Forum posts

Posted 20 years ago2003-12-28 01:31:01 UTC
in I missing a file I think... Post #9541
I you have bright light everywhere then you have a leak in your map.
Posted 20 years ago2003-12-28 01:30:05 UTC
in Steam .gcf decompiler Post #9540
Any tips for configuring VHE to work w/Steam? I get a dll error when I try to run a map now.

And just to put it out there, I'm not crazy about it moving all my game files either.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-12-23 14:45:26 UTC
in bubbles Post #9073
I used the bubbles entity before and had them going diagonally by using the compass setting.
Posted 20 years ago2003-12-17 04:05:37 UTC
in Making .mdl and/or .smd with milkshape Post #8034
A good site for modeling tip/tuts is www.3dcafe.com and is just one of many. It hosts tuts for Max/Lightwave/Maya and many more.

I visit it often.
Posted 20 years ago2003-12-15 03:31:47 UTC
in Grouping Entities Post #7813
Have you tried Spirit? I can't answer your questions but I know that alot of the Spirit entities have a "move with" option. That might help.
Posted 20 years ago2003-12-14 21:22:16 UTC
in Spirit Setup Guide Post #7793
Thanks. Didin't even think to look there. :nuts:

Write whatever tuts you want. Just make sure it's worth it.
Posted 20 years ago2003-12-14 21:14:22 UTC
in Mapping Tips Post #7792
Just a question, what texture are you using on the outside of your walls?
Posted 20 years ago2003-12-14 11:58:00 UTC
in Spirit Setup Guide Post #7738
Somebody point me to the spirit setup guide. Searched and can't find it. Thanks.
Posted 20 years ago2003-12-14 11:44:54 UTC
in Sound Post #7734
Try using wally to import your sound into the pak file and see how that works. If hammer has to process the sound it means it's pulling it from and external source. If you import it I believe it formats the sound and should work.
Posted 20 years ago2003-12-13 21:23:08 UTC
in Sound again Post #7623
Make sure your sound is in the correct format.
Make sure your sound is in the correct folder.
In the wav to play properties of your ambient_generic click browse and go to your wav. I have manually typed a name in there before and it didn't play but when I browsed for it, it worked. If the wav is in the correct folder the path will be truncated to sounds/ambient/wav.wav. If you get the full path like c:somethingsomething it won't work. I sometimes think the pc's get alzheimers or something and forget where they're looking to find stuff.
Posted 20 years ago2003-12-13 21:18:57 UTC
in Mapping Tips Post #7622
I've heard many people say that geocities doesn't allow external linking. Do you realize that a link is a "shortcut" to pasting a url in your addy bar? If you think about it, it makes no sense to say they don't accept "external links". I would check your browser/firewall configs.
Posted 20 years ago2003-12-13 21:13:00 UTC
in Navigation Post #7621
To the site manager:

Suggestion: Put "next page" navigation links at bottom of page as well as at top. It's a little annoying to have to scroll back UP to go to the next page. Simple as pasting the code at the bottom. But I'm sure you know that. :)
Posted 20 years ago2003-12-13 21:03:35 UTC
in Mapping Tips Post #7618
FYI, I clicked the links and they worked fine. Nice house too. :)
Posted 20 years ago2003-12-07 20:44:49 UTC
in 3D view of entities Post #6953
Why don't you recommend it? I mean, I didn't really see much of a difference in the two to be honest. Other than no prefabs, much to my displeasure.
Posted 20 years ago2003-12-07 12:38:26 UTC
in 3D view of entities Post #6930
I am using VHE 3.5 and Sprirt 1.2. And this morning I updated to the new Spirit fgd file. I now have model viewing in 3D. But I still have boxes for all other entities. When you get alot of lights and sounds it would be nice to look for a speaker or light bulb insteading of trying to remember what is where.

Do I need to combine the HL fgd and the Spirit fdg to get this or do I need to unpak some file to get them to show?
Posted 20 years ago2003-12-07 11:33:40 UTC
in Searchable forums and topic? Post #6925
Interestingly enough, I just came here to make a suggestion about making the forum searchable and to my suprise it's already here. I read alot of forums for answers but as we all know some of the topics start out as one thing and lead to another which makes it difficult to find what your looking for. Then again if ppl would post by Subj instead of "I NEED HELP" BS that would be an improvement too.
Posted 20 years ago2003-12-07 11:26:39 UTC
in 3D view of entities Post #6924
I saw a post awhile back and have tried searching thru previous threads but can't seem to find it.

The post mentioned being able to see the sprites in 3D view vs. the blocks that you get with Spirit. Can someone point me in the right direction?
Posted 20 years ago2003-12-07 10:49:01 UTC
in File Sizes Post #6918
I have cooling, just not enough to support 2,6000 Mhz of "raw" computing power! LOL. It will soon be recitified with liquid cooling provided it doesn't LEAK LEAK LEAK and fry my whole system! :P
Posted 20 years ago2003-12-07 10:34:53 UTC
in Assistance with map requested Post #6914
I appreciate that. I didn't know if they should be numeric or not so that 0=off and 1=on. I did download the new fgd file. I just didn't know what was included in it.

