Forum posts

Posted 17 years ago2007-03-26 22:05:57 UTC
in Oscillating Platform Post #217157
I assume that you didn't set it up correctly.

Are you triggering it into a continuous loop, or does it start automatically? Make sure it triggers...

make sure the Wait for retrig and fire once flags are OFF.

Other than that, it should work...

If you don't fix it, post it in a problem map...
Posted 17 years ago2007-03-26 03:07:19 UTC
in Sound Post #217088
I would recommend Goldwave, thats what I use.
Posted 17 years ago2007-03-25 14:57:35 UTC
in Announcement: Spambots Post #217041
um... what If I've already logged into every single spambot?

sorry...
Posted 17 years ago2007-03-23 16:29:00 UTC
in Half-Life: Hostage Situation Post #216785
wow, sorry :nervous:

The old ones look nothing like the new ones.
Posted 17 years ago2007-03-23 15:18:23 UTC
in Half-Life: Hostage Situation Post #216782
I like the last large shot, but the others look pretty plain to me, especially the one with just a bog room with one object in it...

Details... Details...

Nice job on the cords.
Posted 17 years ago2007-03-23 12:48:10 UTC
in Desktops of March Post #216776
the term... however odd it may seem in this context... is fantastical
Posted 17 years ago2007-03-23 11:13:06 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216770
Hes trying to steal it!!! watch out!
Posted 17 years ago2007-03-22 23:36:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216750
Glad I could help with the idea :D
Posted 17 years ago2007-03-22 17:05:07 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216722
If you do do it, I'd make Ferret more in 3rd person so we can admire your work. Plus, he wouldn't be able to attack... that would be... odd...
Posted 17 years ago2007-03-22 16:02:31 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216713
How about the character can morph into a Ferret when necessary, for those tight passageways to flip a switch or something...
Posted 17 years ago2007-03-22 15:54:28 UTC
in Help! anyone have this sound? Post #216712
Those beats are VERY interesting!

I bet I could calculate how this sound is made by using the intervals in between them...

(Bratty Gets to Work on Pointless stuff)
Posted 17 years ago2007-03-21 22:39:26 UTC
in Book Post #216678
Posted 17 years ago2007-03-21 22:37:23 UTC
in Func_illusionary acts like water Post #216677
your Contents is set on Volumetric Light,

Change it back to empty and it should be fine :)

[EDIT] oh, and if you place an enemy inside of a brush, even if its an entity, you will get the same error, and the monster will have green little bubbles surrounding it...
Posted 17 years ago2007-03-21 22:32:28 UTC
in Book Post #216675
Bratty Diagnoses Wrangler with a mild case of stupidity...
Posted 17 years ago2007-03-20 15:18:05 UTC
in Not transparent Post #216502
... and this belongs in the HL mapping questions forum ...
Posted 17 years ago2007-03-19 22:12:39 UTC
in Thanks Seventh Post #216441
Damn thread revivers...
Posted 17 years ago2007-03-19 15:44:57 UTC
in Mini Compos Post #216398
those things are so damn hard for me...

I like when I can pick up the pencil...
Posted 17 years ago2007-03-19 15:42:51 UTC
in Interview Post #216397
I'd e-hug you, but I have an irrational fear of small children. Never could figure out why...
Posted 17 years ago2007-03-19 15:40:45 UTC
in Book Post #216396
Kudos to Dr. Spock (Yes, thats you)

If I ever knock some girl up and she dies giving birth, leaving me with the youngin', I'll buy it :)
Well done, I think you're the first accomplished author on TWHL.
yeah, my novel never got published...
Posted 17 years ago2007-03-18 18:56:37 UTC
in Messed up skybox Post #216285
way to hurt my feelings :cry:
Posted 17 years ago2007-03-18 18:30:08 UTC
in Vampiric Sprites Post #216275
Solved it,

Thanks for... attempting to help.

It was an interesting glitch in the .spr
Posted 17 years ago2007-03-18 18:08:43 UTC
in Messed up skybox Post #216271
When you say load...

Do you mean you compiled the map again, or you ran it again?

Its obviously an OpenGL error, as your video card can't support it... I'm not too keen on these...
Posted 17 years ago2007-03-18 18:05:47 UTC
in anonymous Post #216270
I agree with World Crafter here, though anonymous posting brings nothing but trouble. If they want help, why not make a little commitment. Plus, if they make an account, there is a better chance of them coming back :glad:
Posted 17 years ago2007-03-18 15:54:40 UTC
in Vampiric Sprites Post #216238
I made a custom sprite, of a cartoon-esque watercolor fire.

When I use an env_sprite as additive, so that the black of the sprite is the background, an odd error occurs. There is a line of color across the top of the sprite that... well... just ruins the effect. it appears to be just floating there.

Now, why vampiric you ask...

Well, I would have included a screenshot, but whenever I take one, the line does not appear :aggrieved: :aghast: :o

this is probably pretty simple, as it is my first time making a completely custom sprite (Using the ever simple sprite wizard).

When I view it in the sprite viewer, the line does not show up...

