Forum posts

Posted 17 years ago2006-07-18 20:03:16 UTC
in BIG Lighting and Brush issues Post #190725
I'm having a great deal of frustration with a set of func_brushes in my map, as i will now explain:

I turned these brushes into func_brushes and everything was working fine in Hammer. But after i did that and compiled in game, it was way to bright:
http://i79.photobucket.com/albums/j152/RotatorSplint/subway_sys_v10002.jpg
I deleted the lights in the level, and the lighting remained the same... light just keeps being produced from the func_brushes!

I would like to get this fixed, but I also need to know how to 'untie' a brush from an entity; my redo levels are too far back inorder to reach the point when I made them func_brushes

Help! :nuts:
Posted 17 years ago2006-07-18 19:41:13 UTC
in Funny. Post #190718
"My anus is bleeding!" LOL
Posted 17 years ago2006-07-18 18:10:04 UTC
in Portals Post #190708
It keeps saying "Attempting to reconnect" after saying "Playing" for me :nervous:
Posted 17 years ago2006-07-17 21:23:05 UTC
in Head-crabs Post #190596
That doesnt look too appatizing to me :zonked:
Posted 17 years ago2006-07-17 21:08:21 UTC
in Pain-In-The-Ass Shadows Post #190593
I have been working on building a train out of brushes, and in this train, I put the poles that you normaly would find in a subway train. They're the poles you find in the props_trainstation models folder. Anyway, I put a light up outside of the train just so I could see what I was doing, but for some reason or an other, this light seems to be clipping through the brushes and casting a shadow into the interior of the train that I do not want!

http://i79.photobucket.com/albums/j152/RotatorSplint/Stupid_Shadows.jpg

I'm not sure why the shadows are casting at the same angle too... the light is not offset, its in the center and up. I coppied the props if that makes any difference.

Any help is appreciated :)

FIXED:
I'm an idiot, I found the "Disable Shadows" option in the prop's Properties. Any body know why it would do that though?
Posted 17 years ago2006-07-17 18:31:16 UTC
in The Views of Humanity Post #190579
ok, ill stop now :|
Posted 17 years ago2006-07-17 17:11:30 UTC
in The Views of Humanity Post #190566
Perhaps a little of both :o
Posted 17 years ago2006-07-17 16:45:15 UTC
in Advanced Brushwork Mini-Compos Post #190560
I think there should be a new award: the MiniCompo award :P
Posted 17 years ago2006-07-17 16:41:20 UTC
in The Views of Humanity Post #190558
good point, seventh, but that's why people believe in religion: they believe it's fact, and thats why there are so many diverse religions.
Posted 17 years ago2006-07-17 16:04:17 UTC
in The Views of Humanity Post #190547
The comentary certaintly does make you think...

Many wars in the world have been fueled by religion; look at the Crusades, or the wars when the Holy Roman Empire ruled... Religion (in my opinion (no, im not an atheist ;) )) is used to describe things that humanss do not understand or cannot prove, like the question "how did the earth come into existance?" A world without religion, it seems, would be impossible...

I totaly agree with the fact that people are our enemies because they are not like us; we fear what we dont understand. This is an other reason why war is fueled by religion: no religion is the same.

While there is seemingly no way to climb out of this deep, dark pit that we have been falling into since the dawn of our creation, it doesnt mean that we cant try our best to fall slower.

/2 cents
Posted 17 years ago2006-07-17 14:29:24 UTC
in Adding faces/vertices Post #190527
Does that work in hammer, or do i have to import it or somthing?

It looks like a very useful tool though :)
Posted 17 years ago2006-07-16 23:42:36 UTC
in Head-crabs Post #190414
Actually, I think the normal headcrabs look like baked chickens with tiny arms and legs

The fast headcrabs look a bit more like crabs
Posted 17 years ago2006-07-16 18:48:30 UTC
in Adding faces/vertices Post #190393
Ahh, thanks a lot. First site listed was the Valve wiki :)
Posted 17 years ago2006-07-16 16:03:47 UTC
in Adding faces/vertices Post #190371
Is it possible for me to add in vertices and faces so that I can make rounded terrain, like hills of grass or the slopped bottom of a lake?
Posted 17 years ago2006-07-16 15:44:42 UTC
in The Woot Pool Post #190369
yeah, but they still look good :D
Posted 17 years ago2006-07-16 14:38:22 UTC
in The Woot Pool Post #190360
Those wall textures look astounding!
Posted 17 years ago2006-07-16 00:11:04 UTC
in Advanced Brushwork Mini-Compos Post #190277
I have a good one!
I'm not sure if this might have been posted in the 1st couple of pages, but i think it's definitely worth the recognition:

Make the inner-workings of any machine and allow the player to explore it.
Whether it be a clock, or a mack truck (model the engine :P ) or some other thing with detailed innards. THAT would be advanced brushwork...

