Forum posts

Posted 20 years ago2004-01-01 09:38:37 UTC
in MAP VAULT Post #10031
"Hello sir."
"OK I'll cover you."
"You aren't scared are ya?"
"Roger that. Let's run like hell!"
"OK. Why not? Didn't want to die alone anyway."
"Shut up! someone's coming."
"Did you see something move?"
"Nope."
"Did you see that thing with the missin leg?"
"Didn't you already ask me that?"
"Yup."
"It's OK sir I can take him."
"Aim for the head, if you can find it."
"Die you blood sucker!"
"Eww. Something died down here."
"Yeah let's go."

THE REAL HALF-LIFE
Posted 20 years ago2004-01-01 08:21:20 UTC
in NULL, HINT & SKIP? Post #10028
SKIP shall only be use together with HINT.
Do a brush only on one side HINT and rest of side SKIP.
But only if the brush overlaps others brushes.
Go to
http://collective.valve-erc.com/index.php?doc=1043477348-95410300
And
http://countermap.counter-strike.net/Tutorials/tutorial.php?id=54
And
http://countermap.counter-strike.net/Tutorials/tutorial.php?id=2
;)
Posted 20 years ago2003-12-31 18:00:23 UTC
in Happy New Year. Post #9968
Happy New Year. :nuts:
Posted 20 years ago2003-12-31 12:57:41 UTC
in Water Post #9930
OK we are on IRC come over
Posted 20 years ago2003-12-31 12:48:31 UTC
in Water Post #9927
Have you a water textur on all side?
Posted 20 years ago2003-12-31 12:45:31 UTC
in Water Post #9924
Is the water one brush or is it two or more?
Posted 20 years ago2003-12-30 10:04:21 UTC
in problem compiling Post #9794
Okay it can be same different problem.
But go to
http://www.slackiller.com/tommy14/tutorials.htm
and search on "No entities exist in hull" and you have it here,
http://www.slackiller.com/tommy14/errors.htm#noent
;)
And if you search on leaks you have more to read.
Posted 20 years ago2003-12-26 08:14:42 UTC
in YO ANTHONY IN HERE! Post #9381
Batch Compiler is a Nem's Tools go to
http://countermap.counter-strike.net/Nemesis/index.php?p=1
And you find good Tutorials and Download for Batch Compiler
Posted 20 years ago2003-12-16 19:17:32 UTC
in Bug Reports Post #8010
I try to write in My Journal but the text only disappear when I shall post it?
Posted 20 years ago2003-12-16 07:15:40 UTC
in how do you cut out blocks Post #7943
I always tell a novice Carve = Evil and tell to learn clip and vertex tools first.
But Carve is not evil, is not bad at all, is a good tool to use, but only if you use it with respect.
Go here for to learn more about carve:s secrets.
http://collective.valve-erc.com/index.php?doc=1026123232-54568900

;)
Posted 20 years ago2003-12-11 07:32:07 UTC
in Weird running error-HELP!!! Post #7251
I don't think that site will help in this situation. but thnx
Have you read it? I think not! "allocblock:full" go here and look
http://www.slackiller.com/tommy14/errors.htm#allocblock
;)
Posted 20 years ago2003-11-23 19:49:48 UTC
in Extreme leak problem!!! :( Post #5485
Simply! don't use carve, build around the hole you want to have with brusher.
CARV = EVIL :x
Posted 20 years ago2003-11-19 13:23:03 UTC
in Hint brushes? Say what?! Post #5096
I know I have answer this question before?

Go here it is a good one the best I have find.
http://collective.valve-erc.com/in
dex.php?doc=1043477348-95410300
And here
http://countermap.counter-strike.net/Tu
torials/tutorial.php?id=54
And here (a heavy one)
http://countermap.counter-strike.ne
t/Tutorials/tutorial.php?id=2
Only to start cram fore hint
:
Posted 20 years ago2003-11-16 19:33:37 UTC
in PQL, Issues... TWHL? Post #4923
Rules?
Only build on Half-Life original wads and some out pointed wads same with models and sprite.
I go for it, am in if somebody set up a structure fore it.

