Forum posts

Posted 16 years ago2007-10-20 07:36:24 UTC
in about ambience_generic Post #236720
........., .... .
Posted 16 years ago2007-10-20 06:20:24 UTC
in about ambience_generic Post #236717
Oh interesting, nice.
Posted 16 years ago2007-10-19 21:50:00 UTC
in about ambience_generic Post #236706
all players hear all sounds, play everwhere means that the sound can be heard from all parts of the map.
Posted 16 years ago2007-10-19 21:29:26 UTC
in You Laugh, You Lose Post #236704
rofl, shit lol'd at so many on the first page its not funny.
Posted 16 years ago2007-10-19 21:07:33 UTC
in Good engines Post #236700
I think c++ is a great language.
Posted 16 years ago2007-10-19 18:02:17 UTC
in Weird Post #236687
Its nothing for you to worry about mate, just keep them under 1024x1024 and you'll be fine ;) I have the problem to.

[quote]Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 44 used textures, 43.56 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifereddawnaaron_reddawn2.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: sierrahalf-lifereddawnaaron_reddawn.wad
  • Warning: Larger than expected texture (348972 bytes): 'CITY_BUILDING1'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BUILDING_WAL'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CEILING_CORR'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BUILDIN2_WAL'
  • Warning: Larger than expected texture (348972 bytes): 'HD_FLOOR_CEMENT'
  • Warning: Larger than expected texture (348972 bytes): 'HD_STNE_01'
  • Warning: Larger than expected texture (348972 bytes): 'HD_WD_DECK_01'
  • Warning: Larger than expected texture (348972 bytes): 'HD_WD_DECK'
  • Warning: Larger than expected texture (348972 bytes): 'HD_SUP'
  • Warning: Larger than expected texture (348972 bytes): 'HDHOTEL_WALL'
  • Warning: Larger than expected texture (348972 bytes): 'HD_STNE_02'
  • Warning: Larger than expected texture (348972 bytes): 'HDHOSWALL_3_TEM'
  • Warning: Larger than expected texture (348972 bytes): 'HD_HL_COMBMTLWA'
  • Warning: Larger than expected texture (348972 bytes): 'HDTILEWALL009E'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERWALL00'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERCEILIN'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL0'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERWALL01'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERCEILI2'
  • Warning: Larger than expected texture (348972 bytes): 'HDBUILDING_TRAI'
  • Warning: Larger than expected texture (348972 bytes): 'HDBUILDING_TEMP'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEFLOO2'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEFLOO3'
  • Warning: Larger than expected texture (348972 bytes): 'HDBRICKWALL001A'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL1'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL2'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL3'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL4'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALWALL047A'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CONFLR3'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CONWALL'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONWAL122WSBI'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONWAL98D'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALFLOOR007'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALFLOOR010'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CITY_BRICK1'
  • Warning: Larger than expected texture (348972 bytes): 'HD_ORANGEWAL1'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CONFLR_1_65S'
  • Warning: Larger than expected texture (348972 bytes): 'CONFLR_2_HHDGD'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL04'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL05'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL01'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL02'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL03'
  • Warning: Larger than expected texture (327212 bytes): '{CITY_PLANT1'
  • Warning: Larger than expected texture (272812 bytes): '{CITY_PLANT2'
  • Warning: Larger than expected texture (348972 bytes): 'HDBRICKWALL045A'
  • Warning: Larger than expected texture (348972 bytes): 'HDBRICKWALL049A'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERCEIL00'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERWALL02'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERWALL03'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONFLOOR033A'
  • Warning: Larger than expected texture (348972 bytes): 'HDSTONEWALL051A'
  • Warning: Larger than expected texture (348972 bytes): '{HDMETALFENA21'
  • Warning: Larger than expected texture (348972 bytes): 'HDTILEFLOOR001A'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALDOOR059A'
  • Warning: Larger than expected texture (348972 bytes): '{HDMETALGRATE01'
  • Warning: Larger than expected texture (348972 bytes): '{HDMETALGRATE04'
  • Warning: Larger than expected texture (348972 bytes): '{HDMETALGRATE00'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALROOF008A'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALWALL012B'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002A'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002B'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002L'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002C'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002E'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002F'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002G'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002H'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002I'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP003D'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002M'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002N'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP002P'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP003A'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP003B'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP005C'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP005D'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP005F'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP005L'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP007A'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP007B'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP007C'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP007H'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP007I'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP007J'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP007M'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012A'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012B'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012C'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012D'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012E'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012F'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP003E'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP003H'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP003J'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP003L'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP003N'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP003O'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP005A'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP014I'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP014L'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP014N'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP014O'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012G'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012H'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012I'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012K'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012N'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP013A'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP013F'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP013G'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP013J'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP013O'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP014A'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP014B'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP014E'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP007L'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP005B'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP012J'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP013L'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP013M'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP013B'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP013C'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP005J'
  • Warning: Larger than expected texture (348972 bytes): 'BUILD_TEMP007D'
  • Contains 56 used textures, 55.45 percent of map (486 textures in wad)
Including Wadfile: sierrahalf-lifereddawnzhlt.wad
  • Contains 1 used texture, 0.99 percent of map (3 textures in wad)[/quote]
Posted 16 years ago2007-10-19 08:45:14 UTC
in Func_train & func_conveyor in one brush Post #236653
........ :S. I think you need to use spirit for this.
Posted 16 years ago2007-10-19 07:47:36 UTC
in Open GL and other video modes Post #236648
Lol @ penguinboy, thanks Empedocles :).
Posted 16 years ago2007-10-12 10:57:38 UTC
in for beginner hl coders Post #236195
Lol. I was going to, but I don't know :
Posted 16 years ago2007-10-12 07:39:20 UTC
in for beginner hl coders Post #236193
I'm just letting the half-life community (and admittedly this is probley the biggest half-life mapping community site) about a coding tut for people to start of.

