Forum posts

Posted 12 years ago2012-03-22 23:57:48 UTC
in Dota 2 Give-away Post #304513
What a goofy smile.
On his face, I mean--Dimbark's.
Just look at it.

Fin~

I kid.

Edit: Didn't see the time limit. I've clearly wasted my prodigious poetry skills.
Posted 12 years ago2012-03-22 01:01:09 UTC
in Sinks, Flashlights, and Dryers Post #304485
For a faucet, use this waterfall tutorial:
http://twhl.info/tutorial.php?id=39

Now, you'll need to modify your waterfall by using two env_renders and two trigger_changetargets.

env_render #1 targets your waterfall and makes it visible. Give this and trigger_changetarget #1 the same name. Have trigger_changetarget #1 change the target of your faucet to trigger_changetarget #2 (which will also target env_render #1)
env_render #2 targets your waterfall and makes it invisible. Give this and trigger_changetarget #2 the same name. Have trigger_changetarget #2 change the target of your faucet to trigger_changetarget #1 (which will also target env_render #1)

For flashlights, you'll be using a light_spo to project a light in a certain direction. You'll use a func_illusionary for the visible beam of light. Change the render mode to "additive" and change the render amount to somewhere around 100.

Dryers and toilets are just a matter of using the right sounds. Trigger an ambient_generic near your device whenever you turn it on.
Posted 12 years ago2012-03-18 05:13:00 UTC
in Now Watching: ... Post #304386
Oh wow, nobody posted anything in the old thread since October.

Last I saw was Natural Born Killers. The cinematography was outstanding. Almost the entire film is cut in a way that replicates dreamlike pacing, and it's about as accurate as anything I've ever seen.
I hated the "protagonists" though--I still don't know if that was intended by the filmmakers.
Posted 12 years ago2012-03-15 16:41:07 UTC
in Desktops of March Post #304324
Less...?
Or not enough?

Also, it would really suck to fall off the edge of one of those.
Posted 12 years ago2012-03-14 15:40:08 UTC
in Desktops of March Post #304301
I can't lie, that looks like a guy with his tiny legs spread from the thumbnail.
His massive wang is just hanging down to the ground.
Posted 12 years ago2012-03-12 00:36:50 UTC
in The Official CS:GO Thread Post #304217
Oh wow, those are some big changes to the CS formula.
Posted 12 years ago2012-03-09 03:03:29 UTC
in Post your screenshots! WIP thread Post #304080
Pretty :)
Posted 12 years ago2012-03-09 01:10:55 UTC
in Post your screenshots! WIP thread Post #304077
I'd take another look at those cables. They are far too curvy and... well, no cable is going to fall on the ground the way you have them laid out. I know you just want those curves to come off as more detail, but they look too sharp.
User posted image
Also, in that first screenshot, don't have the cables crossing over each other. Take a look at how I build the cables in this map. I've included the rmf.
Posted 12 years ago2012-03-05 04:03:17 UTC
in Valve console? Post #303970
I'd still rather hear something about Half Life 3, to be honest.
Posted 12 years ago2012-03-04 23:05:44 UTC
in Desktops of March Post #303956
Posted 12 years ago2012-02-21 16:49:59 UTC
in Now Playing: ... Post #303606
Well this is awkward.
Posted 12 years ago2012-02-21 08:27:34 UTC
in Now Playing: ... Post #303603
I could never get into Rusko, but Cockney Thug is pretty great.
Posted 12 years ago2012-02-20 19:26:39 UTC
in Now Playing: ... Post #303592
Excision - X Rated

Excision, you so silly with your sludge synths.
Posted 12 years ago2012-02-20 04:13:01 UTC
in Going crazy with hint brushes Post #303576
Func_detail doesn't exist in Goldsrc.
Posted 12 years ago2012-02-18 15:53:56 UTC
in DimQuest Post #303538
Every single one of you did things like this on TWHL many years ago. I don't understand the hostility here.
Posted 12 years ago2012-02-12 01:12:05 UTC
in Urby's Half-Life Quiz 2! Post #303311
I missed the first question. Right after missing it, I remembered the tram voice saying, "Current topside temperature is..."