:cool:
Posted 20 years ago2003-11-13 08:54:41 UTC
in Vis Blockers... Post #4596
Posted 20 years ago2003-11-11 20:35:34 UTC
in {ladder1 Post #4473
He He :P ;)
Posted 20 years ago2003-11-11 20:28:11 UTC
in {ladder1 Post #4469
func_wall set Render mode to Solid and FX Amount to 255
If you set the Render mode to texture the ladder start to glowing from the texture, and it not wrong but but? :
Posted 20 years ago2003-11-11 20:12:03 UTC
in {ladder1 Post #4464
Hi
you shall have two brushes one with the ladder texture and one with AAATRIGGER textur do the ladder texture brush to func_wall set Render mode to Solid and FX Amount to 255
Do the brush with AAAtrigger texture to func_ladder set this in front of the brush with ladder texture.
Go here and look
http://cariad.netfirms.com/twhl/tutorial.php?id=34
;)
Posted 20 years ago2003-11-11 07:30:27 UTC
in Pendulums... Post #4384
I have cut out a func_pendulum from one of my Timefall maps and upload it on exempel map in Map valut as func_pendulum ;)
Posted 20 years ago2003-11-11 06:47:20 UTC
in Pendulums... Post #4383
func_pendulum is not buggy they works good in Half-Life you must only learn to handle them.
Many tutorials tell us to rotate the brush model to have right sving on the pendulum don't do what, use the "Pitch Yaw Roll (Y Z X) to set the svings angle. ;)
Posted 20 years ago2003-11-10 11:41:47 UTC
in Problem with origin brush (??) Post #4354
"the problem is, that the coffin opens in the wrong direction sometimes.
not allways, only sometimes "
Go to flags, set
" One Way (16) - Door only opens in one direction."
And if you need
"Reverse Direction (2) - Reverse direction of rotation"

;)
Posted 20 years ago2003-11-08 11:58:20 UTC
in Rust wheel Post #4262
Use a func_rot_button
;)
Posted 20 years ago2003-10-30 21:10:08 UTC
in Stupid tutorial question (emergency). Post #3691
Press "Print Screen" on the keyboard and open a photprogram tex Photoshop and open a new image and pass in the screenshot.

:P
Posted 20 years ago2003-10-28 06:04:51 UTC
in Couple of questions Post #3495
AAHa
TWHL

OR?
Posted 20 years ago2003-10-25 13:36:37 UTC
in Console text Post #3255
Need some help in Map Valut-problems map :nuts:
Posted 20 years ago2003-10-24 19:35:57 UTC
in elevator question Post #3197
: Tell us more wath you want to do? :roll:
Posted 20 years ago2003-10-24 19:31:17 UTC
in See through level Post #3196
HI JesteR
Go to map valut I have give you some info. ;)
Posted 20 years ago2003-10-23 02:45:36 UTC
in Trying to earn some compiling time... Post #3034
Yes, you shall use "Cordon Bounds" go to VHE Help- User's guide- Toolbars- Map Operations and go down to "Toggle Cordon State, Edit Cordon Bounds" and read about it.
And when you save it use a new name for it, so you don't write over your old bsp.file with the whole map.
;)
Posted 20 years ago2003-10-18 12:46:28 UTC
in new avatar: is it 2 rude??? Post #2876
OOO Kol You mean the old Kingpin I have it! it's good really god and where is a train crash as are fabulous and after that comes a trainyard as is lovely.
Thanks Kol for you remind me I must look on it soon.
Posted 20 years ago2003-10-18 05:29:04 UTC
in new avatar: is it 2 rude??? Post #2856
Ha Ha Ha Ha "Balls removed"
I have not read on your avatar before.
Hi Hi
:) :D
Posted 20 years ago2003-10-17 03:33:04 UTC
in LEAK LEAK LEAK... Post #2779
Men Men sn?lla ( But but please JesteR)
You have do the hole map to func_wall????
It only a few brusher is normal. You can't have a entity out in the void or as a wall to the void, there you have the leak.
And you have a textur as coming up white that textur is not in H-L.wad so you must send it with the map in a wad.file or do the compiling with wadinclud.

:roll:
Posted 20 years ago2003-10-15 02:51:39 UTC
in HL2 compiler question Post #2675
Thanks Andy for you deleted the "HL2 map" I start to be angry! so I start to write a really mad post but now I don't need that :)
Thanks Andy for the way you handel this problem and the politeness you are to Gongster.
It's good for the morale and for TWHL good reputation.
Good work
Posted 20 years ago2003-10-12 19:30:52 UTC
in func_train problem Post #2570
No not so good.
That's how it is,
func_tracktrain shall always build in direction of 180 degrees (be facing west).
When the map start it will move to the first path_track and placing itself to facing the second path_track.
func_tracktrain shall have a origin brush, and the origin brush tell the func_tracktrain how it be orient to the path_track.
func_tracktrain shall always follow a track of path_track.

