Forum posts

Posted 18 years ago2005-07-19 09:17:32 UTC
in Light on a rope? Post #122015
Tried again with the phys_ballsocket and got it to work. This time the keyframe_rope was further in the prop_physics model and it seemed to attach at the right point. Also noticed the advantage of the ballsocket is that when shot, it doesn't go through the rook like the pulleyconstraint.

Thanks again guys, much appreciated. :biggrin:
Posted 18 years ago2005-07-06 05:56:38 UTC
in Light on a rope? Post #119010
No joy for me with that tut, however I rebuilt it using the phys_pulleyconstrain and now the rop is attached to the top of the model, just the model itself is upside down still. Is there an attach point I'm missing or something?
Posted 18 years ago2005-07-04 21:40:17 UTC
in Light on a rope? Post #118684
What result did you get with that model? Was it upside down like mine, not attach or just not show in game?
Posted 18 years ago2005-07-04 18:49:12 UTC
in Light on a rope? Post #118657
Thanks ZeG,

I'll try that out tomorrow night. I'm at work now and won't get a chance until then, but I'll let you know how it goes.
Posted 18 years ago2005-07-04 08:54:25 UTC
in Light on a rope? Post #118522
Hi all,

Having trouble attaching a lamp model to a rope.

I can make a rope with a move_rope (rope_1) with Next Keyframe = rope_2 at the ceiling and a keyframe_rope (rope_2) below it. That part is OK.

The problem I have is with my phys_pulleyconstraint and the model (lamp_1). The phys_pulleyconstraint has entity 1 set to rope_2 and entity 1 to lamp_1 but the model that I'm using always turns upside down and does not seem to be attached to the rope when I shoot it. The model is models/props_c17/lamp_standard_off01.mdl

Any ideas on how I can fix this?
Posted 19 years ago2004-06-23 21:52:53 UTC
in LADDER HELP!!!! Post #35861
No worries, I still have to go back and read through these things every now and then :) Keep going and good luck.
Posted 19 years ago2004-06-23 20:32:54 UTC
in LADDER HELP!!!! Post #35853
Hi Kamikaze,

Ladders are made from two entities, one for the invisible entity you climb, and the other for the visible entity that it appears that you climb. Have you followed the ladder tutorial here?

http://www.cariad.co.za/twhl/tutorial.php?id=34

Snake-Eyes
Posted 19 years ago2004-05-24 20:00:38 UTC
in transparent textures Post #28555
Hi kurki,

Sorry not quite following you there, are you saying that the area of the texture that you want to be transparent remains bright blue? If so, you need to make the brush an entity, set the render mode to solid and render amount to 255. That should take care of it.

For more info there's a handy tutorial oon this site:
http://www.cariad.co.za/twhl/tutorial.php?id=14

Snake-Eyes
Posted 19 years ago2004-05-11 22:10:00 UTC
in environments... Post #26596
Are you looking for sky box textures? There are a few variations that you can use. Have a look in http://www.cariad.co.za/twhl/tutorial.php?id=6 for the list.

Just had a quick look on Google and there wasn't that much out there. There's a few TFC ones out there (not sure if there's a difference though).
Posted 20 years ago2004-05-06 23:44:14 UTC
in map size in wally ?? Post #25852
And make sure you use Zoners tools to compile, not the ones that come with Hammer. You'll find them a bit better to work with.
Posted 20 years ago2004-05-06 23:29:03 UTC
in what is r_speeds? Post #25851
What can also effect r_speeds is the amount of intersecting world brushes in a map. Every time 1 world brush touches another, the engine breaks this up into separate blocks making more complex data for your computer to display.