My only concern on this 1 is the time needed, but I'm sure you could sacrafice just a bit of detail to fit it in a weekend

/idea
Posted 17 years ago2006-07-15 02:15:56 UTC
in Advanced Brushwork Mini-Compos Post #190143
Well then we WILL make a thread in the Source forum!... wont we guys ( : :nuts: ) I have no experience whatsoever in hosting a forum of that caliber, so i guess sum1 else will do it :D .

But back to the matter at hand:
I (we?) never meant to hijack the thread from you HL1 mappers at all; the idea this thread is based on is ingenious, and i feel that it should be reproduced for Source!

/2 cents
Posted 17 years ago2006-07-14 21:28:11 UTC
in Advanced Brushwork Mini-Compos Post #190129
ooh, yes, i would be greately interested :biggrin: !!
It would be the 1st compo i've partisipated in :nuts:
Will this contest's results be posted here?
Posted 17 years ago2006-07-14 20:16:04 UTC
in Half-Life2 Done Quick Post #190123
oh wow, looking at that site... i had no idea that it was created on such a big scale... i thought it was a bunch of guy that had mannaged to discover these capabilities and spent hours mapping out how to get thru the fastest... especially the part of "Our Benefactors" where he FLIES THRU THE CITIDEL!!!!! :D

Thanks for the link!! Ima read it from top to bottom now :cyclops:

Hmm, read it, and I've mastered 'flying' but i feel like my arm is gonna fall off, hitting the spacebar so many times... any1 know what tool they downloaded inorder to make the keys repeat themselves so quickly?
Posted 17 years ago2006-07-14 18:08:43 UTC
in Half-Life2 Done Quick Post #190116
Im thinking that valve fixed some of the bugs, like walking in air using the phys props... i tried setting "use" to pagedown, and it doesnt work :. But the teleport-NPC trick still works. They may have used altered keyboard settings too...

and from what I've seen, my guess is that they used quick save a lot, got it ALL on film, then clipped it into 1 seamless run-thru
Posted 17 years ago2006-07-14 16:00:18 UTC
in Half-Life2 Done Quick Post #190098
This is a google video showing a --very-- fast run through of the story mode of HL2

http://video.google.com/videoplay?docid=-7597745302270855580&q=hl2dq

I found it to be rather interesting... so i watched all of it :D And yeah, i know a lot of you are thinking "Pfft! who wants to just watch the story mode??" but skip around and you'll see what i mean

What do you think of it?
Posted 17 years ago2006-07-14 14:50:13 UTC
in Top 10 Video Game Weapons! Post #190094
I completely 4got about the SC20K from SplinterCell: ChaosTheory

Each attachment gives the gun such extremely high versatility, whether you blow somebody's head off with the 20mm sniper attachment, spy on em using a sticky camera, or shock the crap out of them by use of the sticky shocker. It definately deserves a place SOMWHERE up there...
Posted 17 years ago2006-07-14 14:35:21 UTC
in Annoying Hammer Problem Post #190092
Hmm... Well BJ, hitting apply one time is all that's necessary, because that's what worked. But here's the strange part

I opened the map that uses the button, clicked on the button, and it's button properties had stuck... There was no problem anymore!

At first, I figured that making the button , saving, exiting, and reopening was the remedy, so I made a new map (closed the old 1 incase it had an effect on the test), made the button, ant ITS properties stuck... I tried closing Hammer, and reopening and tried again, and its properties stuck again. I even tried restarting my computer, made a new level AND reopened the old level (in that order, so opening the old level didnt affect the test) AND IT STILL WORKED PROPERLY :zonked: :zonked: :zonked: This is the first time in my life that I can think of that I wanted somthing to go WRONG :nuts:

And so, I'm at a loss for words, and I can only assume that the problem is solved by closing hammer and reopening...

Thank you for your help though, and if I still have issues, then I'll use this thread again.

