Forum posts

Posted 10 years ago2013-05-28 18:13:51 UTC
in TWHL Coop Ideas? Post #313713
Our building should have multiple elevators, maybe two person elevators and one service/freight elevator, the latter is of course a bit bigger than the person elevators.
That as well as two stairwells, a building should have two, in case of fire in one stairwell.

Thinking out loud here. :nuts:
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 years ago2013-05-21 21:06:55 UTC
in Now Gaming: ... Post #313651
Some Simcity shots. Sorry for the HUD, I thought I had that disabled when taking screenshots, but apparently not.
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The Mad Carrot The Mad CarrotMad Carrot
Posted 10 years ago2013-05-21 17:40:22 UTC
in TWHL Coop Ideas? Post #313649
Things are indeed getting too complicated here.

I say skip the whole exterior part and just go for interior only. We can always 'wrap' an exterior around the whole thing later, when all participants have submitted their 'floors'.

Right now we have to decide how big each floor is going to be and how many floors (# floor = # participants) we want for the building.
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 years ago2013-05-16 21:26:05 UTC
in TWHL Coop Ideas? Post #313573
Maybe everyone who's going to participate should get that Hammer patch (Trimesh) that allows for 8192 grid size as well as the floating points fix and "displacement" terrain.

Here's hammer.exe with Trimesh and Vluzacn's hacks already applied:
hammer_trimesh_vluzcan_floatingpoints.zip

I also recommend VHLT, Of course.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-05-13 12:28:04 UTC
in Desktops of May Post #313504
@TJB, is dat Kerbal Space Program? Ftw!
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-05-12 17:17:03 UTC
in TWHL Coop Ideas? Post #313487
Yeah, some coop mapping, we haven't done one of these in a while. I like the skyscraper idea. My vote goes to GoldSource as well, it would be a great opportunity to test run my Compilator 3 even more. Hell, I should just say fuck it and finally release the damn thing once and for all just for the purpose of this coop mapping project.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-05-10 21:41:58 UTC
in Desktops of May Post #313464
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The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-04-01 12:57:16 UTC
in trees problem in my map? Post #313242
It seems you don't understand how Hammer/Half-Life finds the custom assets you've specified in your entities.

If you're mapping for regular ol' Half-Life, that is a singleplayer map or a multiplayer deathmatch map, custom assets should go in:

.valve\models for custom models
.valve\sprites for custom sprites
.valve\sound for custom sounds.

Then in the entity you only need to specify the relative path. Let's say you have a custom model named tree01.mdl and you've placed it in Steam\steamapps\common\Half-Life\valve\models, then what you need to enter in the entity is not the whole path, but only the part starting from the valve folder, so you enter: models\tree01.mdl.

You can, if you like, create subfolders in your models directory, for example:

Steamsteamapps\common\Half-Life\valve\models\trees

Then the relative path in your entity should read:
models\trees\tree01.mdl

The same goes with sprites and sounds.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-04-01 12:46:20 UTC
in hammer dosent work? Post #313241
It's a human error, not a Hammer error. Also there's no need for a new thread, just continue here: http://twhl.info/forums.php?thread=18332&page=last
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-03-11 00:09:04 UTC
in Now Gaming: ... Post #313014
Homes and school:
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Factories at night:
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Oh damn!
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The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-03-05 18:27:33 UTC
in Now Gaming: ... Post #312909
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Serious Sam 3.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-03-05 16:23:29 UTC
in Model cow? Post #312908
Enough of this.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-02-28 21:40:07 UTC
in Now Gaming: ... Post #312803
What game is that?
Far Cry 3.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-02-28 17:52:24 UTC
in Now Gaming: ... Post #312798
Pretty.
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The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-02-12 23:57:36 UTC
in Sky texture question Post #312589
This, right:

Outside the building:
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Inside the building:
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Map is c2a5e.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-01-29 23:13:27 UTC
in Trimesh (displacements Hammer 3.5) Post #312370
Good work. :)

You can ask a moderator to modify the first post.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-01-24 17:30:29 UTC
in Trimesh (displacements Hammer 3.5) Post #312319
Thanks, good work, I'll sticky this topic for those who are interested. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-01-21 21:19:16 UTC
in Trimesh (displacements Hammer 3.5) Post #312288
Check your pm.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-01-20 22:19:35 UTC
in Trimesh (displacements Hammer 3.5) Post #312282
Can I still make modifications to it after Trimesh has been added?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-01-20 18:30:08 UTC
in Trimesh (displacements Hammer 3.5) Post #312275
Yes it's only cosmetic changes, I resized a couple of controls and dialogs with Resource Hacker.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-01-20 16:07:48 UTC
in Trimesh (displacements Hammer 3.5) Post #312273
I already use a modified Hammer executable. Is there a way to add Trimesh support to my Hammer executable without loosing my modifications?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-01-17 22:12:44 UTC
in malformed face Post #312234
Make sure you're not using old tools. Go get VHLT V30 or at least SHLT 3.9.