80%

I think it could have been tougher and inclusive of more than just the beginning of the game, even if you were planning on making more.
Posted 12 years ago2012-02-10 06:02:37 UTC
in WAZZUUUUUUUUUP!!!!! Post #303252
Oh, is it already time for Esmajor's annual post?

:P
Posted 12 years ago2012-02-03 02:41:42 UTC
in Desktops of January Post #303131
I caved in and decided to buy a usb touch monitor to completely free up both of my other screens. I've wanted to try this for such a long time.
User posted image
Posted 12 years ago2012-01-30 02:55:42 UTC
in Now Playing: ... Post #303053
Posted 12 years ago2012-01-21 15:55:54 UTC
in Coffee Brewing Post #302866
I've never been a big fan of coffee. Frozen coffee is pretty good for a snack, but even that I've only bought maybe 4 times in my life.

Though I love me some Kahlua.

Neither of those have anything to do with actually brewing coffee.
Posted 12 years ago2012-01-10 23:39:42 UTC
in The Inspiration Thread Post #302594
I knew saving this would be a good idea.
User posted image
Those last two pictures of the $5000 house are incredible.
Posted 12 years ago2012-01-06 23:44:40 UTC
in Desktops of January Post #302499
Are those wallpapers 16:9? I like Riven. And I also like a couple of other champions, such as Rammus, or Volibear, or Ahri...
Mine is fan art. Sometimes, if you're lucky, you can find wallpaper-sized versions of the Chinese art, but most of the pictures are 1200ish by 800ish.

Edit: Fucking Batman.
Posted 12 years ago2012-01-06 05:38:11 UTC
in Desktops of January Post #302474
Shaco in November, Riven in January.
User posted image
Also, I've reused that wallpaper countless time, Strider :)
Posted 12 years ago2012-01-04 00:46:54 UTC
in Bye-bye polygons... Post #302405
It's awesome to see that this project isn't dead, but I'm still skeptical about animations. They still haven't showcased animating under this engine.
Also do the models have more than one orientation yet, or lighting that doesn't suck (Shadows, Transparency, Smooth lighting with lots of contrast)?
The end of the showcase said that they had developed better shadows but didn't have any real footage of them for this video. They showed a few untextured renders to prove it.
Posted 12 years ago2011-12-30 09:03:05 UTC
in Half-Life: Secret Santa Post #302244
I already said I was supposed to be Stu's.
Posted 12 years ago2011-12-27 09:46:04 UTC
in Half-Life: Secret Santa Post #302099
I failed to turn in my entry, but I also didn't receive one, so it's a net loss of zero. As if I wasn't part of it.
I was supposed to make your map. Really sorry about that... and I was so excited when Tetsu0 PMed me your name, too :(

The consideration my Santa put into my map makes me feel worse.
Whoever it was: that map moved me. Seriously.
The idea of making it a quiz to move from the city to the Japanese countryside was... I don't think "thoughtful" does it justice. It was just awesome.

I'm also 99.9% sure I know who it was, but I'm not naming anyone. I'm glad to see that your Santa was nice enough to reward you with your own gift map, though.
Posted 12 years ago2011-12-26 04:19:02 UTC
in Desktops of December Post #302018
For the record, I've had the taskbar on the top for at least 4 years now.
Just throwing that out there.