EDIT: ok... this is what the real problem was: I need to have Ignore Groups OFF inorder to control it's properties... which is kind of stupid... but whatever
Posted 17 years ago2006-07-14 12:56:21 UTC
in Natural Hallucinogen Post #190083
In order to get a big effect from this, you need to keep your eves ABSOLUTELY still: I tested it, moving them only slightly every few secconds. For ME, you'll know of you are holding your eyes perfectly still if you begin to experience tunnel-vision.

I'm no Psychologist, thats just what I found out on my own :nuts: . Try experimenting with it!
Posted 17 years ago2006-07-14 12:48:35 UTC
in Annoying Hammer Problem Post #190081
Nope:
I created the brush from nothing, just a normal, plain, joe-brush, right clicked it, selected 'tie to entity', set it to func_button, set everything i needed, HIT APPLY SEVERAL times, just to make sure i had clicked it, and hit the close button on the top right...

When i de-selected the func_button, re-selected it, and went to properties, it only showed the visgroups tab; no other tabs were avalible. And when I went to 'tie to entity' it whent back to its default entity selection: func_detail. (what i mean by "default" is that its the 1st thing in the list of entities it selects automaticaly after i click 'tie to entity'; not what i had set it to b4 ;) )

I also noticed a small circle in the center of the brush (exactly like the circle you see in the center of a func_usableladder) after i hit apply to set it to a button. This dissapears when i reselect it, the 1st tip-off that it has reset itself for no reason. In an other level, when I finally got the button to work (I have no idea how) this small circle remained. I dont know if this is rellevant, so I figured I'd mention it.

Has this ever happened to anyone else?? :o
Posted 17 years ago2006-07-14 12:38:52 UTC
in Textures for train model Post #190080
Oh thanks, Habboi! I DL'd both the post-apocalyptic train one and the normal train one next to it. They are prefabs, and i dont plan to use em in the map, but they are great for insparation in textures!

Much thanks :cool:
Posted 17 years ago2006-07-14 01:33:28 UTC
in Annoying Hammer Problem Post #190016
when i tie a brush to an entity (func_button in this case) i set it to that, PRESS APPLY, and use the red-x button at the upper right to exit out of the properties. But when i select the brush again, right click on it, and go to properties, it goes back to the default: func_detail, and when i return it to a func_button, all the settings and outputs are gone. :o

I should mention that this always and --only-- happens at the start of a new project... then i end up doing somthing to fix it, but i cant seem to figure out what that 'thing' is! :zonked:

Help! :D
Posted 17 years ago2006-07-13 22:08:02 UTC
in Advanced Brushwork Mini-Compos Post #190003
that doesnt mean i cant try:

i dont have hl1 and it's too late to start the major compo, so y not give it a shot? Regardless of MY skill level, i am sure many other source mappers would have fun taking part

The learning doesnt just happen by asking in the forums during the alloted time, it happens after, viewing eachother's work and techniques and chatting about it. of course, i may not learn actual mapping techniques like how to 'make this brush perform this function', but how to make the level more fun/realistic.
Posted 17 years ago2006-07-13 21:07:17 UTC
in Advanced Brushwork Mini-Compos Post #189997
Wow, I'm looking at this and I'm envious! I only map for source, and i want to partisipate in it, but i havent got hl1, and even if i did, time's almost up... Do you suppose any1 could host somthing like this for source?

I find this so enthralling because I'm still somewhat... n00bish to maping, and mini compos would be a great way to learn more and compare what i learn to others' work! I really dont want to work on one giant map that takes months to produce when i could be making several works with different goals in mind for each one and learning different techniques each time.

Dont get me wrong, compos like these can be equally challenging as the major ones, but in equal time, you can cover so many more!

The major compos like the source one going on now are still above my head and take to long (in my opinion) to get much satisfaction out of doing them, so somthing like this in the source forum would be great!