It possible to find the exact location of the problem in your map by using the coordinates provided in the compile log, but that might be a hard thing to do. Do you recall any overly stretched textures on your brushwork? If you do, that could be the cause of the error.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2013-01-10 00:35:08 UTC
in Half Life alpha 0.52 Post #312139
I like how the halflife.wad file actually has some "new" textures in it that don't exist in the retail/Steam version halflife.wad. I'd use them. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-12-25 15:42:18 UTC
in Post your screenshots! WIP thread Post #311860
Very nice, Dimbark.
Dammit Jeb, look what you made me do!
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The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-12-22 22:04:21 UTC
in Now Gaming: ... Post #311808
Picked up Painkiller the Complete Pack, so that's what I'm playing now.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-12-10 16:07:42 UTC
in Lighting Issues Post #311468
I don't know anything about CS:GO mapping but try compiling with HDR and of course build your cubemaps.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-12-06 17:08:46 UTC
in Now Gaming: ... Post #311373
I'm enjoying Far Cry 3 at the moment.
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Idiot.
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I got killed by it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-11-24 22:39:18 UTC
in Now Playing: ... Post #311141
Approaching Nirvana - Low Pressure Zone
This is absolutely beautiful...
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-11-08 01:36:07 UTC
in increased vis times Post #310838
Better yet, get VHLT and func_detail your brushwork instead of func_walling it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-11-01 17:00:43 UTC
in Half Life map at fullbright with no leak Post #310717
Did RAD complete without error this time?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-11-01 16:38:22 UTC
in Half Life map at fullbright with no leak Post #310711
From the log you posted, it looks like you're compiling your map twice, all tools, CSG, BSP, VIS and RAD seem to run twice, but you're passing an invalid parameter (-maxlight -1) to rad when it runs for the second time, causing it to fail and thus making your map fullbright.

How are you compiling your map? Do you use Hammer to compile or do you use a front end? Also, the tools you're using are quite old. Look up VHLT on the SvenCoop forums to get the latest and best tools for GoldSource.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-10-19 19:59:20 UTC
in AirMech Post #310460
Thanks.
And thanks again, d.ice. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-10-18 16:29:37 UTC
in AirMech Post #310430
*Raises hand
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-10-04 14:52:20 UTC
in Reopening VMF throws vertices off-grid Post #310232
Hammer has been doing that since day one, when the Source SDK first came out.
I haven't mapped enough to tell if this will fix the issue, but you can try opening the file hammer.dll with a hex editor and search for (%g %g %g) (%g %g %g) (%g %g %g) and replace it with (%f %f %f) (%f %f %f) (%f %f %f). Again, I'm not sure if this will do anything. Make sure you keep a copy of the modified hammer.dll file in case the SDK decides to replace it with an unmodified dll.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-10-02 17:15:11 UTC
in help with randon target :) Post #310204
You can use an env_beam for random triggering. Take a look at this tutorial if you need help setting one up: http://twhl.info/tutorial.php?id=178
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-09-25 17:29:51 UTC
in Black Mesa: Source Set for Release! Post #310056
Like when you had to free the scientists in Questionable Ethics. When the military came in from the skylight, I had to restart about a dozen and a half times.
^That.
Holy crap. Took me over a 100 tries to get through that part. I was on hard difficulty and I dare to say that the vanilla HL equivalent of that scene on the same difficulty is much easier to get through.

Nuts.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-09-18 18:02:07 UTC
in Black Mesa: Source Set for Release! Post #309920
I finished on hard difficulty and I have to say, fighting grunts is a lot harder than in vanilla HL, even with 100 hp and 100 suit power, the grunts blast you away in no time at all.