This is by far the best forum I've ever used as far as answers are concerend. I appreciate that from everyone that participates. Bravo Zulu!
Posted 20 years ago2003-12-06 21:18:27 UTC
in File Sizes Post #6861
Monkey, it's actually an AMD 2600 w/333Mhz FSB. I don't have the cooling as of yet to keep from frying it. I keep it clocked at 166 to keep it cool. And most of the people I know don't have systems in the 1000's yet. Planning on a liquid cooling system in near future. :P
Posted 20 years ago2003-12-06 21:12:57 UTC
in Assistance with map requested Post #6860
Placed a map here: http://cariad.co.za/twhl/mapvault_map.php?id=437
The zip includes a .jpg and .txt explaning what I need help with.

Also, is there some place that give a list of "valid" values for entities? I have looked at Vandals and although it is an extensive list of entities, it does not explain what is valid and what is not. For example: turning off smart edit to create a key, door2 and a value 1? 0? on? off? This is just a simple example but what is valid and what is not where entities are concerned?
Posted 20 years ago2003-12-06 12:17:41 UTC
in screenshots Post #6818
I like Irfanview as noted above. Very good :P FREEWARE :P program.
Posted 20 years ago2003-12-06 12:16:09 UTC
in File Sizes Post #6817
Looking for a guide.

Compiling my current map I notice the vismatrix is 20 + Mb. Although it is not a large map, that seems kind of big to me. Can someone tell me what a reasonable size for final compilation is or point me to a reference that expains all of this?

It just seems that adding 1 or 2 brushes really bumps up the comile times.

My system: AMD 1.25 (w/333Mhz FSB) 512 RAM, geForce FX 5200 display adapter. Not a wimpy system so I'm a little concerned about less beefy systems running the maps.
Posted 20 years ago2003-12-05 19:40:40 UTC
in problem texturing prefabs Post #6703
If you want to texture just one face of a brush, don't select it before opening the texture tool. Open the texture tool first, then select the face you want to apply it to. BUT, if you want to texture the whole thing, then select the brush first, then open texture app. Holding control while selecting a face will also allow you to select multiple faces for textureing. :)
Posted 20 years ago2003-12-05 13:44:26 UTC
in resolution Post #6676
Yes, provided your monitor isn't so out of date that they don't support it any more.
Posted 20 years ago2003-12-04 19:50:58 UTC
in ambient sounds Post #6580
Ever since I intstalled Spirit all I get is a box too. Maybe it's Spirit, maybe it a config issue. I lost all of my prefabs too. I can find the .ol file but can't figure out how to get it in hammer without re-installing the prog.
Posted 20 years ago2003-12-03 23:03:14 UTC
in where is deagle? Post #6512
What is this _deagle thing anyway?
Posted 20 years ago2003-12-03 22:57:22 UTC
in Weird leak Post #6511
I have found that while working with Hammer, if you have a leak it will frequently say your "entities" are leaks even though they are not. If you work on a small "snap grid" setting the leak can be difficult to find. But once you fix the leak all should be well.
Posted 20 years ago2003-12-02 21:40:54 UTC
in Finding textures Post #6399
I believe the naming convention is by level ie c1a1, c2a2. But you'd have to figure out what levels go with what textures. I think the level system works, that way you don't wind up with power plant stuff in the same area as an office space.

I agree that finding the right one is a pain though.
Posted 20 years ago2003-12-02 21:14:10 UTC
in Help, me I amnew! Post #6398
What are you trying to pull here jobabob? 3 maps posted, 410 comments? :roll:
Posted 20 years ago2003-11-29 11:53:55 UTC
in ambient sounds Post #6004
It's fixed. As it turned out, the gate I created was causing all the problems. Deleted it and all was fine. I am curious, though, why hammer will take one problem and propagate it to so many other brushes. I think the reason it couldn't find brush 34 is because it was part of a grouping.

Sorry for taking this thread so far off topic.
Posted 20 years ago2003-11-29 00:22:47 UTC
in ambient sounds Post #5985
Okay, started deleting entity 37, 36, 35, 34, wait a min? That one doesn't exist! How do I have an entity error for something it says isn't there?
Posted 20 years ago2003-11-29 00:13:40 UTC
in ambient sounds Post #5982
Yo SlayerA,
Read you post on the rmf. Will work it and let you know. Does one set of coplanar's affect other brushes in the world? The first few I looked at were in the ceiling of the waterfall room.

Oh, and uh, sorry about the "unique" texture in the upper room. Was messing around w/wally and forgot that was there. :)

Maybe I should create a Leisure Suit Gordon mod. ?? :P
Posted 20 years ago2003-11-28 19:36:51 UTC
in ambient sounds Post #5970
Posted 20 years ago2003-11-28 16:10:47 UTC
in Another Newb Question Post #5956
You need to add a item_suit.
Posted 20 years ago2003-11-28 16:09:58 UTC
in ambient sounds Post #5955
Well, got the triggers to work, placed them in strategic places. Spend a little time assigning stuff to vis groups. Figure, hmmmm, let me compile and see whatelse I can do. Oh yeah, I can add a trigger_push to keep the player from going into my (intended) one way door. Compile, now every damn thing in the map has freaking coplaner, out side world and all that crap errors. WTF! I haven't touched anything else, much less my architecture. This is getting really old. :(
Posted 20 years ago2003-11-28 12:48:40 UTC
in Organization of Map Vault Post #5917
Man, you guys are tough. :)
Posted 20 years ago2003-11-28 10:49:30 UTC
in ambient sounds Post #5902
I SEE SAID THE BLIND MAN!

