Forum posts

Posted 17 years ago2007-04-23 16:45:34 UTC
in Creating a Black Space Post #219906
there is a texture called "black". Just use that.
Posted 17 years ago2007-04-18 12:45:26 UTC
in TWHL Mix 2? Post #219440
Urb seems to have failed. But seeing as espen180 never said what would happen if he didn''t nothing will be happing lol...
Got my new psu so will be able to get my map up to standards so I can post some media in a few days.
Posted 17 years ago2007-04-14 05:07:30 UTC
in TWHL Mix 2? Post #219007
[qoute]Now we just need someone to make/host a message bord/bbs/forum.[/qoute]
I can set one up on a free host quite easyily if one is needed.

I was going to post pictures of my map but it seems i'm neeeding a new power supply for my desktop so can't do much untill it arrives :(

Kinrah unless your pressed trying to keep the r_speeds down or that computer in the left of the picture was cut by a laser try makeing it have some layers so the broken edge isn't so flat.

For now i'm just going to make trucks and stuff on my laptop that I can use in other maps.
Posted 17 years ago2007-04-06 11:35:59 UTC
in Svchost.exe keeps crashing! Post #218226
there are quite alot you can kill. I think thers only a few that MUST be running. You can kill "explorer" for example
Posted 17 years ago2007-04-06 10:30:13 UTC
in Creating or Cutting Walls Post #218224
Saying anything is useless is total bullshit as is saying that they cause to many errors. Basicly all the errors you get are caused by the mapper miss useing the tool and those that arn't can be fixed by hammer for you when you check for problems with VERY few exceptions.

@Johnnsen
Looks like your useing a very small grid size. Try changeing it to 16 (8 or 32 will also do but I prefew 16) useing the "[" and "]" keys. When you go to make a brush the box you drag on the screen should also snap to your current grid setting makeing it easy to line things up.
Posted 17 years ago2007-03-28 15:22:41 UTC
in overuse of cubemaps? Post #217337
so if thers one in each area or room then what about outdoor areas like on the maps with the buggy or airboat?
Posted 17 years ago2007-03-26 16:28:06 UTC
in game_ui Post #217130
i want to know how to fire outputs with other keys.
Such as the weapon selection keys.

Also is there something to track mouse movement?
Posted 17 years ago2007-03-26 10:46:06 UTC
in game_ui Post #217102
So this can't be done then?
Posted 17 years ago2007-03-24 19:17:01 UTC
in Taking a screenshot Post #216975
I use Cabooses method myself, mainly as not all games have a proper screenshot button but printscreen works for them all
Posted 17 years ago2007-03-24 07:21:51 UTC
in Team DM: TWHL vs. SP Post #216882
i'll be on if there are other people around
Posted 17 years ago2007-03-22 03:49:01 UTC
in Messed up skybox Post #216685
have you tried uses diffrent rendering?
Software
Direct 3D
Open GL
Do you have the same problems withh all 3?
Posted 17 years ago2007-03-14 14:56:35 UTC
in Displacements not solid? Post #215822
I wouldn't be surprised if valve broke it again. I still can't learn to map source cause hammer gets a memery error within seconds (I'm not sure as I'm not an exspert but someone said the error i was getting was a "null" memery error. No idea what that is lol
Posted 17 years ago2007-03-13 16:49:58 UTC
in TWHL Mix 2? Post #215754
i'm sideing with espen180 here. Mainly because to do it BrattyLords way would mean most of us haveing to start our maps over
Posted 17 years ago2007-03-13 04:04:09 UTC
in Anthraxion Post #215687
will there be a few offworld maps? As there fighting over a planet it makes sense that some ship would be in orbit and battles over them (where one team has already landed a drop ship or something on it) could be quite nice.
Will space ships effect the surface wars with surface bombardments and stuff?
Posted 17 years ago2007-03-09 16:19:31 UTC
in Turning trains Post #215422
use func_tracktrain (for the manta)and make the path path_track
Posted 17 years ago2007-03-02 17:38:43 UTC
in TWHL Mix 2? Post #214647
Just now:By espen180
If only I could use Spirit to make the monster_barney a squad monster...
About a page back:By espen180
@ Muzz: No need, because of Spirit's trigger_command entity, which allows you to input console commands. A tutorial would be nice though.
So are we useing spirit or not????
Posted 17 years ago2007-03-02 15:42:03 UTC
in TWHL Mix 2? Post #214637
can't you just stop him headshooting as that seems less work to code than the above ways.
Posted 17 years ago2007-03-02 04:06:08 UTC
in TWHL Mix 2? Post #214571
M_gargantua: Can you enlighten me on how you intend to get 1-2 hours out of 2 maps without holding the player in the same room for 10-20 mins serveral times?
Posted 17 years ago2007-03-01 15:39:51 UTC
in Help!!! Post #214472
don't know if you can now and I don't have time to check but I seem to rember reading (about 2-3 years back lol) that if you send valve proof of owner ship (pictures of the box and cd keys ect)+ $10 they will let you reregister the game. But that was b4 HL2 was out and may only be for the HL games that can run without steam but need steam for MP and may not even be availeble now.
Posted 17 years ago2007-03-01 13:01:27 UTC
in TWHL Mix 2? Post #214446
GAMEPLAY
Lots of shooting but also the call for thinking (eg without cheats you are not going to kill the turrets near the start in a gunfight so you going to have to stop and think.)
Lots of use for verticle space such as catwalks ect.

