Forum posts

Posted 17 years ago2006-08-19 03:08:57 UTC
in Glass Post #193860
In half-life.wad there should be several, search for "glass" in hammer.
Posted 17 years ago2006-08-19 03:07:46 UTC
in Xen Healing Pool Post #193859
All you need to do is make the three fixed lights have 1 name.
Posted 17 years ago2006-08-18 02:18:37 UTC
in Allocating a Bomber Post #193790
You don't, but if there's an option to select if the map is a bomb map, switch it off and place a weapon_c4 at the desired spawn.
Posted 17 years ago2006-08-17 07:48:31 UTC
in Non-Controlable Automatic Mortar Post #193715
You can set a trigger_hurt to negative damage, and set damage type to generic, in that way it won't make a sound, keep in mind that it will heal players the amount set per second, so setting it to -999 causes them to get 999 health more per second.
Posted 17 years ago2006-08-17 07:45:27 UTC
in ladder problem Post #193714
I'm using ZHLT since the hour it was released, amckern(the guy who made the last few versions of ZHLT) posted a link in an irc channel.
Posted 17 years ago2006-08-16 07:34:48 UTC
in Custom Blend material/bump map error Post #193608
You did know you should always reload the map after buildcubemaps, right?
Posted 17 years ago2006-08-15 07:21:50 UTC
in Transparency Problems Post #193501
Uninstall the update, you might want to install the last update before the lastest to avoid graphics downgrading too much.
Posted 17 years ago2006-08-14 10:07:47 UTC
in "In The Beggining"... problems Post #193387
To place models add a monster_furniture, but it won't be solid, so create a clip brush around it. DoD has an entity that makes solid models ingame. Make sure the standard wads are set up in hammer.
Posted 17 years ago2006-08-14 07:32:37 UTC
in Xen Healing Pool Post #193367
Xen healing pools are created by trigger_hurt with negative damage and damage type set to generic. As for your latest problem, either use texlights or don't name the light, light_spot and light_environment entities.
Posted 17 years ago2006-08-13 14:59:02 UTC
in I start up, but it's only background Post #193292
Maybe it takes a bit of time to load the background, with such an old computer it can happen.
Posted 17 years ago2006-08-12 03:30:41 UTC
in Remake Post #193181
Maps compiled with -onlyents after compiling full once will be decompile-protected.
Posted 17 years ago2006-08-11 02:39:23 UTC
in Valve SDK Update Post #193090
If physics objects are falling trough displacements, add
-novirtualmesh in the bsp compile settings. It reverts displacements to the older version.
Posted 17 years ago2006-08-10 10:44:42 UTC
in Remake Post #193013
Doesn't it cut up everything into small brushes of 1 unit thickness? If BSP2MAP and WINBsp are merged we would have a good decompiler, but that would suck for honest mappers :P.
Posted 17 years ago2006-08-08 02:44:42 UTC
in Where does HL2:EP1 load its materials? Post #192819
Maybe SourceSDKBase is just an addon, not a complete set of code?
Posted 17 years ago2006-08-08 02:42:08 UTC
in Remake Post #192818
Remake the map from scratch, its not as hard as you think.
Posted 17 years ago2006-08-05 08:06:11 UTC
in help?! Post #192546
Always check for problems before compiling and during mapping.
Posted 17 years ago2006-08-04 10:57:46 UTC
in My map crashes on load up!! Help! (CSS) Post #192426
Its usually a spike cutting a small (1x1x1) brush into brushes smaller than 1 unit in x y z.
Posted 17 years ago2006-08-03 12:48:47 UTC
in help?! Post #192348
Try to reduce the size of the name of the map, then compile.Try cs_testmap.
Posted 17 years ago2006-07-30 10:45:40 UTC
in Max models :O Post #192026
I don't think winning is what i would call it, i would call it being very helpful.
Posted 17 years ago2006-07-30 10:23:01 UTC
in Level change:Oneway (frozen in the air) Post #192025
Also make sure to teleport the player to the end of the map, or he'll probaby end up stuck anyway.
Posted 17 years ago2006-07-28 13:47:41 UTC
in Max models :O Post #191919
Brushbased entities are considered models as well, try reducing the amount of func_wall's.
Posted 17 years ago2006-07-26 02:57:59 UTC
in 2 questions Post #191689
For #2 you should use a trigger_once placed on the spawn of either team, make it target a multi_manager which toggles the sound and off again when you want to, unless the sound doesn't loops.
Posted 17 years ago2006-07-25 10:09:35 UTC
in Point_clientcommand Problems Post #191616
Try and edit out the point_clientcommand from the vmf using notepad.

EDIT: i tried to it out and it appears binds don't work, aldo i havent tested "bind x command" instead of bind x "command"
Posted 17 years ago2006-07-25 07:04:31 UTC
in Brain teasers Post #191602
The man put poison in the punch.
Posted 17 years ago2006-07-25 06:46:04 UTC
in Questions Post #191598
There are a lot of brushes badly designed, there are brushes outside of the world, brush-based entities without a brush assigned to them. I think it would be better if you build the map all over again, unless it took a lot of work to build already.
Posted 17 years ago2006-07-25 02:51:16 UTC
in Questions Post #191593
Parameters: D:SierraCondition Zeroczero

You're making a map for condition zero, and you post this in source discussion? Also, it looks like there are several brushes leaking or in eachother, try going to the co-ordinates and see if there's a hole in the map or a brush inside another there.
Posted 17 years ago2006-07-24 02:34:03 UTC
in Point_clientcommand Problems Post #191411
You need to write it as bind x "impulse 101", you typed it as "bind x "impulse 101".
Posted 17 years ago2006-07-19 02:49:54 UTC
in GoldSource Mapping Tips Post #190748
I just wanted to mention func_train works with path_track, that's all.
Posted 17 years ago2006-07-18 05:01:17 UTC
in GoldSource Mapping Tips Post #190619
Something i found out when i was making a jet fighter for my map:
func_train works with path_track. It doesn't rotate, but it follows the path as normal. I just wonder if Osprey's would work with path_tracks.
Posted 17 years ago2006-07-18 04:12:55 UTC
in Half-Life Engine Question Post #190614
You could use teleporters to make the player get an angled view and movement, together with trigger_push this would make it look as if the player was walking on the sphere.