Forum posts

Posted 19 years ago2005-04-18 18:22:18 UTC
in The scale of Half-Life 2 Post #104704
If you pay attention to the scale of your player, who is 72 inches tall, then 1 unit=1 inch. Take your grid down to 1 and count it yourself.
Posted 19 years ago2005-04-15 20:18:46 UTC
in Browsing wad files Post #104256
Hi Seventh, yeah, been out for some time.
So you guys are saying I can't look at...say...decals and only see those? Hmmm. Guess I'll have to toss my old custom wad's out. Thanks.
Posted 19 years ago2005-04-15 10:45:32 UTC
in Browsing wad files Post #104144
While mapping for HL1 you could browse specific wad files in the texture app to decrease the number of images to browse. Where did it go for the HL2 Hammer?
Posted 20 years ago2004-01-28 01:23:17 UTC
in Cars Post #14161
Try /notarget in console, then u can look all you want and not get attacked. :nuts:
Posted 20 years ago2004-01-28 01:18:07 UTC
in Editing Models for 3D Studio Max Post #14160
You shouldn't need a plugin for a mdl file because 3DSMax6 will import mdl's. Problem with 3DS that I see is that it uses alot more poly's than hl can handle. I tried making a model with poser and imported it into MS but didn't work out. Too many Poly's. Most of HL's models are low poly which is why they look blocky.
Posted 20 years ago2004-01-28 01:12:15 UTC
in embeding wad files Post #14158
Doesn't wadinclude incorporate custom textures into the bsp file? Serious question.
Posted 20 years ago2004-01-21 22:05:48 UTC
in More simple dripping water (restated) Post #13204
Make an example map and post it. I would like to see what you've come up with as I'm sure others would too.
Posted 20 years ago2004-01-21 21:59:44 UTC
in Problem: Walls vanish ! Post #13203
Everything I've read indicates that "fixture" brushes that touch other "wall" brushes causes the "wall" brush to be broken in to extra polygons during compile. But entities placed up to and touching do not, therefore rspeeds are saved.

Note that the term fixture and wall are used simply to differentiate between the two examples.
Posted 20 years ago2004-01-12 11:44:03 UTC
in Multiple level changes in one map. Post #11774
It can be confusing setting up multiple levelchanges like that. Try drawing it out on paper so you can see what your doing. A box for a, one for b, and one for c. draw your entities on it, check the names and so on. Sometimes a visual can help.
Posted 20 years ago2004-01-12 11:12:06 UTC
in Buttons Post #11765
I don't map for cs but it seems that if you set delay before close to "stays open" it would be reset when the map reloads. That's all the game is doing is reloading the map.
Posted 20 years ago2004-01-12 01:33:17 UTC
in TOBRATTYLORD Post #11733
Anthony, try Google Goldwave. Came right up for me. First link I think.
Posted 20 years ago2004-01-12 01:30:42 UTC
in camera? Post #11732
Read the Camera tutorials. I would imagine it has something to do w/func_train although I haven't looked at it.
Posted 20 years ago2004-01-12 01:29:04 UTC
in creating a circle Post #11731
You can make circles in Hammer, and you can make cones too. Use the spike tool to make cones, just adjust the number of sides.

Use the arch tool, click circle, adjust the number of sides and wall thickness.

I did both of these just before I posted this. It can be done. I would recommend using your calculator and divide 360/n sides. If it comes out a whole number you should be good.
Posted 20 years ago2004-01-11 12:49:31 UTC
in Error help Post #11625
This is what I did. When you install steam it relocates some of your hl files to include the hl.exe. Once I got steam installed I reinstalled hl to replace the files that steam moved. everything worked fine after that. I am even using the spirit tool kit with Hammer 3.5 and have model support in the 3d window. So you CAN set it up to work with steam/spirit/hammer.
Posted 20 years ago2004-01-10 18:21:17 UTC
in Dont Get Mad At Me! Post #11528
Vassy, is that really you in your avatar?
Posted 20 years ago2004-01-10 11:18:57 UTC
in milkshape 3d 1.7 Post #11475
I had to hunt hard to find a working link for MS3D. Make sure you got a good download. It's only good for 30 days too.

I tried importing a Poser model into MS3D but didn't use it because the vertex count was phenomenal. Wanted to maka a naked chick walking around the lab and have all the sci's following her around. LOL
Posted 20 years ago2004-01-10 11:15:10 UTC
in grid sizes Post #11473
I happen to like using snap 1. Most buildings I've been in don't have walls that are two feet thick when passing through doorways. I use 16 when building structural aspects like outside walls but interior walls I use 1 or 2 to try to simulate actual thicknesses. But it doesn't really matter.

