Forum posts

Posted 18 years ago2006-02-02 01:21:16 UTC
in sounds Post #161033
The actual sound files would be in the counter-strike source.gcf in the cstrikesounds folder.

In Hammer you can listen to the sound files by clicking on the Browse button in the properties of an entity that supports sound. I believe that specific sound file is "ambientguit1.wav". In the sound browser change the Sound Type from Game Sounds to Raw then type part of the name in the Filter field.
Posted 18 years ago2006-01-29 15:51:10 UTC
in env_rain and water splashes in game Post #160337
To make rain, splashes and all:
Place one env_rain in your map. Make sure you have SKY textures on the ceiling areas where you want rain. Make sure the height of the ceiling is at least 128 units high. These are the only requirements that I know of. Oh, one more thing: make sure that weather effects are actually turned on in CS by typing cl_weather 1 in the console.

NOTE: snow is exactly the same as rain, except use env_snow instead.
Posted 18 years ago2006-01-26 23:03:17 UTC
in Turning a HL1 map into Source Post #159762
You really should read this article in the Source SDK Docs: http://developer.valvesoftware.com/wiki/Source_Mapping_for_Half-Life_1_Mappers

Also, I have discovered that many brush entities need to be re-created (To World->To Entity) otherwise they will not get lit during RAD.
Posted 18 years ago2006-01-26 22:55:21 UTC
in Confused Post #159761
Overlapping brushes can cause walls to flicker.

The brush entity, trigger_teleport, is the start. The point entity, info_teleport_destination, is the destination.
Posted 18 years ago2006-01-24 18:42:52 UTC
in Tool Problems: Selecter/Pointer Post #159400
I have that problem on occasion. Did you try restarting Hammer? That usually works for me.
Posted 18 years ago2006-01-21 18:15:23 UTC
in Coplanar face, but brush doesnt exist Post #158958
Your scroll texture is rotated the wrong way. Use the Tex application tool to rotate the textures on the waterfall faces. SCROLL textures always scroll from left to right, so the textures should be rotated 90deg clockwise to scroll down.

rotation for each face may be different depending on if the texture is aligned to to World or Face, so check that as well
Posted 18 years ago2006-01-21 18:04:12 UTC
in Compiling and still compiling Post #158957
Yes, it can get stuck. At least in the sense that you shouldn't be waiting 2 days to compile. I actually had a map take 3 days to compile, just for fun, but in the end, after I had fixed and optimized it, it took about 20 minutes. If it's still compiling, press Ctrl+Alt+Del, and End Task on the vis or rad .exe, then hide some stuff in your map, and compile again.

You might start by hiding everything that isn't needed to seal the level and work up from there.
Posted 18 years ago2006-01-21 16:08:25 UTC
in Coplanar face, but brush doesnt exist Post #158950
there is no command called hlfix_exe built in to Hammer. You need to specify the entire path and executable name when running custom commands. For example, if hlfix.exe is in "c:compiletools", then your hlfix command would read:
c:compiletoolshlfix.exe "c:program filesvalve hammer editormapsnexus"
Posted 18 years ago2006-01-21 16:01:43 UTC
in Compiling and still compiling Post #158947
Use VisGroups to organize your level. By systematically hiding groups of brushes and entities and then recompiling, you can determine what is slowing down the compile.

Don't forget to compile with visible objects only.
Posted 18 years ago2006-01-20 22:31:19 UTC
in switching MDL sequence#in maps Post #158833
I tried using a trigger_multiple to target a multi_manager which targeted two pairs of env_renders which targeted two monster_generics, toggling them between visible and invisible. It seems to world fine, but I had to set them to non-solid otherwise you get the yellow particles buzzing around because the models are stuck in each other. So if you had two models, one that is static, and the other with an idle animation, it should work fine.

[EDIT]
pretty much what inventrix just said :) (I'm late, as usual...)
[/EDIT]
Posted 18 years ago2006-01-20 19:06:55 UTC
in Keyboard won't work Post #158810
Try deleting the kb_act.lst and kb_def.lst that are in the valvegfxshell folder.

