Forum posts

Posted 17 years ago2006-10-13 12:38:41 UTC
in my hammer 2d view is f_u_c_l<_e_d up Post #199568
Have you updated your graphics card recently? If so, roll back the update and restart your computer, then try again.
Posted 17 years ago2006-10-13 10:42:01 UTC
in .wads Post #199544
You need GCFScape to open the cache files and extract the wads from counter-strike.gcf.
Posted 17 years ago2006-10-05 10:48:33 UTC
in How do you delete an NPC? Post #198593
You need to trigger it to make it go down the path if you name it.
Posted 17 years ago2006-10-02 14:41:47 UTC
in c4 Post #198301
Make all the t's have their weapons stripped and put the weapon_c4 where you want it.
Posted 17 years ago2006-10-02 14:41:00 UTC
in couldnt open V.wad?! Post #198300
Never use cached.wad and gfx.wad.
Posted 17 years ago2006-10-02 14:38:19 UTC
in How do you delete an NPC? Post #198298
Set the target of whatever the damn thing is to the name of the first path_corner, unless its func_train: use the "first stop target" for that.
Posted 17 years ago2006-09-29 12:34:05 UTC
in Host_Error Post #197932
A human_grunt_repel uses rope.spr for the rope he comes down at.
Posted 17 years ago2006-09-28 13:16:37 UTC
in 2D Skybox Help Post #197846
The vmt must be set up wrongly, check the original skybox vmt's and see how it works. Also check out the Valve Developer Wiki.
Posted 17 years ago2006-09-28 13:14:35 UTC
in RE: Monstermakers Post #197845
Make sure the monstermaker is high enough so that the spawned monster doesn't have its hitbox in the dead headcrab's hitbox.
Posted 17 years ago2006-09-28 13:13:35 UTC
in LOST DHARMA station 3 map? Post #197844
NIPPER made a map about LOST, go check it out.
Posted 17 years ago2006-09-26 12:49:15 UTC
in Limits in bsp size??????? Post #197649
Don't wadinclude textures if there's a lot of them, use a seperate wad instead.
Posted 17 years ago2006-09-26 10:39:21 UTC
in Will not run HELP Post #197641
gfx.wad shouldn't be added to the textures tab in hammer, it doesn't have any textures in it.
Posted 17 years ago2006-09-18 14:35:34 UTC
in Half Life Mapping Quiz Post #196859
Create a monster_osprey, set the target to a path_corner, set up a series of path_corners and point them properly.
Create a few path_corners with speeds lower than 400, make them blend, the center one between 2 400 speed path_corners should be 0.
Put a few monster_human_grunt's in the map, when they are killed the osprey will go to the path_corner with the 0 speed setting.
Posted 17 years ago2006-09-17 09:06:51 UTC
in HL2.wad Post #196767
1.) Are you using half-life 2 textures converted to half-life?
2.) Don't compile half-life maps with hammer 4.1, use hammer 3.4/3.5.
3.) fix the errors listed.
Posted 17 years ago2006-09-17 09:03:33 UTC
in Hammer crashes when compiling Post #196766
Restarting your computer cleans the RAM out, try doing that before a compile.
Posted 17 years ago2006-09-15 12:01:14 UTC
in problem_reloaded Post #196577
Wads you don't use should be deleted from the wad list, and making a non-solid brush requires you to tie it to a func_illusionary.
Posted 17 years ago2006-09-11 12:28:00 UTC
in I need props Post #196286
The cz map pack is illegal to use if you don't have cz, don't use them if you don't have cz.
Posted 17 years ago2006-09-09 07:38:45 UTC
in Paths not found and what not Please help Post #196043
The name is too long, change it to something like bb_dstrct19_b2.
Posted 17 years ago2006-09-09 07:34:48 UTC
in Landmines - but not in tutorial... Post #196042
I guess i mapped a bit too much for sven co-op, because the func_breakable entity has a flag "explosives only" in it.
Posted 17 years ago2006-09-07 12:43:48 UTC
in Landmines - but not in tutorial... Post #195881
Don't forget to set the flags, "explosives only" and "touch" if you want it to be triggered by the player touching it or using explosives on it.
Posted 17 years ago2006-09-03 13:57:25 UTC
in Mapping Setup for GMOD Post #195494
Check their forums, they should have it, if it exists.
Posted 17 years ago2006-09-02 07:14:47 UTC
in No VIS information... Post #195380
Entity 0, Brush 87: mixed face contentsCreateBrush:
You have a brush that is textured with a tool texture, e.g. sky, clip, origin. Make sure its not mixed with normal textures.
Posted 17 years ago2006-08-31 07:32:17 UTC
in AVi in game? Post #195171
You could but the texture could be too big for the texture memory.
Posted 17 years ago2006-08-31 07:31:25 UTC
in Models Post #195170
If you use monster_generic it will happen, change it into a monster_furniture and put clip brushes to create the solid parts.
Posted 17 years ago2006-08-31 04:50:50 UTC
in Has Steam Gone Crazy? Post #195160
The problem is that Steam is now cluttered with games, and we can't seperate them from the games we own.