:cool:
Posted 20 years ago2003-10-07 07:23:29 UTC
in Sprites Post #2292
The sprites are in pak0.pak file in Half-Lifevalve folder, and you can use Sprite Viewer or Sprite Explorer (I think Explorer is better) to open pak0.pak file to look on the different Sprite
And the program can you find here
http://collective.valve-erc.com/index.php?doc=1047496381-02062100
;)
Posted 20 years ago2003-10-07 03:09:45 UTC
in What mods do you like and why? Post #2288
"Peaces like us" the author is Koumei Satou
Peaces like us is differently from another add on?s is very good and strange.
Koumei Satou have be in the team for Sweet Half-Life together with Marc Ellis.
If you don't have play it before do it now I recommend it and you can find it here
http://www.hangar16.com/NB/pafiledb/pafiledb.php?action=file&id=95
Posted 20 years ago2003-10-04 18:07:25 UTC
in Level transitions. Post #2180
I have already load up the maps in exampel Maps 05 sep map name changelevel If some will use the maps for a tutorial am only happy. :)
Posted 20 years ago2003-10-02 17:17:30 UTC
in func_train problems... Post #2062
"ghost-truck"
throw the clothes and be invisible what do only ghost...... :confused:
Posted 20 years ago2003-10-02 16:37:42 UTC
in a REALLY thorough guide on cameras Post #2060
ministeve have you read this? everything you need to know about trigger_camera
http://collective.valve-erc.com/index.php?ent=trigger_camera
;)
Posted 20 years ago2003-09-28 05:30:17 UTC
in Single player Mods Post #1788
That was Tlax I disappeared ???
:
Posted 20 years ago2003-09-11 16:01:04 UTC
in combo locks Post #104
You can use a game_counter if you have ten buttons and only four of them open the door the game_counter count only four but to have them in a specific order can be hard.
Posted 20 years ago2003-09-05 04:12:03 UTC
in Level transitions. Post #1126
Andy: I have some maps from a early work I have done I can do same exempel map for leveltransition off that.
Posted 20 years ago2003-08-21 06:19:18 UTC
in VHE Help Needed Post #352
Sorry, yes hammer.chm Thanks Seventh-Monkey
Posted 20 years ago2003-08-14 13:55:38 UTC
in Bounce pads and recharge pools Post #419
For the Xen healing pools go here. http://www.mrman58.freeserve.co.uk/spawningtank/index.html
And for pools and bounce pads go here.
http://www.snarkpit.com/tutorials.php
Posted 20 years ago2003-07-31 11:26:40 UTC
in We have been Linked !!!! Post #540
Congratulations! good work Andy, Atom and the other tutorials writer.
Posted 20 years ago2003-07-23 21:03:38 UTC
in alarms Post #582
The problem was I take so long time to write on english for me so your reply get in before my.
I use my lexicon so I can spell, and what takes time.
Whats life.

[It is no problem Tlax... it is always good to have another opinion on things, and another link. I managed to get my latest copy out of telefragged :-)]
Posted 20 years ago2003-07-07 21:14:04 UTC
in target_cdaudio Post #639
I have use the drop-down list to choose tracks 12.
And it the same if I choose a another tracks, it is only playing track 1
I leave out radius: set blank because it is trigged?
One more, I have the SP maps in HalfLife/Fall/maps and with a liblist.gam fil, but it shall not have any sense, or?
Posted 20 years ago2003-07-07 16:35:04 UTC
in target_cdaudio Post #637
Hej
I have problems with target_cdaudio, it is simple to set up, and it has a Name. Track: set to Track12
Radius: blank, and it trigged from a func_breakable, and it start play when it breaks.
The problem is, it is only playing track 1 from Half-Life cd. No difference if I have set track to any other track number, it plays only track 1?
Posted 20 years ago2003-06-28 07:40:30 UTC
in Map Change Post #663
Posted 20 years ago2003-05-19 14:43:35 UTC
in .rad Post #740
Do you have lights.rad in same map as the tools are tex. C:Hammer oolslights.rad ?
Posted 21 years ago2003-03-25 07:50:53 UTC
in Need help Post #864
Hum ?For Half-Life I think you can make it with, item_security, env_render, func_wall_toggle, multisource, func_door and trigger_auto.
trigger_auto:Target: key_render.
     Delay before trigger: 0.5.
     Trigger State: Off.
Flags: Remove on fire.
env_render : Name: key_render.
     Target:  sec_key. 
     Render Mode: texture.
     Fx Amount: 0.
Item_security: Name: sec_key.
       Target: M_sec.
Multisource: Name: M_sec.
     Target: key.
Func_wall_toggle: Name: key.
Made from a brush, locks as a key.

Func_door: Master: M_sec.
   Speed: ...
   Sound: ...
   Locked Sound: Latch Locked
Trigger_auto start env_render, env_render do item_security invisible, when player pick up the key item_security, item_security activate the multisource and it activate and give func_door master on, multisource do the func_wall_toggle to disappear.
Place item_security and func_wall_toggle on same place.

Can it bi some help? I hop so.