This will cause the game to load the origninal files from the half-life.gcf
Posted 20 years ago2004-02-27 15:17:27 UTC
in COnveyers won't show! Post #17590
In Hammer, switch to Texture Application mode (Shift+A), then select the face whose texture you want to rotate. Change the rotation in the Texture Application panel, and click Apply
Posted 20 years ago2004-02-21 05:43:26 UTC
in problem with steam and hammer Post #16734
geez, look at all those typos! ack!
Posted 20 years ago2004-02-21 05:41:52 UTC
in problem with steam and hammer Post #16733
The "multiple installs of Steam" error is from putting the full path to your hl.exe in the Game Executable field. The $game_exe variable ALWAYS uses short filenames, even if you check the 'Use long filenames' box. Steam, on the other hand, appears to only handle long filenames. So hl.exe is launched, Steam doesn't recognize the the path, so it thinks you have more than one copy installed. So it's Hammer's fault for not the path correctly with long filenames, and it's Steams fault for not realizing that the short name path is in fact correct.

The solution is to change your Game Executable field (on the Build Programs tab) to read JUST hl.exe without ANY path at all.
And I don't know why I wasted my time writing this all out when I could have just referred you to my Hammer with Steam guide!!!! (grrrr) oh well, guess I was bored...
Posted 20 years ago2004-02-04 19:07:23 UTC
in Ms3d editing... Post #15276
Yes. What you need to do is hide any faces that you don't want to see. So, for instance, if you're working on the front of the model, then, in the back view, make sure you're in Face Select mode and Ignore backfaces is checked. Then drag a selection box around all of the back faces that you want to hide. Then click on Edit->Hide Selectioin Ctrl+H.

When your'e done, just click Edit->Unhide All Ctrl+Shift+H
Posted 20 years ago2004-02-03 22:29:26 UTC
in Stand on a thingy and it moves? Post #15142
first, make a func_chair, with the Leg property set to "Dislodge on trigger", then make a func_noose and have it target the func_chair.

Or you could just do what JB said...

HL has about 10 different enitities that you could use to simulate collapses of various natures. Read about all the func entities in the HL Entity Guide

P.S. no, there isn't a func_chair or noose...that was a joke :badass:
Posted 20 years ago2004-02-01 15:35:20 UTC
in resetment :S Post #14853
also, trigger_once will only work ONE time. After it's triggered it will be removed from the game until the map is re-loaded. Use a trigger_multiple instead, with a delay of 10 seconds or so.
Posted 20 years ago2004-02-01 14:46:40 UTC
in Skytextures Post #14841
tommy's error page is great indeed, but I would strongly suggest that you use Zoner's Half-Life Tools instead of the old q-tools that come with Hammer. The token too large error will probably disappear.
Posted 20 years ago2004-01-31 22:54:00 UTC
in hlrad compile option Post #14726
Oh, one more thing...

If you're tweaking entities and such, but still want a rough preview of the lighting, try doubling or tripling the -chop and -texchop values, which will essentially cut rad time in half or more.
Posted 20 years ago2004-01-31 22:17:00 UTC
in hlrad compile option Post #14720
the -sparse parameter also slows hlrad down. and if it only took it 10 minutes to compile, I doubt you're close enough to the light patch limit to need it.

Also, while using -bounce 10 doesn't really take any longer, after about 4 bounces you probably can't notice a difference, unless you have some mega-watt spot light or something.