And about the explanation of the code, I will do, look out for an update at the bottom of the page in the next week or to ;).
Posted 16 years ago2007-10-06 19:22:38 UTC
in for beginner hl coders Post #235890
The newest version is spirit 1.7. And anyways it doesn't matter because I will be using arrange mode for my mod, which was built on top of spirit anyway.
Posted 16 years ago2007-10-06 08:06:54 UTC
in for beginner hl coders Post #235808
I would like to let the twhl, half-life mappers community know about this tutorial for beginner coders http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=223#comments

Make sure you read the comments below btw.
Posted 16 years ago2007-10-05 23:03:29 UTC
in Blood sprites Post #235793
I always taught that it was the last color in the pallet was the color of the sprite.
Posted 16 years ago2007-10-05 22:54:08 UTC
in Game_playerhurt Post #235792
Posted 16 years ago2007-10-04 03:46:34 UTC
in compile error Post #235627
Well than it can only be one of two things. Its either the path to the tools, if thats right (not to long, no spaces) than its your compile tools. Re download a fresh version or download a different version.
Posted 16 years ago2007-10-04 03:19:36 UTC
in hl2 models to hl1 Post #235626
Oh really? I have seen plenty of mods with hl2 models in them. And I mean both games are made by valve. And really to be honest, I don't really care if its illegal :)
Posted 16 years ago2007-10-03 21:42:04 UTC
in hl2 models to hl1 Post #235611
Ok so what do I use to decompile the hl2 model?
Posted 16 years ago2007-10-03 20:34:10 UTC
in hl2 models to hl1 Post #235606
I know this can be done but how?
Posted 16 years ago2007-10-03 19:45:24 UTC
in map file question Post #235598
But, if the map file can be read in the editor, than why have another, larger format.