I will agree with vassy though, at snap 1 leaks are harder to find. MUCH HARDER! And the detail can get really small.
Posted 20 years ago2004-01-09 18:00:57 UTC
in HINT and LEAKS Post #11364
Touche. LOL
Posted 20 years ago2004-01-09 10:30:47 UTC
in Settings (this is pissing me off) Post #11304
Can you post it in the vault? I've seen many ref's to this map and would be interested in seeing it.
Posted 20 years ago2004-01-09 10:28:49 UTC
in HINT and LEAKS Post #11303
These post kill me. LOL. Maybe looser is his gfriend?
Posted 20 years ago2004-01-09 10:27:03 UTC
in Reducing Compile Times Post #11302
To Andy:
That's exactly why I want to reduce them. To test entity configs. I'm sure most people want the same thing. I doubt any of you can simply throw down a map, run it, and have it work perfectly.
Posted 20 years ago2004-01-09 10:24:35 UTC
in aiscripted_sequence and trigger help Post #11301
SlayerA,

That is perfect. Exactly how I wanted it to play out. Thank you.
Now, do you think you could explain the two entities placed by the suits and what is triggering the wait sequence? I didn't use a global because I thought it was for "cross level" events.
Posted 20 years ago2004-01-08 11:36:32 UTC
in Reducing Compile Times Post #11199
He's been grumpy quite a bit lately.
Posted 20 years ago2004-01-07 21:55:53 UTC
in aiscripted_sequence and trigger help Post #11156
I need some assistance with a map in the vault. Trying to get a trigger to work when you pass thru it in one direction but not the other. Detailed problem notes included with zip file.

If someone could take a look I'd be grateful. Been trying to figure it out for 2 days now with no luck.

http://cariad.co.za/twhl/mapvault_map.php?id=622
Posted 20 years ago2004-01-07 11:28:39 UTC
in Screenshot sizes. THEY ARE TOO BIG Post #11077
Mad Hamster sky?! LOL
Posted 20 years ago2004-01-07 11:27:19 UTC
in glowing water....? Post #11076
Use the spot light entity and then place an info_null(name it) just above your water. In the light properties target the info_null.
Posted 20 years ago2004-01-07 08:37:16 UTC
in Spirit 1.2 Post #11062
You need Hammer 3.5, not 3.4
You also need to copy the spirit fgd file into your halflife folder and replace the original.

Be warned though, if you upgrade to 3.5 your prefabs will go away and nobody seems to know how to get them back. I went back to 3.4.

I admit it's nice being able to "see" the models in 3d, I'd rather have my prefabs.
Posted 20 years ago2004-01-07 08:23:29 UTC
in Reducing Compile Times Post #11056
See, I learned something else. I didn't know what the cordon tool was for. You guys are too cool. :)
Posted 20 years ago2004-01-06 21:28:25 UTC
in Reducing Compile Times Post #11002
I've seen alot of references in here regarding long compile times. I want to share with you a little trick I've recently discovered. When my map starts to get big and complex I cover it with a big brush with the aaatrigger texture applied to it.

Work on one section and cover the rest. Compile, test, make changes, and recompile. When your done with that area, cover it and expose the next area you want to work on.

Cuts my compile times in half and I don't have to wait 5hrs to see if something worked.

Cheers
Posted 20 years ago2004-01-05 15:22:18 UTC
in Textures Post #10783
Any jpg can be used as long as you keep the dimensions 128x128 or smaller and the dimensions are divisible by 16.
Posted 20 years ago2004-01-05 15:07:13 UTC
in Elavator?Morpheus we are coming(Matrix1) Post #10778
Try checking the toggle flag in your elev properties.
Posted 20 years ago2004-01-05 09:27:07 UTC
in TOBRATTYLORD Post #10738
There is a tut on sound and it explains the format requirments.
Posted 20 years ago2004-01-05 08:56:11 UTC
in errors Post #10730
First and formost make sure your Hammer configuration is correct. Secondly, a gfx (graphics) error might be an indication of a texture error. Copy and paste your compile text here and maybe your error log txt too so we can see what your talking about. You might want to post your rmf in the map vault but don't forget to copy/paste the url too.
Posted 20 years ago2004-01-01 12:03:02 UTC
in New decompiler on the scene.. Post #10038
Uh oh, a decompiling opinion:

I would actually like to see one that can do this correctly. Although I wouldn't steal anybody's work, but I am learning to build maps and sometimes it would be nice to see how it was put together. I would find it a form of flattery to see something I made in someone's map. To me it would mean they thought it was worth a ? Oh, my head looks like a big blue thing. Hell, I don't get paid for what I do, I just do it for something to do.

But I also respect your opinions on this as well.

Just remember that "locks only keep honest people honest".
Posted 20 years ago2004-01-01 02:52:50 UTC
in Several issues Post #10004
But doesn't 64 units seem thick? Seem to be a little thick for internal walls when you want to add a door.