And setting the priority to high, as I'm sure you've noticed, pretty much prevents you from using your computer at all. Giving rad high priority might speed it up a bit if you have a lot of background tasks running in Windows and are compiliing a large level. But then again, you should've shutdown most the background tasks before you started compiling :) Save high priority for when you start having to compile overnight.
Posted 20 years ago2004-01-31 17:36:57 UTC
in More decals for Wally? Post #14666
All the decals for wally are in the "...wallyDecals" folder. Just open up the BulletHoles.wad or whichever you want, and add your decals to it. To make sure the transparency works correctly, I suggest just copying one of the existing decal textures to use as a base.
Posted 20 years ago2004-01-31 16:43:22 UTC
in Texture replacing Post #14660
If no object is selected when you click Replace, it will default to replacing everything (Mark Objects will be disabled). So make sure to select at least one brush first before clicking Replace. Then the Marked Objects option will be enabled and selected by default.
Posted 20 years ago2004-01-14 02:06:37 UTC
in Compiling Concern Post #12032
It shouldn't really matter which way you do it. 48 lights isn't that many, especially if the cell block is the extent of the level. If you're building the cells bars individually then texture lights will cast slightly smoother shadows.
Posted 20 years ago2004-01-14 01:48:54 UTC
in lighting Post #12030
You only need one light_environment IF your using Zoner's tools, which you should be. light_spots can be used as an environment light by setting the Is Sky property to Yes.
Posted 20 years ago2003-12-20 06:14:54 UTC
in trigger_multiple help Please. Post #8504
This behavior is normal for an ambient_generic. There is a flag called Is NOT Looped or Not Toggled, that determines what happens when it is triggered. If this flag is UNchecked, then behavior is set for a continuous looping sound, so first trigger turns it on, second trigger turns it off. If the flag is CHECKED, then behavior is set for a NON looping sound, so that each trigger plays the sound once. So if you have a non-looping sound, and you don't check the flag, the first trigger plays the sound, but after the sound is finished, the ambient_generic is still in the ON state, even though nothing is playing. The next time it is triggered, the ambient_generic turns off.
To rephrase: the on/off state of the ambient_generic is maintained separately, regardless of whether a sound is playing or not, and each trigger either toggles it on or toggles it off, like a light switch. The Is NOT Looped / Not Toggled flag causes the ambient_generic to switch on and then off again each time it is triggered, like a momentary push button.
Posted 20 years ago2003-12-19 01:57:44 UTC
in Swinging Gate Post #8336
On the Flags tab, check either X Axis or Y Axis
Posted 20 years ago2003-12-18 21:03:48 UTC
in File can't be found?? Post #8303
Hullnum 0: No entities in empty space -- no filling performed
Hullnum 1: No entities in empty space -- no filling performed
Hullnum 2: No entities in empty space -- no filling performed
Hullnum 3: No entities in empty space -- no filling performed
Did you put an info_player_start and/or info_player_deathmatch in your map? It is required for the map to compile.
Posted 20 years ago2003-12-18 15:41:21 UTC
in Texture Flipping Post #8244
to flip textures make the Texture Scale a negative number.
Posted 20 years ago2003-12-09 18:23:22 UTC
in 3D view of entities Post #7081
jobabob said:
entities arent assigned any pictures, the only ones that are (ambient_generic, lights) were defined in worldcraft itself.
Actually, sprite display for entities is completely defined in the .fgd. In order for the sprites to actually be displayed:
1. The sprite() helper must be added to the entity definition in the .fgd (this is probably already done, unless its a relatively new/unknown mod)

2. The sprite files (.spr) must be in either the 'HammerSprites' folder, or in one of the folders specified by "Game Directory" and "Mod Directory" in Hammer's options->Game Configuration tab.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-12-05 04:09:50 UTC
in Searchable forums and topic? Post #6597
LOL, well most of the cost goes to into a top secret bank account to fund the Temporal Cold War. Unfortuanately PayPal is the only form of payment left in the 30th century.
Posted 20 years ago2003-12-04 03:41:02 UTC
in Searchable forums and topic? Post #6521
DOUBLE HOLY COW! I'm having a forum brainstorm! OK, here is what you HAVE TO DO! Completely ELIMINATE the Post a reply section. (Stay with me) Replace it with a Search button, and a one line edit box, with a friendly little caption like "What can we help you with?" or "Type in a few words about your problem:" Click -> Search results. At bottom of the results page is a link that says "Couldn't find what you were looking for? Click here to post a new topic"
Click->Post a new topic page opens up with the subject already filled in with whatever they searched for!

Benefits* include:
1. Slash duplicate posts by up to 83%
2. Never again read a post with a subject like "help meeeeee...." or "WTF!"
3. Forum users are gain an average of 3 intelligence points per post!
4. Veteran mappers are 98.5% less likely to commit suicide!
5. The list goes on...

All this can be yours for the low price of $19,999,999.95! We take PayPal!

*statistics compiled from a TWHL survey in the year 2160, then brought back in time by Captain Archer on one of his ludicrous time travel adventures.
Posted 20 years ago2003-12-04 03:10:39 UTC
in Searchable forums and topic? Post #6519
HEY, wait a second! I just had a FANTASTIC idea! atom, why not send every post that is submitted through the search filter. It would be the greatest forum invention EVER!!

Holy cow, I'm off to the patent office! I'm gonna be rich!!
Posted 20 years ago2003-12-04 03:07:39 UTC
in Searchable forums and topic? Post #6518
Hurray, forum Search! Can't wait! Now if there was only a way to FORCE the noobs to USE it before posting!!! :P
Posted 20 years ago2003-11-30 19:44:52 UTC
in Organization of Map Vault Post #6156
You don't have to delete all content and close an account in one go...