I think r_speeds is a combination of w_polys (world polygons or brushes) and e_polys(entity polygons or number of entities) that the player can see at any given point in time. To see what your r_speeds are in a map, type r_speeds 1 in your console once you've got the map loaded. You can run around your map and check the figures. (This should give you a fps value as well, very handy)
Posted 20 years ago2004-03-10 19:51:04 UTC
in Favorite band Post #19005
Jimi Hendrix gets my vote.
Posted 20 years ago2004-03-10 19:31:57 UTC
in Favorite band Post #19001
I think I mean that it sounds a bit muddier(or heavier if you like), harder to pick out individual instruments etc. It's almost like someone grabbed the song and threw it into a blender and turned up the volume. Now these guys obviously have a bit of talent (just to be able to play at that speed) but it's the vocals that I really don't like in this version of music.
Posted 20 years ago2004-03-10 19:26:10 UTC
in Multiplayer on a 33k? Post #19000
A bit of bot mayhem is just the thing for us 33.6'ers, tried playing HLDM and CS a loooong time ago on it and just gave up.
Posted 20 years ago2004-03-10 19:08:25 UTC
in Favorite band Post #18996
How about GammaRay and Steve Vai?

For my money, Death Metal seems to be all about gutteral vocals and almost thrash-based guitar (rhythm and bass) and drums with very little lead and variation in tempo. Correct me if I'm wrong as I haven't heard too much from this area.

I think the stuff that I like has been pigeon-holed into Progressive Metal - whatever that means...

Snake-Eyes
Posted 20 years ago2004-01-21 01:47:00 UTC
in creating a simple room Post #13065
Rooms, or maps in general are made up of brushes (blocks). you can't really make a map without one unfortunately. If you're having trouble, to start off mapping try making a block (256 cube) and using the "make hollow" command under the Tools menu. Set wall thickness to 16 or something and there you go, you have a perfectly sealed room.

I'd only recommend this technique to get started in mapping, as there's enough to dishearten anyone without adding this in. Practice zooming in and increasing the grid resolution to get full control over brush placement.

Hope this helps.
Posted 20 years ago2004-01-15 21:51:34 UTC
in camera? Post #12204
To make a camera you need 4 entities:
*trigger_camera
*info_target
*multi_manager
*trigger_once

Place the trigger_camera where you would like it. Under properties set "Name" cam1 and "target" to focus 1. Set Hold time to 5 (ammount of seconds the camera will be "filming"
-Side note, the line in the circle (not sure of technical name, maybe the Directionaliser) is which way the camera will fist be pointing. If this is not at the target then you will get a panning (camera turn) effect

Place the info_target where you want the camera to point. Under properties set "Name" to focus1.

Create a multi_manager, set "Name" to multi1. To edit other properties you have to turn off the smart edit. Press the add button and enter "cam1" under key and 0 under value. This will tell HL to use cam1 after 0 seconds.

To trigger the multi_manager, place a trigger_once entity around your info_player_start and set "target" to multi1.

Compile your map and run it. Should work. This was pretty much straight from the guide at www.machinima.com only trimmed down to have just one camera, a great resource if your looking at using any game engine to make movies.

Hope this helps.
Posted 20 years ago2004-01-15 20:25:25 UTC
in Help with sky please Post #12199
While playing the original game, if I go underwater then many of the faces are blue, rather than textured and are in the shape of triangles. This only happens when I play Half-Life, Oppossing Forces and Blue Shift are not effected. I'll try and post the screenie this weekend as it's rather hard to describe.
Posted 20 years ago2004-01-15 19:32:14 UTC
in accessing hl's levels Post #12191
Some map (.rmf) files are included as part of SDK 2.2. They are c1a0.rmf and c1a0d.rmf. There's also an env_beam.rmf example. I haven't had a look at them yet (had the damn thing for ages, just been too slack)
Posted 20 years ago2004-01-15 19:26:06 UTC
in Help with sky please Post #12190
Sorry to go slightly off topic here guys but:

muppet, I get that underwater thing happening as well, was it a video card driver, or how did you sort it out? The funny thing is it doesn't happen when I play Op4 or Blue Shift.