I'm using palette maker to create a... well blended palette for all my different frames...
Posted 17 years ago2007-03-18 15:33:33 UTC
in I'm Back... HL2 This Time... Post #216237
yes saw you were right.

stupid question.
Posted 17 years ago2007-03-18 02:13:40 UTC
in anonymous Post #216210
I was looking back on some REALLY old threads, looking for an answer to my problem (Which I fixed), and I couldn't help but notice that everyone who posted anonymously was automatically a content contributor.

hmm???
Posted 17 years ago2007-03-17 22:31:36 UTC
in Brush Sizes? Post #216206
I like my answer better...
Posted 17 years ago2007-03-17 22:30:49 UTC
in I'm Back... HL2 This Time... Post #216205
Does the winking mean that it... isn't... legal. Thats important...
Posted 17 years ago2007-03-17 22:28:32 UTC
in Brush Sizes? Post #216203
well,

It looks dull to have large brushes like that. Most good maps will have a variety of small brushes, so that it looks better. If you really want a big gaping wall sticking out like that, then use one brush. A variety of brushes for one wall will actually make it worse, as the engine must process... well... more brushes. Instead of one side to light, it has to light two...
Posted 17 years ago2007-03-17 22:17:43 UTC
in trigger_multiple, but not... multiple... Post #216201
oh... hehe...

sorry, haven't mapped in a while :D

thanks!
Posted 17 years ago2007-03-17 15:01:53 UTC
in trigger_multiple, but not... multiple... Post #216167
okay, I already typed this, but apparently I wasn't logged in at it was deleted, so:

-I have a func_wall_toggle, named, lets say, wall_fandango. I want wall_fandango to appear because of a trigger, then disappear for good because of a trigger.
-I have a trigger_once, lets say, trigger_bobette. It makes wall_fandango appear in the first place.
-I have a trigger_multiple, lets say, trigger_blah. This goes to a multisource called... ms_happy, that to be activated must be triggered by both triggers, so that it won't trigger before the player hits trigger_bobette. This will make wall_fandango disappear, which is what I want.

now, question is: I want fandango to die, be done with, disappear, never to return... but when trigger_blah, due to its triggermultipleness... is triggered again, it reappears. I do not want this... Fandango must die...

Any suggestions?
Posted 17 years ago2007-03-17 12:03:11 UTC
in Half Life: Town Post #216148
You talkin' smack about HL1 mappers?

We're not ambitious are we?

:furious:
Posted 17 years ago2007-03-17 10:57:28 UTC
in Need help whith eror Post #216143
Copied and pasted from Tommy's site:

missing [ in texturedef

The 'missing [ in texturedef' message can be caused several ways:
* One or more faces has no texture, or the texturename is just made up of spaces. Check for problems in WC 3.3/Hammer should detect them as 'invalid texture' messages.
* The texture name on one or more faces has a space in the middle of the name somehow (Textures are not allowed to have spaces in their names)
* You are using Worldcraft 2.0 or 2.1, and the worldspawn has a key/value of "mapversion" "220" If so, remove it.
* A Worldcraft 3.3 map was imported into WC 2.1 or 2.2, same problem as above.
* A Worldcraft 3.3 map was imported into Quark, also the same problem :)
* The map is in Worldcraft 3.3's .map format, but the "mapversion" "220" is MISSING from the worldspawn (this is really rare).
Posted 17 years ago2007-03-16 18:29:56 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216101
I'm drooling over this...

You are an excellent artist Rimrook. :D
Posted 17 years ago2007-03-16 17:57:08 UTC
in TWHL Mix 2? Post #216095
Who said it was temporary ol' boy?
Posted 17 years ago2007-03-16 17:55:56 UTC
in Half Life: Town Post #216094
Very interesting...

but stupid!
Posted 17 years ago2007-03-16 17:53:32 UTC
in Mini Compos Post #216093
Once again...

WHAT?
Posted 17 years ago2007-03-15 17:50:02 UTC
in Themes anybody?? Post #215948
For atmosphere, check out one of the great tutorials that TWHL has to offer.

Take... this one for example:

http://twhl.co.za/tutorial.php?id=78
Posted 17 years ago2007-03-15 17:47:19 UTC
in Mini Compos Post #215947
haha, thats a good compo...
Posted 17 years ago2007-03-15 16:43:21 UTC
in Playing Map Post #215934
ewwww..... You're tricky sir Daubster....
Posted 17 years ago2007-03-15 16:42:19 UTC
in Half-Life: Hostage Situation Post #215933
I'm glad to see you all being so productive...
Posted 17 years ago2007-03-15 16:33:35 UTC
in Themes anybody?? Post #215931
May not be original, but I've yet to see a generally well done rubble map. A modern city that has been destroyed by some kind of a weapon would provide endless possibilities.
Posted 17 years ago2007-03-15 16:31:26 UTC
in OMG! URBAN MAKES THE NEWS! Post #215930
"Aisle Do"?

How lame...

Congrats.
Posted 17 years ago2007-03-14 21:33:04 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215846
I have a dog.

He's sober.
Posted 17 years ago2007-03-14 20:08:13 UTC
in geran rap Post #215840
You enjoy making a fool of yourself on youtube?
Posted 17 years ago2007-03-14 18:19:33 UTC
in Playing Map Post #215836
If a big ol' box says

Token too large

Its a .wad error...
Posted 17 years ago2007-03-14 18:01:36 UTC
in Playing Map Post #215832
I'm just throwing this out there:

It has nothing to do with the map, it is the server.
Posted 17 years ago2007-03-13 19:51:52 UTC
in Trenches! digin' in! Post #215779
make them in the ground.
Posted 17 years ago2007-03-13 17:25:43 UTC
in TWHL Mix 2? Post #215764
... its my idea ... :cry:
Posted 17 years ago2007-03-13 17:11:41 UTC
in Cant run my mod Post #215761
woah, I must have missed something!

You can run a .rmf?!?!?

Make sure BOTH the .BSPs are in the value/maps folder...