Maybe you can elaborate on why so thick? I like working at 16 or lower. What are the advantages/dis-advantages?
Posted 20 years ago2003-12-31 00:43:18 UTC
in Coca Cola Post #9880
You might want to think about that face too! LOL
Posted 20 years ago2003-12-30 21:27:57 UTC
in Water Post #9877
Without seeing the map it's hard to say, but think about this. When you swim in a pool do you see the "texture" of the water on the bottom and sides of the pool or do you just see a blue haze?
Posted 20 years ago2003-12-30 21:25:32 UTC
in Steam .gcf decompiler Post #9876
Just in case you all were interested, installed Steam, re-installed HL and now Steam and Hammer both work. Go figure.
Posted 20 years ago2003-12-30 08:31:57 UTC
in Steam .gcf decompiler Post #9782
Posted 20 years ago2003-12-30 00:46:24 UTC
in New strange Leak thing. Post #9744
Just a thought here, have you checked your floor properties to see if you accidentally checked the not solid option?
Posted 20 years ago2003-12-30 00:06:13 UTC
in Steam .gcf decompiler Post #9741
I finally decided to get rid of steam. The damn thing even hid my hl.exe on me.

I will give it a plug and say that the graphics are very good w/Steam. But I'd rather be able to work on my maps instead.
Posted 20 years ago2003-12-29 13:03:35 UTC
in Steam .gcf decompiler Post #9670
Yeah, Steam runs fine. Matter of fact I'm deep into OpFor, which I have never played.

I did a search for filesystem.dll with no luck. I'm about to get rid of Steam so I can work my maps.
Posted 20 years ago2003-12-29 10:43:39 UTC
in Leak ????? Post #9662
A leak is simply a hole in your map. The black space around your level in infinite in size. When you have a leak the "air" in your level is escaping into the void of space. Somewhere in your map you have a small crack, maybe only 1 pixel in width. You need to find it. If your second cube made the leak go away then start your search there. Systematically make your cube smaller, in one direction only until the leak reappears. If you shrink the box and the leak reappears, undo, and shrink in another direction until you narrow it down. Kind of like chasing an animal into a corner, he goes one way so you get in front of him to make him go the other way until you get him trapped. :)
Posted 20 years ago2003-12-29 10:30:14 UTC
in Steam .gcf decompiler Post #9659
Yeah, Steam runs just fine. It's my freakin Hammer that won't compile/run because certain files were relocated with the install, such as the filesystem dll. :
Posted 20 years ago2003-12-29 01:13:13 UTC
in Leak ????? Post #9648
I have found that a lagging map is also an indicator of a leak. Once fixed it should run fine. Unless of course your map is too huge. Post it in the map vault so people can see the problems.
Posted 20 years ago2003-12-28 21:34:24 UTC
in Steam .gcf decompiler Post #9642
As far as I know I have the most recent version unless they release another on in the last day or two.

I'm not asking to revamp Hammer, just a clue to set hammer up to work after installing Steam. I keep getting a "Fatal Error - Could not find filesystem dll to load" when I compile. I'm sure it has something to do with the fact that Steam relocated alot of files during its install.
Posted 20 years ago2003-12-28 21:23:22 UTC
in Leak ????? Post #9641
Once you compile and you get the leak, it saves a point file on your hdrive. In Hammer go to Map/load pointfile then browse to the file and open it. It will show you the dots in the 3D window of hammer. Make sure you check out the compile window before you close it, it should tell you pointfile generated.
Posted 20 years ago2003-12-28 21:18:59 UTC
in Not compiling Post #9639
1. Textures are too large. Make sure they are divisible by 16 (both width & height) ex 128x256. I wouldn't make them larger than 128x128.
2. Reduce the number of wad files!!!! You have 28 in use. Make one wad file and consider a naming scheme for the different types of textures u have. More is not better.
Posted 20 years ago2003-12-28 12:49:56 UTC
in Leak ????? Post #9605
Compile and run your map then bring down the console using the ~ key.
Type pointfile and you should see a series of white dots running thru your level. They will travel in all kinds of crazy directions, just follow them til they run thru the wall, that's where your leak is. Then go back to hammer, zoom in to grid setting 1, you should be able to see the leak.

If the dots don't show up, add -particles 999999 to your command line. By that I mean, when you hit the compile button (F9) you will get window for compiling, look at the top and you will see the commands such as hl.exe -deathmatch 1 and so on. Add the particle statement to the end of that. Then run, type pointfile again.

Hope it helps. Key is to make sure you don't have subpixel vertices in your map, which can happen.
Posted 20 years ago2003-12-28 01:34:55 UTC
in YO ANTHONY IN HERE! Post #9542
Search the net for a program called "startup cop" or "startup control panel."

After u download it, run it, shut down EVERYTHING and reboot. Your system will restart what it needs to run and everything else won't. That will recover used RAM.