But I kinda get the point now;)
Posted 16 years ago2007-10-03 19:19:38 UTC
in map file question Post #235596
maybe the rmf is for that little bit of extra information it can hold for the mapper.
Posted 16 years ago2007-10-03 19:10:44 UTC
in map file question Post #235594
well than, whats the point of an rmf if it is converted into a map file anyway?
Posted 16 years ago2007-10-03 19:01:20 UTC
in map file question Post #235590
Oh interesting. Because I hollowed out a 32 sided cylinder and it was fine but when I reloaded the .map file it aligned itself to the grid and it was terrible. But you can't compile rmfs. Can you?
Posted 16 years ago2007-10-03 18:41:35 UTC
in map file question Post #235587
But why have an rmf if hammer can read the map file?
Posted 16 years ago2007-10-03 18:32:33 UTC
in map file question Post #235582
But they both contain your map and everything in it. The same map in a .map will look exactly the same as a .rmf. Why have 2 formats. Whats the point?
Posted 16 years ago2007-10-03 18:21:51 UTC
in map file question Post #235579
Just out of interest, whats the difference between .rmf and .map files?
Posted 16 years ago2007-10-03 18:17:49 UTC
in compile error Post #235578
yeah :) Where is this "hlmapper" guy?!?!
Posted 16 years ago2007-10-03 18:00:14 UTC
in compile error Post #235575
If I remember right it is a map related error, not a set up related error.
Posted 16 years ago2007-10-03 17:58:53 UTC
in How to reduce R_speeds in large map Post #235574
lol really? I don't remember that.
Posted 16 years ago2007-10-03 17:23:47 UTC
in Fps Issues Post #235568
What mode are you running half-life in?
Posted 16 years ago2007-10-03 17:20:33 UTC
in original maps to source Post #235567
You have to save the map file as an rmf, than it can be loaded up in the source sdk and saved/compiled in source format (vmf).
Posted 16 years ago2007-10-03 17:17:43 UTC
in compile error Post #235566
Ah yes this error is always a tough one. It can be a number of things. Upload your map into the problem section of the map vault and I'll take a look at it.
Posted 16 years ago2007-10-03 17:01:58 UTC
in How to reduce R_speeds in large map Post #235564
rimrook said:I feel like i'm playing The Legend of Zelda when I read you're posts.
:S
Posted 16 years ago2007-09-27 08:08:35 UTC
in Diff sounds in textures, how? Post #235103
oh thats right. yes.
Posted 16 years ago2007-09-26 03:53:32 UTC
in Diff sounds in textures, how? Post #235033
Lol, I know what a materials text is :) . Try exporting the file, making your changes than importing the file over the original or deleting the original.
Posted 16 years ago2007-09-26 03:42:31 UTC
in Need some car models Post #235032
The player, weapons and monsters are examples of models.
Posted 16 years ago2007-09-26 03:38:22 UTC
in AllocBlock Full error-I'm crazy now! Post #235031
maybe this has been posted already but you can increase your swap file, which is pretty much slower ram on your hard drive. All computers have it. To change your swap file, open My computer and go properties, go to the advanced tab, under performance click settings, than click advanced than click change at the bottom to change your swap file. I have 512mb of ram with 4gb initial swap file and 10gb maximum allocated to swap file.
Posted 16 years ago2007-09-24 04:50:24 UTC
in Diff sounds in textures, how? Post #234871
You're not stupid. And I don't get it, are you trying to add a file into a gcf?
Posted 16 years ago2007-09-24 04:06:12 UTC
in Need some car models Post #234870
I recommend models. They look much better and have less effect on fps than prefabs. IF you want I can send you a zip full of car models for you're use.
Posted 16 years ago2007-09-21 17:09:36 UTC
in Diff sounds in textures, how? Post #234699
Thanks man
Posted 16 years ago2007-09-21 08:18:11 UTC
in Diff sounds in textures, how? Post #234692
Actruly does anyone know where, in the code all this information is. In some mods, like spirit, the textures all sound the same when you hit them with a crowbar, regardless of what you do in the materials.txt. So where is this information stored in the code?
Posted 16 years ago2007-09-20 02:07:46 UTC
in Compiling ERROR!!! Post #234573
What version of the tools do you have, and yes, it rarely does freeze, I have only had one issue with freezing.
Posted 16 years ago2007-09-15 18:48:31 UTC
in GORDON SLOWER WALKING ? Post #234259
Posted 16 years ago2007-09-05 04:06:06 UTC
in No footsteps?! Post #233514
Its one of two things, a screwed material.txt file or missing sounds. If you are using custom dlls that could be the problem to.
Posted 16 years ago2007-09-04 01:57:50 UTC
in HLVIS.exe Needs to Close Post #233451
Leak in hull 0 is a normal leak. If you can't find the leak with the big block method than it is possible that you have a entity outside your level.

However I would say that your leak is in the level geometry. Put the block over the whole map in all three views covering everything and do the method again, you can also use more blocks, for example a block covering everyroom and try them out.

Just remember you can't have func_walls as part of your hull (the outer most layer of your map).

If you want, I can find the leak for you? Make sure that you upload the right map into the map vault.
Posted 16 years ago2007-09-03 02:40:49 UTC
in trigger_changelevels in mp (coding) Post #233390
I here that for co-op you need to comment out the bit of code that disables trigger_changeleve's to work in multiplayer. Does anyone know where this code is, in what file. Or some sort of tut?

Thanks :)
Posted 16 years ago2007-09-03 02:36:06 UTC
in No footsteps?! Post #233389
Is the texture diffrent in the place where you CAN here footsteps to the place where there are no footsteps?
Posted 16 years ago2007-09-03 02:32:25 UTC
in HLVIS.exe Needs to Close Post #233388
Omg, you had a massive box arounf you map?

Anyways with the leak, but a massive, unhollowed box around your map, than compile. No leeks good. Slowly make the box smaller and smaller and it will uncover one or more leaks. Fix the leaks as you go, compileing.

Just remember to make the box smaller, slowly for a more accurate sign of where the leak is. If you suspect a leak is in an area, than use this method in that area only.
Posted 16 years ago2007-09-02 05:49:05 UTC
in HLVIS.exe Needs to Close Post #233324
Upload the map file, please. I got this error when hlvis stopped responding and fixed the problem.
Posted 16 years ago2007-08-31 13:14:35 UTC
in HLVIS.exe Needs to Close Post #233214
Could you upload the map file in the problem maps section?
Posted 16 years ago2007-08-31 10:51:55 UTC
in Acquisition of Custom Models Post #233206
Yea, there are no custom model downloads. People only create custom models for there mods/maps and include them in there download. Download a range of diffrent mods and you'll see them.