Posted 17 years ago2006-08-31 03:42:23 UTC
in Has Steam Gone Crazy? Post #195154
Posted 17 years ago2006-08-29 10:09:28 UTC
in Episode Two - Insert Coin to Continue Post #195002
Ep 1 came with hldm: source and allows you to play hl: source as well if you know how Steam works.
Posted 17 years ago2006-08-29 10:06:23 UTC
in Trigger_Changelevel Post #195001
Create the trigger_changelevel brush as 16x16x16 units and place somewhere in a corner, tick the flag "use only".
Then trigger it when you want the map to change.
Posted 17 years ago2006-08-29 07:57:12 UTC
in Low Gravity/No Fall Dmg Post #194995
Add a trigger_push at the bottom that breaks his fall, but allows him to get down. You could use multiple trigger_push entities, one to break the fall, one to let him get down.
Posted 17 years ago2006-08-29 03:21:02 UTC
in Animated textures? Post #194977
You need to compile animated textures into 1 VTF file, i don't know how to do that though. If i did, i would've done it.
Posted 17 years ago2006-08-28 03:23:43 UTC
in Episode Two - Insert Coin to Continue Post #194879
I hope it costs -20 dollars so i get some more money :).
Posted 17 years ago2006-08-28 03:20:48 UTC
in :[ Post #194878
Use a light entity instead. And compile fully, that is usually caused by running the map in fullbright.
Posted 17 years ago2006-08-28 03:15:23 UTC
in game_end for Sven Co-op Post #194877
Sven Co-op has a new bug caused by a Steam update. Now Trigger_changelevel doesn't works properly anymore, game_end may not work anymore either.
Posted 17 years ago2006-08-27 13:36:59 UTC
in does any one know were... Post #194794
In op4 they had a skybox with multiple different parts, 1 side is a desert texture, another side is a nebula texture from xen.
Posted 17 years ago2006-08-27 11:03:32 UTC
in how do you make models breakable in CS? Post #194773
Cyclers are ment to cycle trough animations all the time, nothing can change that.
Posted 17 years ago2006-08-27 07:37:23 UTC
in Competition 21 Post #194733
It should be related to half-life to be honest.
Posted 17 years ago2006-08-27 07:30:32 UTC
in how do you make models breakable in CS? Post #194731
Render modes don't make a difference with its being solid or not.
Posted 17 years ago2006-08-26 11:32:11 UTC
in how do you make models breakable in CS? Post #194638
Texture the func_breakable with null, that way it doesn't adds onto the w_polycount.
Posted 17 years ago2006-08-25 04:00:58 UTC
in does any one know were... Post #194467
You mean sky textures? They are located in &lt;game/mod folder&gt;gfx/env/
You can find bmp an tga files there, if you want to find out what the sky is named take its name without the up/dn/bk//ft/lf/rt.
Posted 17 years ago2006-08-24 08:06:00 UTC
in Point_camera in CS:S Post #194372
That website is brand new, up for a few days.
Posted 17 years ago2006-08-24 08:04:18 UTC
in Compiling problems... Post #194371
Hammer has no restrictions, the GoldSource engine does.
Posted 17 years ago2006-08-23 08:56:53 UTC
in software Post #194258
In source the subdivide setting is 1024, some people might ask why we don't use the same for hl.
Posted 17 years ago2006-08-23 08:22:13 UTC
in software Post #194251
Changing it to a higher value causes less cuts in the map, less r_speeds, but software rendering may not work at that moment.
Posted 17 years ago2006-08-23 07:34:41 UTC
in software Post #194248
Using a higher subdivide setting is said to not work on software mode, but i don't know that. Standard subdivide is 240.
Posted 17 years ago2006-08-22 06:58:18 UTC
in Competition 21 Post #194109
You lost the results because Opera crashed after you got them, you said so on IRC.
Posted 17 years ago2006-08-22 06:54:04 UTC
in Valve SDK Update Post #194108
http://forums.steampowered.com/forums/showthread.php?s=&threadid=476175
What does everybody think of this? I think its great since we could roll back to a version of the SDK where everything works properly.
Too bad the 2 mods have broken down the idea, everybody follows mods :(.
Posted 17 years ago2006-08-19 11:56:09 UTC
in Valve SDK Update Post #193900
I wasn't talking about mapping for Half-life with hammer 4.1, but converting a map from hl1 to hl2, which is now impossible without a 3rd party tool converting it, aldo i've asked Nem if he could create such a tool.
Posted 17 years ago2006-08-19 11:54:18 UTC
in Furniture Not Showing Post #193899
Monster_furniture isn't solid, it will fall onto the ground, making its origin end up leveled out with the ground.
Posted 17 years ago2006-08-19 10:09:30 UTC
in Valve SDK Update Post #193891
Another bug with the last update is that you can't open .map files, not that you could before, the map always appeared empty after loading anyway.
Posted 17 years ago2006-08-19 03:10:45 UTC
in Valve SDK Update Post #193861
Its always been a problem starting a map from inside hammer after a compile, just tick the flag "don't start the game" in the compile parameters dialog.