad to save time when editing. When I normal compile it, it will take a long time. So I need to find a time to do that.
Posted 17 years ago2006-05-17 14:41:35 UTC
in dod_town movie clip! Post #180608
Valve made them, and they are models.
Posted 17 years ago2006-05-16 17:09:15 UTC
in dod_town movie clip! Post #180416
Here is a video of gameplay in the map. The map runs fine in game, but when I recorded it in FRAPS it was all chuggy. So it may look like it has REALLY low FPS but it runs fine. Here is the link to the video.

http://uploadfile.putfile.com/videos/13517044954.wmv
Posted 17 years ago2006-05-14 23:08:13 UTC
in dod_town movie clip! Post #180122
I don't know, I was really bored and I needed something to do. lol. There are places with cover, in the back of the church near the cemetery.