Wonderfull Wally shows me the sound files! :P
I'm so happy I could touch myself.
Posted 20 years ago2003-11-28 10:45:39 UTC
in ambient sounds Post #5900
Hey SlayerA,
I have no life either, spent almost 9hrs the other day screwing around with Hammer. :)

Now about that trigger. Which entity should I use to trigger the sounds. I don't really want to create a brush and tie to entity. Just something invisible the player can walk thru and start the sound. I tried a brush with "blue" texture on it. Got it to be invisible but nothing happened.
Posted 20 years ago2003-11-28 10:38:03 UTC
in Pre-fabs & Spirit Post #5899
3.5 (latest one)
Posted 20 years ago2003-11-28 10:19:02 UTC
in Organization of Map Vault Post #5896
Just an idea for whomever manages the vault. Consider organizing the various catagories just a little more by giving an option to place maps by type of map, ie: HL, CS, TF and so on. Not a big deal but some of the maps don't specify what they're being made for and knuckleheads like me pull a CS map and try to run it under HL. :)

$0.02
Posted 20 years ago2003-11-28 10:00:58 UTC
in Pre-fabs & Spirit Post #5883
Okay, I found the .ol files to include my custom pre-fabs. Have copied to my Spirit folder, nothing. Have copied to my valve folder, nothing. Went into tools/pre-fab factory, no import option. ?? How do I get them back into the program? What folder do I need to copy them into and will that work? Not really frustrated about this yet but the prefabs would be nice. :)
Does Hammer also use multiple .fdg files or should I get rid of one of mine. I have the spirit
Note: Each time I pasted the pre-fab folder I shut down hammer and re-started it. :nuts:
Posted 20 years ago2003-11-27 19:13:55 UTC
in Quick but important questions Post #5828
I find that by building a flat brush for the floor and leaving it at that helps me get a visual for my floor layout. Once I've duplicated the original, moved them to where I want them, then I go back and add walls. Then all you have to do is group your floor, raise it to ceiling level and there you have it. I also like to carve cubes to make rooms, problem with that is if you decide to change the room size becuase you had a new idea, then floor/ceiling thickness changes too.

Just my $0.02
Posted 20 years ago2003-11-27 19:06:01 UTC
in Pre-fabs & Spirit Post #5827
Okay guys 'n gals,
Started using Spirit a couple of days ago. Question is: Where did the pre-fabs go?

This is what I have under the Game Configuration tab:
C:SierraHalf-LifeSpiritspirit.fgd

Now I'm assuming that if I reload the hl.fgd that I'll get my pre-fabs back, but I also figure that by doing so I'll lose the "niceties" of spirit.

Whatever you can offer is appreciated.
Posted 20 years ago2003-11-26 21:27:25 UTC
in ambient sounds Post #5735
I'm assuming a trigger will do that but would be glad to see what your recommendation would be. I was thinking that as you approach a room with various sounds in it that they would get louder the closer you got and therefore was the effect I was looking for. Is there a way to prevent the sounds from bleeding into the other areas? I was using a downloaded wav because I didn't have any wav files in my folders. I use Paragon CD Emulator to make images of my games and run them directly from the HD w/out the actual cd. Are the files stored in a .cab or is there someplace I can get the wavs? The game itself plays fine.
Posted 20 years ago2003-11-26 16:49:01 UTC
in ambient sounds Post #5715
Posted 20 years ago2003-11-26 16:47:29 UTC
in ambient sounds Post #5713
Okay, it's in the map vault titled "newworld". Zip contains .map; .rmf; .wav. I would link to it but don't know how in this forum. So call me stupid :D .
Posted 20 years ago2003-11-26 16:25:47 UTC
in ambient sounds Post #5709
BTW, does the .rmf include the .wav or do I need to submit that too?
Posted 20 years ago2003-11-26 16:24:48 UTC
in ambient sounds Post #5708
Okay, having an ambient_generic problem here. Have a multi level map. First floor has a door leading to the "outside" which has an ambient_generic cricketts.wav. Plays fine. Now when I move to the lower level with running water I still hear the cricketts. The two locations are over/under each other. I discovered that I'm hearing the cricketts from above after I changed radius to small and moved it farther away. But I still don't get anything from my second amb_gen. I checked the wav properties and they match what kol posted above. I also read somewhere that they have to be on different channels?? I'm not finding any turorials relating to this specific issue other than adding an initial sound.

I'm using the Hammer 3.5 with Spirit. I'll post the .rmf if needed, just don't critique it too much. It is an EARLY work in progress and a learning tool.

Thanks. :)