CUSTOM STUFF:
As i'm new not to much lol... But couple of textures and mayby a model or two if I can get my mate to make them.

WEAPONS:
Standard Human weapons mainly but the gauss will be later in the lab area ready for some kind of boss battle.

LOCATION:
Modern Lab being built as a replacement for Black Mesa (The goverment still want there laser gun lol)

LENGTH:
Well 5 is the very min however good the player is. To do everything (Like get the hidden weapons and stuff) mayby 15-20
Posted 17 years ago2007-02-28 13:57:18 UTC
in sprite not found in every map Post #214319
if your useing steam HL it's in halflife.gcf and you need GCFscape to open it. Look on the links page or google it.
Posted 17 years ago2007-02-28 04:19:45 UTC
in TWHL Mix 2? Post #214270
i'll send whoever makeing it my part then later. Cause if it gets changed i'll have to rebuild a whole lab area (cause I made sure the battery fits into some of the machines)
Posted 17 years ago2007-02-26 15:24:59 UTC
in TWHL Mix 2? Post #214004
Also since the player is getting parts for the portal if the player nvde in warp then how would you get to the levels cause the portal isn't built?
Posted 17 years ago2007-02-25 05:35:12 UTC
in TWHL Mix 2? Post #213801
Yes. please make a big portal cause that looks more like a portal between the maps.
How bout something star gate sized?

Also. make that image smaller my screen isn't 2000 pixels wide and I hate scrolling left/right as I read.
Posted 17 years ago2007-02-24 19:46:06 UTC
in TWHL Mix 2? Post #213725
I didn't think that that's why I made a big one
but someone said 20x20x20. My 1st consept was like 40X40X80 :)
Well if you don't need it I might go back to my orig.
Posted 17 years ago2007-02-24 09:34:41 UTC
in TWHL Mix 2? Post #213603
3 more. We need a speical map to be where the main portal goes.
Posted 17 years ago2007-02-24 08:27:18 UTC
in TWHL Mix 2? Post #213594
Yes but big or small?
Posted 17 years ago2007-02-24 07:52:02 UTC
in TWHL Mix 2? Post #213592
k. Heres the consept I have for it:
http://img218.imageshack.us/img218/5999/batteryue9.jpg
The smaler one is 20x20x20 the larger one is 20x20x32
Personaly I like the larger one better but i'll go with what you want. (there is 2 of each one without the glass)
I'm planing to make some custom textures to make them look better btw so this is not final.
Posted 17 years ago2007-02-24 06:11:51 UTC
in TWHL Mix 2? Post #213554
I like it!
Can you make a high-tech battery that is about 20x20x20 units? Don't forget to give it to the person who chooses battery 2.
Almost finished it. I'll e-mail it to who ever is doing the other one.
Posted 17 years ago2007-02-23 20:19:12 UTC
in TWHL Mix 2? Post #213511
Doesn't any HL map run in spirit? If so the mod could be spirit but as the levels are accessed via portals those that don't wish to use spirit can just use a standard HL fgd.
Posted 17 years ago2007-02-23 14:34:27 UTC
in TWHL Mix 2? Post #213476
i was thinking more 20x20x40 lol but eiter works. Just no one change it after the next 0 seconds
Posted 17 years ago2007-02-23 14:07:42 UTC
in TWHL Mix 2? Post #213469
Considering the ammount of power the batterys would have to be some kind of high tech thing (eg not a car battery lol).
I could do something with one of them as my current idea is a lab and you have to turn the main power off to get past some auto turrets. And the battery could be backup power for some kind of containment feild (good reason for a disater when you take the item :) )
Posted 17 years ago2007-02-23 13:34:03 UTC
in Textures Post #213463
I tried srrys way but the overlay doesn't effect the darker text color :(
I also tried Daubsters method but can't seem to stop it bluring the text to a point the smaller bit can be read and the background looks like metal.