@Stu: Accounts in that game are tied to regional servers. Europeans can't play with Americans and vice versa because their accounts don't exist of each others' server.
Posted 12 years ago2011-12-04 07:35:41 UTC
in Desktops of December Post #301277
User posted image
George Bush doesn't care about dial-up people.
Posted 12 years ago2011-11-11 04:59:59 UTC
in I wish Post #300661
I wish Strider was moderator of the whole internet.
Posted 12 years ago2011-11-11 03:25:01 UTC
in I wish Post #300659
That's why you research about the course before you apply for it.
The college of education.
The whole program.
Not one course.
You fucking idiot.
Posted 12 years ago2011-11-10 02:59:00 UTC
in I wish Post #300648
I wish The college of education at my university didn't require such a retardedly specific unit plan format.
Posted 12 years ago2011-10-29 06:19:46 UTC
in Halloween Costumes Post #300328
I'm dressing up as a bald guy.
Posted 12 years ago2011-10-17 03:07:00 UTC
in Competition 31 Post #300022
Read the instructions:
Tool textures are fine, as they're obviously necessary
Posted 12 years ago2011-10-15 16:16:56 UTC
in Competition 31 Post #299984
Improvise. You know button's don't have to change textures, right?
Posted 12 years ago2011-10-12 16:25:16 UTC
in Beautiful Arcades Post #299940
You could try building around a torus.
Make a torus, place brushes on the outside of the torus, and delete the torus.
Posted 12 years ago2011-10-11 18:53:03 UTC
in GraviNull Post #299908
Haha, very cool :biggrin:
Nice find. Also...
you still get a free hand
User posted image
Posted 12 years ago2011-10-11 03:53:56 UTC
in Beautiful Arcades Post #299893
Glad I could help.
Posted 12 years ago2011-10-09 21:18:34 UTC
in Beautiful Arcades Post #299867
Edit: OK, start with 2 half arches and cross them together:
example

Note the points of intersection between them:
example

Clip them so that the points of intersection line up:
example
Always remember to check if this caused any vertices to fall off the grid. If this happened, just correct them with some quick VM work. You can also cut each brush of the arch into a triangular prism if this causes any invalid solids.

Duplicate and mirror your brushes, then put some space between them:
example

For that cool thin piece, you can just duplicate half of one of your arches...
example

...and use VM to match all of the vertices:
example
You shouldn't ever have to worry about these becoming invalid solids because all of the brushes' faces will all be oriented the same way. This piece should ALWAYS be at a 45 degree angle.

You only need to do this once. Just duplicate the rest:
example

So this is what you end up with.

For more complex structures or wider angles, like the curved walls to the right and far left of your screenshot, start with one arch that is wider than the other.
Posted 12 years ago2011-09-30 05:41:19 UTC
in Competition 31 Post #299610
I'm not complaining.

It's not that complicated. This compo is a lot like some of the original compos.
Posted 12 years ago2011-09-27 23:46:36 UTC
in Looking for Rotatorsplint's deagle Post #299511
The one from this thread:
http://twhl.info/forums.php?thread=16054
I'm looking for it. The deagle. It's for HL2.

Do any of ye land lubbers happen to have this somewhere?
Posted 12 years ago2011-09-26 05:12:19 UTC
in Competition 31 Post #299422
I think you guys are reading too much into this.

Use the textures the compo provides you with and vanilla everything else.
God dammit.
Posted 12 years ago2011-09-25 01:34:06 UTC
in hammer is broken :( Post #299368
http://twhl.info/wiki.php?id=1072
Try this if you are still on XP. It won't work for Windows 7, unfortunately.
Posted 12 years ago2011-09-23 21:52:11 UTC
in Competition 31 Post #299331
The textures look fine.
Posted 12 years ago2011-09-21 01:39:54 UTC
in Half-Life: Secret Santa Post #299185
This sounds fun. I just hope our secret Santas can keep to their schedule ;)

PS: You'll know I was your secret Santa when your map is nothing but a bunch of dicks. I won't even seal the map off -- it'll just be a bunch of dicks floating in the void.
Posted 12 years ago2011-09-20 03:40:27 UTC
in General Problems Post #299128
I hit the browse button and go to that folder,choose a sprite & it shows up in the Worldcraft.

If you don't have the full path, then how does it find it?
This is actually why there's a field called "Game Directory" in the game configurations tab under options. Hammer will default to that folder when you browse for models/sprites/sounds and set the correct path accordingly.
The game itself just natively looks for stuff in that folder because that's how the engine works. The same goes for mods.
Posted 12 years ago2011-09-19 00:47:34 UTC
in General Problems Post #299101
c:Sierra/Halflife/Valve/Sprites/spritename.spr
There's your problem. Your path is supposed to be relative to your valve folder, so it would just be sprites/spritename.spr.

If HL can't find a sprite, the game will actually crash. So fixing your path should fix all of your problems at once.
Posted 12 years ago2011-09-18 21:05:42 UTC
in storms Post #299089
Also, if you wanted your lightning to go off at regular intervals, you can just use a looping multimanager. If you want random lightning, you can use an env_beam that targets multiple info_targets (all with the same name, of course) and a single button between one info_target and your beam.
Have that button target your lightning effects, then tick the env_beam's "random strike" flag and you're all set. The beam will hit the button on its way to the info_target and trigger your lightning effects.

Play around with the number of targets and time between strikes to get your timing just right.
Posted 12 years ago2011-09-18 20:45:01 UTC
in storms Post #299086
You can use a light_spot with the "is sky" property set to "yes" checked for lightning flashes. The 1.5 version of de_aztec used that technique.
Unfortunately you can't use a custom appearance because special appearances won't work on triggered lights.

As for the actual lightning, you can just use env_beams or env_lasers in the sky. De_aztec also did this.
Posted 12 years ago2011-09-18 20:21:39 UTC
in Official Community Collaborations Post #299083
I think community projects need to be distinguished somehow. It's sad to see things buried, so I hope this thread can be an official archive for these awesome projects until [if] something more formal is implemented to TWHL.

Mods
Rooms Half Life 9th January, 2010 - Submitted by Captain Terror
A series of connected maps or "rooms", by members of TWHL. Each room is totally unrelated to the next, and a wide variety of themes are represented, as well mapping skill: ranging from rank beginner to elite.
TWHL Cubicles 8th July, 2010 - Submitted by Rimrook
This is a small mod featuring micro-maps made by ten different TWHL members. Each "cubicle" is unique of its creator and shows their style and personal taste in mapping. Mappers had just 512^3 units of space to work with.
Castle Disposed 17th September, 2010 - Submitted by Tetsu0
Castle Disposed is a collection of abandoned maps from many TWHL members.
Explore the castle to uncover maps that never before saw the light of day.
TWHL Cubicles 8th July, 2010 - Submitted by Rimrook
This is a small mod featuring micro-maps made by ten different TWHL members. Each "cubicle" is unique of its creator and shows their style and personal taste in mapping. Mappers had just 512^3 units of space to work with.
TWHLmix 3rd January, 2005 - Submitted by hazardous!
One of the first successful collaborative efforts to come from the community of TWHL.
Mini Competitions
Entity Challenges 23 January 2008 - Created by Captain Terror
Entity-work-based mini-challenges.
Geometry Challenges 07 January 2008 - Created by Captain Terror
Brushwork-based mini-challenges.
Other
[u]CS 1.6 Retro Tournament[/u] 16th April, 2011 - Original thread
TWHL hosted a CS 1.6 tournament in which the community's earliest maps were featured in a mad kill-ticket based frenzy. The tournament lasted a whole FOUR HOURS.
If something comes to mind that you really feel should be listed here, please bring it up; remember that this is supposed to be an archive of community projects. I'm sure the mods will be nice enough to edit this post when something should be added.
Posted 12 years ago2011-09-18 20:09:40 UTC
in MiniChallenge #384 - Map Musica Post #299082
Bump?

This is actually what I was trying to do with this map a long time ago.
The song that inspired me was Dream Machine, by Gillenium.
I never finished it because the layout is just an atrocity, to put it lightly.