Happy mapping and gool luck to all the mappers competing!
Posted 17 years ago2006-07-13 18:13:00 UTC
in Natural Hallucinogen Post #189990
woah, thats so cool, my eys seem to zoom out(center gets farther)/dolly in(outside gets closer)

nearly a minute after watching the whole thing and im still dizzy
Posted 17 years ago2006-07-13 17:20:22 UTC
in Textures for train model Post #189983
yeah, thanks a lot, i wasnt thinking at all (never considered google). Google was invaluable anyway, i needed a station map which i found using it. Ill look into the already existing textures, and if i have any problems, ill just post here again! :biggrin:
Posted 17 years ago2006-07-13 17:10:55 UTC
in Textures for train model Post #189981
ahh yes.... those last 2 ideas are very good 1's I forgot to consider :zonked:

sorry for the incorrect terminology : i mean creating it from brushwork
Posted 17 years ago2006-07-13 17:02:29 UTC
in Textures for train model Post #189976
Im in the process of modeling a subway train for a map im making and i've gotten to the texturing part. Saddly, i have no insparation (or clue, for that matter) on what i want to texture it with. The theme is supposed to be simmilar to a subway train today, with a post apocalyptic touch added in. any links, texture ideas, or textures themselves would be greately appreciated!

Thanks
Posted 17 years ago2006-07-13 12:26:02 UTC
in Desktops of July '06 Post #189945
Posted 17 years ago2006-07-13 12:18:16 UTC
in rowleybob Projects! Post #189942
I like the architecture of the rooms' basic shape. It looks good even compared to source (which is the only thing i map for currently, but it still looks good ;) )

I guess my only critique would be the the large 'disc' shaped part of the hull be a bit more rounded, but i dont watch startrek that much, so i dont know if that's the look you're going for or if youre concerned about r_speeds.

All in all, its a fantastic start :)
Posted 17 years ago2006-07-13 12:07:22 UTC
in Questions Post #189941
good point, penguin. I was actually planning to put an elevator in my level after i saw this post, so that's helpful to know for me too :D
Posted 17 years ago2006-07-13 01:37:33 UTC
in Spirit-Like Tools for Half life 2? Post #189897
source can make giant npc's already! 3d skyboxes!
Posted 17 years ago2006-07-13 01:35:49 UTC
in Weary of Installing ZHLT Post #189896
yeah, i was informed a little bit ago that ZHLT was for hl1 only, and forgot to post that i had discovered that.

My appologies :roll:
Posted 17 years ago2006-07-13 01:34:28 UTC
in Questions Post #189895
you can also click on the brush/entity and it will give you the l/w/h demensions in the 2d views.

As for the elevator, i suppose you could place 3 buttons inside the elevator that trigger the whole sequence of moving to each level, like telling one to move to level 2 and one to move to level 3, etc. I haven't much experience with elevators, but that method may work...

Good luck :)
Posted 17 years ago2006-07-11 18:40:21 UTC
in all I want for christmas is a holophone. Post #189739
i keep getting an error, causing IE to close after i click the 1st link... i wanna hear this stuff!

Use a proper browser.

Dude, you really should reply to stuff properly. About 90% of people won't notice these.
Posted 17 years ago2006-07-11 18:19:24 UTC
in xbox 360 model :) Post #189737
yeah! a controller would be awesome, and you could connect them in hammer using a rope! that would be sweet :cool:
Posted 17 years ago2006-07-08 20:09:05 UTC
in Spawn Triggers? Post #189364
oh, right, sry :D : im mapping for HL2DM.
Posted 17 years ago2006-07-05 17:34:53 UTC
in Trains Post #188717
You may also want to make the path just a bit offset to the physical tracks around the corners, so that you pull it over into position
Posted 17 years ago2006-07-05 17:32:32 UTC
in Pawned Life Post #188715
I like how the engineer's voice cracks :nuts:
Posted 17 years ago2006-07-05 00:32:22 UTC
in Pawned Life Post #188541
I like the helicopter bit, and the 'final thoughts'

HILARIOUS
Posted 17 years ago2006-07-05 00:14:23 UTC
in Odd title pic Post #188540
Oh... i thought that the spots were supposed to be part of the pic... it looks kind of good :)

but that tear in the image... that doesnt ;)
Posted 17 years ago2006-07-04 23:58:57 UTC
in Odd title pic Post #188538
There is somthing weird going on with the TWHL title picture:

http://i79.photobucket.com/albums/j152/RotatorSplint/title.gif

Was it intensional? or was it an accident? OR COULD IT HAVE BEEN ALIENS FROM OUTERSPACE???
Posted 17 years ago2006-07-04 23:43:34 UTC
in 3d skybox problem Post #188537
It is, indeed, a good tut: I only had scaling issues, but i was making a map that was really small to begin with :D
Posted 17 years ago2006-07-04 16:12:51 UTC
in Small trigger question Post #188473
Whoops, i'm an idiot, i figured it out, nvm! :D