I've been meaning to write in about this for a while and even have a screenie of the screwiness, (it's at home though)
Posted 20 years ago2003-12-09 01:27:43 UTC
in Playing my map over the net Post #7009
No worries. Glad to help when I can.
Posted 20 years ago2003-12-09 01:08:43 UTC
in Playing my map over the net Post #7007
I think this has something to do with a lack of Deathmatch player start entities. Have you put these in your map or only used normal player starts?

From a very dodgy memory, but might be worth checking out.
Posted 20 years ago2003-11-30 19:01:40 UTC
in Hammer Bugs Post #6149
The entities do not cause leak messages unless they are outside your map (i.e in the "void"). Zoners list the closest entity to the leak if there are 2 external brushes that do not seal your map properly to try and "help" locate the problem. Don't know about you but it only confuses me more.
Posted 20 years ago2003-11-30 18:56:40 UTC
in the endless blue... Post #6147
Is the blue in your texture absolute blue (hex value 0 0 255)?? That's the only thing I could think of at the moment.
Posted 20 years ago2003-11-02 21:32:21 UTC
in The Mystery of The Missing Entities... Post #3835
Unless covered in a garishly bright color to find those pesky leaks and fix them. :)
Posted 20 years ago2003-10-23 01:07:02 UTC
in New to hammer and need help Post #3030
Hi foor,

Not quite a solution but my recomendation first up would be to use Zoners HLT for compiling and use a separate compiler, not Hammer to compile your maps

Zoners tools can be found here:
http://collective.valve-erc.com/index.php?go=mhlt

I use the compiler that can be found at this link
http://www.planethalflife.com/eddi/

It can be a little flaky (have to open and save the .rad file each time I start it up) but after that it's fine.

Failing that, could you post the log from Hammer/compile tool and that should help people figure out exactly what's broken.
Posted 20 years ago2003-10-20 22:39:29 UTC
in Texture brushes not seen Post #2946
Thanks Andy, and kol. That cleared up a lot (and saved me re-doing a fair bit of work - I like being lazy)...
Posted 20 years ago2003-10-17 00:21:33 UTC
in LEAK LEAK LEAK... Post #2763
You could try loading the pointfile and tracking it down that way.

This from the help file/ http://collective.valve-erc.com/index.php?go=leaks

"Make sure that mapname.pts is being copied into the valvemaps folder along with the compile map (you'll have to move it manually otherwise). The .pts file contains a set of coordinates that form a line of dots that should lead you to the leak. To load the pointfile in the game, bring down the console and type pointfile.
You will see a message similar to 1050 points read, and you should see something similar to the above picture. (You may have to run about your level to find it).

The default engine limit is 2048 points, which may not be enough to trace a line to the leak in your map. If this is the case, start Half-Life at the command prompt with "hl -particles 10000" (or some higher number) to allow the engine to display more particles, and thus trace a longer line to help you find your leak.

When you've loaded the pointfile, type "noclip" to allow you to walk through walls and "r_fullbright 1" to make the map bright so you can see everything. (If you're using Zoner's compile tools, the map will already be fullbright since the RAD process didn't run.) If there are monsters placed in the level, typing 'god' and 'notarget' at the console will make things easier as well. The 'notarget' command causes monsters not to become hostile to your presence, and 'god' makes you immune to damage of any sort. If you noclip outside the level, it might also be useful to type 'gl_clear 1' in the console. This will turn the void into a solid color, rather than the mess that it will be if you're using the glide or opengl renderer.

Once you find the line, follow it. It bounces all over the place, goes in screwy directions, both inside and outside the level. At some point, it will pass through a hole in the walls of your level. There's your leak."

Hope it helps.
Posted 20 years ago2003-10-16 02:14:25 UTC
in Texture brushes not seen Post #2725
BTW great siteguys, it's already helped a lot so far.
Posted 20 years ago2003-10-16 02:13:21 UTC
in Texture brushes not seen Post #2724
Hi all,

I seem to remember something about texturing brushes that are never seen byt the player with the AAAATRIGGER texture to improve r_speeds. Has anyone tried this, does it work?? Just curious before I get too far into my map andhave to redo it. :)