I also tried useing the steel texture from halflife.wad as a background then adding a "color" layer which I made light blue. I then added very dark blue (almost black) text and set the layer to "color burn"
This is what the above resulted in: http://img95.imageshack.us/img95/6008/brightsky3ux9.jpg
Posted 17 years ago2007-02-23 05:11:49 UTC
in Textures Post #213433
How can you make it look more like metal in Photo Shop 7 ?
Posted 17 years ago2007-02-23 04:33:50 UTC
in Textures Post #213429
This is my 1st attempt at makeing a texture for hl1 from scratch (Others have been based on orig ones and diffrent words on them and/or colour).
It is meant to be a metal sign with the word "Bright Sky Research Center" on it and I was wondering what I could do to make it better.
http://img513.imageshack.us/my.php?image=brightsky2rc4.jpg
Posted 17 years ago2007-02-22 12:48:37 UTC
in TWHL Mix 2? Post #213356
I think it should look like it is just there (as in not created by the mapper) and mayby there could just be a game_text that says "By ******" at the start of each level cause. Graffitie names is all very well in the city maps but in any lab or ancient type places or off world (mayby a level on a spacce ship from the future or on another planet type off world thing) is going to be out of place.
I think the hub it's self should all be one theme as a lab area next to an inner city area would look wrong nearly anyway you put it.
Posted 17 years ago2007-02-21 17:28:51 UTC
in TWHL Mix 2? Post #213254
yes. And there could be one locked level which instead of a portal is just a normal level change where the player has to turn a reacter or something on cause the main portal needs loads more power than the rest. But you have to build the portal before you can turn the power on.
Posted 17 years ago2007-02-21 14:34:22 UTC
in TWHL Mix 2? Post #213246
I think the player should be able to do the maps in any order to collect parts for some big portal (in the hub mao) that goes to some kind of ending level.
Mayby the G-Man could send the player to the hub saying they havew to complete all his levels before he will allow them to escape or something like that.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-20 05:06:08 UTC
in Changing levels while on elevators Post #213115
no it won't jump (unlikely) but every time ive tried it myself it's ended one uniit out or something so the player gets stuck :(
Posted 17 years ago2007-02-20 04:19:48 UTC
in Changing levels while on elevators Post #213112
Yes but if the player jumps the elevtor will jump a little way up in the next level. Best would be my way but useing the master setting s it only triggers when the players there.
Posted 17 years ago2007-02-19 12:29:04 UTC
in Globals Post #213043
i don't think any of them do what he wants so it would be of little use. Most DoD maps have fixed spawn points.
It would need to be a custom built one that does it but I can't think of any right now.
Posted 17 years ago2007-02-19 09:39:52 UTC
in Problem with stk Post #213027
Don't carve with a 16 sided sphere! Even if it didn't crash hammer thats going to give you loads of points off the grid which will lead to a lot of other problems
Posted 17 years ago2007-02-19 05:39:55 UTC
in Portal/s .. Post #213018
For a world brush func_breakable and for a model I think theres a setting in prop_physics
Posted 17 years ago2007-02-19 05:20:22 UTC
in Portal/s .. Post #213016
As the compile removes all the unseen faces how is the thickness of the wal going to help? I think func_detail any thing that is for er...detail and if you can model replace any crazy small things with props.
Posted 17 years ago2007-02-18 16:56:32 UTC
in npc_zombies Post #212939
I thought you couldn't have proper NPC's in DM?
Posted 17 years ago2007-02-18 11:44:02 UTC
in Changing levels while on elevators Post #212904
[Quote]They are all stationary[/Quote]
Not true. There are some level changes on elevators that do move such as the one that takes you up to the bit where you see an ospery for the 1st time and you also get shelled.

A stationary elevator is best for closed ones but for an elevator where the player can see out it does need to move.
I would do it by haveing the elevator move up/down say half way and stop (Have this as the end of it's path) and at the same time fire the change level. Then on the next map have another elevator start where the other stoped and go the rest of the way. (The 1st one doesn't have but not stoping is how you get stuff with the elevator appearing to "jump" or the player ending up embedded by one or 2 units in it.
Posted 17 years ago2007-02-16 12:03:06 UTC
in Trains Post #212678
Posted 17 years ago2007-02-16 11:22:47 UTC
in game_ui Post #212676
I have been playing around with the game_ui and I was wondering if there was anyway to make it work with other keys like mayby the numbers for chooseing the weapon to use on a vehicle (If you wanted more than 2 options) or something like that.
Posted 17 years ago2007-02-15 19:17:27 UTC
in Entities Post #212590
So why do I have say an NPC_Ministrider but no model (Well in hammer it has a model which says "ERROR", AI, Sounds or a "prop_coreball" which shows up as the same model.
The mini strider isn't seen untill ep1 when your in the citadel and you see that message thing which ends with what looks like one breaking the camera. From what I can tell the mini strider is defenity an ep1 entity.