There should be two phases: 30 and 60 days. At 30 days a warning email is sent out. After 60 days the account is closed and content deleted

As far as holidays go, who goes on vacation for two months without access to a computer? Maybe a monk?
Posted 20 years ago2003-11-26 16:47:50 UTC
in Dizzy Devil's New baby Post #5714
?? Argh...that was me BTW
Posted 20 years ago2003-11-13 06:16:52 UTC
in Shrinking sprite. Post #4588
That effect is what the Glow setting does. It's for making halos around lights. Try using Additive mode instead.
Posted 20 years ago2003-11-08 18:41:06 UTC
in New map Post #4281
spelling correction: there money, should be their money :
Posted 20 years ago2003-11-08 18:37:07 UTC
in New map Post #4280
jobabob said:
NinjaGrinch you are the epitomy of ignorance. blah blah blah...
And so the ignorant one replies:

1. Steam is not required to play Half-Life or test maps.
2. Steam DOES resume downloads.
3. The Steam installer is only 590k.
4. Per 1, 2, and 3, the only reason I can see for not wanting to use Steam over 56k would be if you broke your orginal Half-Life CD AND you couldn't afford to replace it, AND did you not have the patience to wait for Steam to download and install the full game.

[anecdotal aside]
I have broadband now, but I started out with a 33.6kbps modem, which if I was lucky, connected at 22 or 23kbps, and if I was REALLY lucky, would stay connected for maybe 3, even 4 hours! But if you're a dedicated gamer, then like kol said, waiting hours (or days) for a patch to download is not even an issue. It's gotta be done. Today, with Xbox, PS2, and GameCube giving PC's a run for there money, I guess gamers are just a lot less patient than they used to be...
[/anecdotal aside]

P.S. It's epitome
Posted 20 years ago2003-11-05 01:24:24 UTC
in TWHL causes carpal tunnel! Post #3980
I did what you said, Seventh-Monkey, and now I have CTS and I'm CROSSEYED! I'm suing you!
Posted 20 years ago2003-11-05 00:36:48 UTC
in Pack files in steam Post #3978
Seventh-Monkey, I've got a good mind to string you up by your tail! :x Everyone's DYING to know how to get into .gcf files, and you just casually mention it, without so much as a link! Where is this football forum?? ARGH!!!! :zonked:
Posted 20 years ago2003-11-04 23:56:22 UTC
in New map Post #3977
"ain't got HL atm cossa steam"
What's Half-Life have to do with Steam? And please don't say "I can't download it over my 56k modem", cause it's only 590k! The only excuse I will accept is "I broke my HL CD and can't spare the $20 to replace it"
Posted 20 years ago2003-11-04 23:51:11 UTC
in Need programme... HELP! Post #3976
Posted 20 years ago2003-11-03 19:18:58 UTC
in Need programme... HELP! Post #3898
decompiling does not imply scum, however scum may imply decompiling.

Besides, what if I created a map editor that worked with bsp's directly? I bet you'd use it! :P
Posted 20 years ago2003-11-03 19:15:23 UTC
in sky lunacy Post #3897
open the gfx folder.
right-click in an empty space.
choose New->Folder from the menu that pops up.
name the folder env.
put the environment map files in it.
Posted 20 years ago2003-11-03 19:11:19 UTC
in TWHL causes carpal tunnel! Post #3896
Could you move the Forum link up toward the top of the page? I hate dragging my mouse all the way to the bottom. Sometimes I even have to scroll...

Hey! I'm serious! :x
Posted 20 years ago2003-11-01 09:00:44 UTC
in Geeky Nerdy Thread [Danger of Death] Post #3793
This is getting slightly dated now, but it's still interesting:
http://hlsdk.valve-erc.com/
Posted 20 years ago2003-10-30 23:59:39 UTC
in Escalator Post #3709
...or a scroll texture
Posted 20 years ago2003-10-30 23:16:02 UTC
in Escalator Post #3707
How about a func_conveyor with an animating texture?
Posted 20 years ago2003-10-30 23:01:24 UTC
in Stupid tutorial question (emergency). Post #3703
yeah, accept Valve didn't write a .dll to hook hammer into half-life so it could use half-life's screenshot function. LOL :nuts: