Forum posts

Posted 13 years ago2011-01-17 22:15:35 UTC
in HL1 skyboxes Post #289288
So really he just traded one misspelled sky set for another ;)
Posted 13 years ago2011-01-17 21:55:04 UTC
in "Who the Fook Are You?" Versio Post #289284
Also, people trying to act tough and looking like idiots.
This is the third guy living in my apartment right now. It stopped being funny months ago. Now it's one of the reasons for the second guy and myself to get him the fuck out after the lease expires.
Posted 13 years ago2011-01-17 17:36:03 UTC
in HL1 skyboxes Post #289272
http://www.twhl.co.za/tutorial.php?id=6
That's all the skies for Half Life, but other games like CS include more.
Posted 13 years ago2011-01-17 08:44:45 UTC
in Phones: What Phone You Have, And What Yo Post #289256
To be fair, pads/tablet computers are sort of a new thing. They're not quite smart phones, but not quite laptops. That includes tablet PCs/laptops.
The popularity is undeniable, and it's not just with the iPad. Now they're getting bigger and their practicality is becoming a little clearer.
I don't pretend to understand why, but this sort of mobile-computer-but-not-a-PC concept has clearly taken off. I'd rather believe that there's something innovative in them with that in mind.

Nobody but the users really understood the merits of Blackberry early on, either. Look how that turned out.
Edit: Plus pads/tablet computers have been around much longer than the iPad. The inception of Android and similar operating systems is just bringing about a new breed of tablet that's closer to the mainstream.
Posted 13 years ago2011-01-17 05:33:54 UTC
in TWHL's Got Talent Post #289242
You shouldn't have enjoyed it that much :P It really was a shit mod made with the absolute noobiest mapping knowledge.

The gargantua stage was the only stage that really took dexterity, if I remember correctly. Did you use the long jump to hop around while shooting the gargs?
Posted 13 years ago2011-01-16 19:37:07 UTC
in Phones: What Phone You Have, And What Yo Post #289201
It's different when you're still under your parents' roof. Very possible to live without a phone there.
Ninja'd like a boss.
Posted 13 years ago2011-01-16 19:21:03 UTC
in Phones: What Phone You Have, And What Yo Post #289196
Good gawd, yall.
what is it good for

We don't need to settle for the bare minimum. We live in developed countries. We can enjoy luxuries that go beyond the essentials.
Posted 13 years ago2011-01-16 18:32:56 UTC
in Phones: What Phone You Have, And What Yo Post #289186
It's a really decent PHONE and has all the features I have come to expect from a PHONE. It MAKES AND RECEIVES CALLS and has TEXT MESSAGING. ?20 on the high street.
You know what's even better, though? A phone that does those things and then can do more.

It's cool if some people go with "good enough", but I don't understand how some of you people can be outright opposed to things like smart phones.

Urby, the way you worded your post makes it seem like you have some strong association between the iPhone and all smart phones. What, are we just ignoring things like the Blackberry line?
Posted 13 years ago2011-01-16 04:11:01 UTC
in Phones: What Phone You Have, And What Yo Post #289156
But this is Psilous we're talking about.
Posted 13 years ago2011-01-15 23:48:04 UTC
in TWHL's Got Talent Post #289152
@Captain: No, I never used an installer. It was just the mod folder.
It's still up on File Planet: http://www.fileplanet.com/136194/130000/fileinfo/Alien-Blast
Posted 13 years ago2011-01-15 23:32:09 UTC
in Phones: What Phone You Have, And What Yo Post #289150
I don't have a phone, any-longer. The battery died and I don't know how to recharge it.
...
Are you kidding? You mean you got a phone, let the battery die, and just said, "Well I guess that means no more phone for me!"

Got: Motorola Krave:
User posted image
Prime example of an astounding concept shot down by poor execution right here, people. I've got a love-hate relationship with this phone. Unfortunately there's nothing else at all like it on the market.

I'm also fucking sick of all those pop tart iPhone clones that have been flooding the market since the inception of Android.

Want: Nothing until a decent Android clamshell phone comes around.
Posted 13 years ago2011-01-15 00:17:31 UTC
in Theoretical Disaster Post #289106
Just because the items on screen are smaller and the image quality improves, doesn't make the game itself look better
Yes it does.
Posted 13 years ago2011-01-14 19:49:26 UTC
in Theoretical Disaster Post #289099
Dimbark, Jesus Christ.

1. In Half Life, click "options" and then click the "video" tab.
2. Somewhere on that screen it will say "resolution" and under it will be "640 x 480".
3. Click the numbers and a menu will pop up with a bunch of other numbers.
4. Select the highest numbers. This will make the game run in the maximum resolution for your monitor.

The game may be running full screen, but what is actually happening is that a space of 640 pixels wide by 480 pixels tall is being stretched out to fit your monitor, which is wider and taller than 640 by 480.
This is what you're really seeing:
User posted image
But this is probably what it looks like because of stretching:
User posted image
And this is what it should look like if you fix your resolution:
User posted image
See how much sharper that is?

Edit: Changed the screenshots to my own map :3
Posted 13 years ago2011-01-14 01:47:01 UTC
in Now Hiring: Map Vault Moderators Post #289062
Well that was fun. Back to business.
Posted 13 years ago2011-01-12 06:05:17 UTC
in Now Hiring: Map Vault Moderators Post #288993
Stu's our man. I'm behind you 110%, Stu!
Posted 13 years ago2011-01-12 06:00:08 UTC
in Post your screenshots! WIP thread Post #288992
Put some trim along the doors, ATD. When's the last time you saw a door just connected to the rest of the wall?

As a matter of fact, just put trim everywhere. Fucking EVERYWHERE.
Trim makes everything look better.
The end of that wall in screenshot 1? Trim!
That vent in screenshot 2? Metal Trim!

Also, be sure to fix up the textures on the outside of your building there. Half of the brick texture is being cut off at the zenith of the building, and it looks none too great. Don't be afraid to stretch it a bit to fit properly with the height.
Posted 13 years ago2011-01-10 17:12:30 UTC
in Now Hiring: Map Vault Moderators Post #288937
I'm planning a wedding to TWHL. You're all invited.
Penguin can be my best man.

Edit: Crollo and Srry can be the bridesmaids.
Posted 13 years ago2011-01-10 04:43:19 UTC
in Now Hiring: Map Vault Moderators Post #288920
I wouldn't turn it down if you offered me a MOTM reviewer position.
-I can provide detailed reviews (see below)
-I own every Valve game to date
-I am one of the oldest, active members of TWHL and you guys [hopefully] know that I'm not going anywhere.

I was also already on the team that was supposed to catch up on all the missed months. You should ask Daubster if he still has the files we uploaded to his MOTM hub.
If you need an example of how I wrote them, have a look see at these 2:
Review of Noob #2's "de_deabolt"
Review of Rimrook's "Payload"

The problem is motivation, as it seems to be with everyone. To be honest, I would likely be more of a "better than nothing" asset. This isn't exactly an application so much as it's a hey-if-you-want-me-I'm-here.
You know what, this is an application. At most one review a month is nothing. I forget that under Daubster we were crunching several reviews in a very short time span. So yeah, hire me and stuff. I'm your guy.

Edit: I hope I'm even allowed to disclose this information :x
Posted 13 years ago2011-01-08 17:37:42 UTC
in Source Tips and Resources Post #288835
Rope Tip:

Making ropes is exceptionally easy if you number your first keyframe_rope and use shift+move to duplicate your keyframe_ropes. Hammer will automatically rename the duplicates and their next keyframes for you.

EG: If your keyframe_rope is named "rope1", duplicating it with shift+move will result in a keyframe_rope named "rope2". "Rope1" will also automatically become tied to the new "rope2".
Posted 13 years ago2011-01-08 01:43:57 UTC
in Now Gaming: ... Post #288802
Why does Rockstar assume that I want to walk everywhere too? Niko's walk speed is abysmally slow and in combat, it's ridiculous.
You can sprint by repeatedly tapping one of the keys. I forget which.
And Rockstar doesn't think you want to walk everywhere. They think you want to drive everywhere, which you should be doing.

It's also not necessarily a 3rd person shooter. You'll be doing just as much driving in the game as you will shooting, if not much more, and it's closer to some kind of life sim in many respects than a 3rd person shooter. I won't argue with the sloppy shooting mechanics, but I get the impression that you're making the shooting out to be more important than it really is.
Posted 13 years ago2011-01-07 22:26:30 UTC
in Organic Modellers Post #288787
LOL, fuck you too, Joe.
Posted 13 years ago2011-01-06 23:56:54 UTC
in Server Post #288757
Just Spirit or mods made with Spirit.
Posted 13 years ago2011-01-06 21:30:30 UTC
in Server Post #288754
I know Rimrook made some scripts for his 6D mod that triggered whatever entity you were pointed at. I think that might only be for Spirit, though.

Rimrook, get over here.
Posted 13 years ago2011-01-06 16:13:11 UTC
in func_train help! Post #288737
Download the map in this tutorial:
http://www.twhl.co.za/tutorial.php?id=10
Compile it as is and let us know if you have the same problem here.
If you have the same problem with the example map, it might be a problem with your compile tools, fgd, or even your game.
If the example map works properly, we'll work out a solution for your map from there.

Also, in what other maps have you seen this problem?
Posted 13 years ago2011-01-06 13:15:51 UTC
in Now Gaming: ... Post #288729
How exactly do you get a custom title around here?
Any kind of profile award (MOTM, tutorial, etx), being a moderator, or other random conditions that the admins decide on. For example, everyone who entered compo 27 is allowed to use custom titles as a sort of apology for the results taking several months to get posted.
Posted 13 years ago2011-01-05 23:26:09 UTC
in Organic Modellers Post #288715
How's this? You can't just "remove the scientist and leave the labcoat", so I had to do a bit of manipulation. It's also flat because I'm assuming, as an HEV suit replacement, you'll want it hanging somewhere.
User posted image
Download
Posted 13 years ago2011-01-05 22:06:46 UTC
in Organic Modellers Post #288711
Give me a while and I'll have that lab coat for you.
Posted 13 years ago2011-01-05 22:04:44 UTC
in Organic Modellers Post #288709
Bravo for actually having concept art at all, really.

I'm thinking a modified voltigore model might work here. The head would have to be totally redone, though.

Does this have two legs or four?
Posted 13 years ago2011-01-05 21:56:34 UTC
in models emitting light (noob) Post #288707
Yeah, Source models have have textures that glow on their own. They won't actually emit light onto the world, but it might look like they are.
I believe triggering the model will change it's skin, but don't quote me on that. Doesn't hurt to try, though.

Edit: Yep, that's right. use a prop_dyanmic for your lights:
http://forums.steampowered.com/forums/showthread.php?t=662839
Posted 13 years ago2011-01-05 19:56:37 UTC
in Making a two-person arena Post #288697
That won't stop players from walking into the arena once one player has already entered. Once one person walks in, the path into the arena for that team needs to be sealed off in some way, be it a door or a death trap or whatever.

I think this will be simple now that I see that you can limit triggers to specific teams.
Posted 13 years ago2011-01-05 18:20:17 UTC
in Making a two-person arena Post #288694
Going back to back until someone loses is something I don't want in this map. My goal is just for players to be able to go 1v1 one volley at a time, that's it.
Posted 13 years ago2011-01-05 17:04:30 UTC
in Making a two-person arena Post #288692
My plan was to have the winner go into a suicide room after killing the other guy. I thought it might make for an easier setup to just have the fighters both respawn in the end, rather than trying to set up a one-way path to the winner's respective locker room.
But I'm open to any other solution.
Posted 13 years ago2011-01-05 15:43:17 UTC
in Making a two-person arena Post #288689
I'm experimenting with a TF2 dueling map.
Admittedly, I haven't really thought about it too much, but if someone wants to try wrapping their head around it while I am that'd be great.
What are some methods I could use to go about ensuring that only one red guy and one blu guy are in an arena at the same time? Two more players should be able to enter after both players are dead, but only after both players are dead.

I'd like to avoid using teleporters if possible, as the players should be able to walk right into the arena from spawn.
I'm not opposed to killing others who try to go in after the first guy from each team.
Posted 13 years ago2011-01-04 23:39:04 UTC
in LEAKS! WHERE!? Post #288671
Edit: Follow these instructions:
http://www.twhl.co.za/tutorial.php?id=129

They're for Source, but the procedure is exactly the same except for...
When using any goldsource version of hammer, click no when prompted to loading the default pointfile. When the file selection box comes up, select the default .lin file instead.
Posted 13 years ago2011-01-04 20:53:59 UTC
in Post your screenshots! WIP thread Post #288664
Do something about that lighting in general. It's all yellow and makes your map look a lot uglier than you probably want it to.
Don't be afraid to use white or just-barely-blue-but-mostly-white light. Both of these would look good as any kind of fluorescent lighting that you might feel like incorporating.
User posted image
Posted 13 years ago2011-01-04 14:59:07 UTC
in Theoretical Disaster Post #288653
Way to be the better man, Rabid.
Posted 13 years ago2011-01-04 04:07:50 UTC
in Now Gaming: ... Post #288640
NOT RIGHT NOW ROMAN, I'M BUSY.
Posted 13 years ago2011-01-04 01:44:54 UTC
in Half Life 1 mod: maps needed Post #288635
Looking good, but don't let those massive containers just sit in the sand like that. It looks like they've fallen into quicksand or something.
Give some definition to the sand around the containers. If something like that was driven into the ground, you can be sure it'd leave a few bumps or something in the terrain.
Posted 13 years ago2011-01-03 22:22:30 UTC
in Flowing water stream Post #288628
TWHL was pretty conservative about keeping wpoly down way back when.
I got a lot of crap about it, but that also might be because I never really tried to optimize all those city-themed maps.
Posted 13 years ago2011-01-03 22:08:42 UTC
in Flowing water stream Post #288626
Good God, we wouldn't even dream of suggesting things like this 5 years ago :P
Posted 13 years ago2011-01-03 20:46:19 UTC
in Flowing water stream Post #288623
problem is I don't want to add func_waters in my map to avoid lag, but I guess I'll have to.
Stop being a pussy and use func_water, this is 2011. You won't find a better solution unless you want to use a func_illusionary filled with volumetric light, which is still the same thing just not as pretty.
Posted 13 years ago2011-01-02 16:17:26 UTC
in Audio Converter Post #288569
Audacity is probably the most popular, and it's free.

You can also try Goldwave, but it isn't free. I like Goldwave more.
Posted 13 years ago2011-01-01 23:15:36 UTC
in Half-Life files Post #288550
Since the Wadfather has been down for years and I'm not sure if most of those texture packs are still available, here's all the wads I have:

Asylum - 84 textures
Preview
Download

Chronic - 83 textures
Preview
Download

NYC - 30 textures
Preview
Download

Graphtallica Pack 6 - 25 textures
Preview
Download

Graphtallica Pack 8 - 25 tetxures
Preview
Download

"Q3 Evil" pack 1 - 150 textures
Preview
Download

"Q3 Evil" Pack 6 - 114 textures
Preview
Download

Wasted - 50 textures
Preview
Download

St. Louis - 32 textures
Preview
Download
Posted 13 years ago2011-01-01 21:17:23 UTC
in Desktops of 2011 Post #288540
Same as last month so far.
Posted 13 years ago2011-01-01 21:10:55 UTC
in something is wrong with my HL1 Post #288539
Uninstall, wipe the GCF, and reinstall.
Just start from a blank slate, the game's only 400 megabytes.
Posted 13 years ago2011-01-01 18:37:59 UTC
in Theoretical Disaster Post #288527
I have 3 years before highschool
don worry.
This explains a lot.
All this mapping must seem new and exciting right now, and you are no doubt overwhelmed by a plethora of ideas for new maps.
Just try your best to keep your ambitions realistically balanced. You don't have to make everything at once.
Posted 13 years ago2010-12-30 17:56:40 UTC
in Theoretical Disaster Post #288403
It certainly seems to be working on my end.
Posted 13 years ago2010-12-30 17:10:49 UTC
in VTF ? Post #288386
Let's take a step back for a second, because there's a lot of conflicting information in this thread.

If you want a normal/bump/parallax mapped surface that is also reflective, there's 2 ways to go about doing it.

1. You can have a separate texture for your normal map and specular map. The specular map will have to be black and white, and the normal map should be a traditional bump map with all it's purple glory.
2. You can double down and let your normal map also act as a specular map. In this case, do not use a traditional, purple bump map. Use a black and white parallax map instead.

Disregard what I said about changing the value of $envmap, too. You need to add the $envmapmask field, instead, if you're using two separate images.
http://developer.valvesoftware.com/wiki/$envmapmask
http://developer.valvesoftware.com/wiki/$bumpmap
http://developer.valvesoftware.com/wiki/Bump_map

Consider trying some new tools while you're at it, because not all bump maps are created equally:
User posted image
Posted 13 years ago2010-12-30 16:48:39 UTC
in VTF ? Post #288380
Ahh, well look at what you've done...
"LightmappedGeneric"
{
"$basetexture" "test_textures\brickorange"
"$surfaceprop" "brick"
"$bumpmap" "test_textures\brickorange_envbump_map"
$envmap env_cubemap
"$envmaptint" "[ 0.7 0.7 0.7 ]"
"$normalmapalphaenvmapmask" "1"

//"$parallaxmap" "brickorange_heightmap"
//"$parallaxmapscale" "0.08"

}
First of all, you've told your normal map to also act as a specular map. That's what $normalmapalphaenvmapmask does, so just take that line out all together.
You also haven't specified your actual specular map to be used with the texture, so your black&white specular map isn't even being used at all.
Change the value of $envmap to match your specular map. Using "env_cubemap" there makes the entire texture equally shiney.
Posted 13 years ago2010-12-30 16:43:34 UTC
in Let us delete our own, editable posts Post #288379
Someone, please implement this if you ever get the time.
If you can edit a post to say something like "edit: never mind", you might as well be able delete it all together. It'd sure help with accidental double posts or half-baked posts.