I also find aiming with the scope of the crossbow really hard, it's very difficult to get the crosshair exactly on the target, because of how it seems to jump several inches in any direction as you try to aim at something.
So basically the equivalent of Episode 2's garden gnome?
Correct.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-09-17 16:43:54 UTC
in Black Mesa: Source Set for Release! Post #309892
Has anyone found the hat and send it to Xen? I actually found TWO hats but was only able to carry one with me to the teleporter to Xen because i lost one. I didn't get the achievement though. Maybe i had to carry the first hat that i found with me and not the second hat?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-09-16 15:39:09 UTC
in Black Mesa: Source Set for Release! Post #309867
In the cliff level, where you see 3 fighter jets fly by as you come out of the tube, has anyone noticed that graphic/visual glitch where the detail textures on the terrain in the 3D skybox disappear when you turn on your flashlight?

I also don't like that scientists don't heal you if your health is 50 or lower.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-28 17:38:44 UTC
in The Core Post #309426
Wow, I wish I could do textures like that. I have Photoshop but never really got into it, as I don't know where to begin, what tool or which filter to use.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-24 11:47:10 UTC
in Worldcraft crashing when re-opening the Post #309319
As suggested by JeffMOD, look for a .max file. It's a backup of the .map file. You may also find a .rmx file which is a backup of the .rmf file.

Also you should only load and save .rmf files in Hammer, never the .map file (unless you know what you're doing) because those are used by the compile tools.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-22 12:28:27 UTC
in mat_fullbright 1 Post #309259
Indeed, but you will see weird lighting/shadows here and there if you have a leak.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-13 16:29:13 UTC
in Just Finished Gaming: ... Post #309004
Name the games you've recently finished/completed and write a short mini review whether you enjoyed it or not.

I finished Wolfenstein (2009) recently. I liked it, but it has its share of annoyances such as voice actors with overly annoying accents and continuously respawning Nazi's.
Still, I enjoyed it. The ending was pretty darn spectacular too.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-11 10:41:07 UTC
in limit? Post #308955
There is, 16.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-09 21:03:35 UTC
in Now Gaming: ... Post #308912
Yes, i can confirm Hamachi works fine with Minecraft, just make sure you allow incoming connections for Hamachi in your Windows firewall.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-08 14:33:42 UTC
in Black Mesa: Source video leaked Post #308871
We probably won't see this coming out for another 3 years, I'm sure. :/
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-02 21:23:24 UTC
in [UTILITY] Compilator 3 Public Beta Post #308729
Yes, i looked at the compile process when i compiled with Hammer, couldn't find anything other that the -game parameter and vmf path.

You know what, screw Source support, it's not working.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-02 15:57:50 UTC
in [UTILITY] Compilator 3 Public Beta Post #308726
Well I've just tried it. Made a simple map in Hammer for Half-Life 2 using only vanilla textures. First i compiled it with Hammer to make sure the map is error free, and it was.

Next i created a batch file and placed it in sourcesdkbinsource2009bin. Then I run it and guess what? Vbsp still crashes and i get missing material errors, just like many years ago when i last tried it.
User posted image
What the fucking fuck?

Here's my batch code:
vbsp.exe -game "d:steamsteamapps<USERNAME>half-life 2hl2" "D:Steamsteamapps<USERNAME>sourcesdk_contenthl2mapsrccompilator3_test_level.vmf"
vvis.exe -game "d:steamsteamapps<USERNAME>half-life 2hl2" "D:Steamsteamapps<USERNAME>sourcesdk_contenthl2mapsrccompilator3_test_level"
vrad.exe -game "d:steamsteamapps<USERNAME>half-life 2hl2" "D:Steamsteamapps<USERNAME>sourcesdk_contenthl2mapsrccompilator3_test_level"
I'm still thinking I'm missing some kind of parameter that vbsp needs in order to run properly. Only God knows what.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-01 23:11:26 UTC
in [UTILITY] Compilator 3 Public Beta Post #308693
True, but when i tried it, it didn't work. Maybe i was missing a parameter? Perhaps i should try it again first.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2012-08-01 19:46:45 UTC
in [UTILITY] Compilator 3 Public Beta Post #308690
No, that does not mean "yes " to my "quetstion". I need to know if it's currently possible to compile a Source map outside Hammer with a batchfile without causing those missing material error and that vbsp crash.
The Mad Carrot The Mad CarrotMad Carrot