Forum posts

Posted 16 years ago2008-01-14 09:14:58 UTC
in valv.wad Post #243395
Use this link to download the bacth complier (which is very easy to use) and see the following picture:
picture here
Posted 16 years ago2008-01-14 09:00:09 UTC
in Geometry Challenges Post #243394
It is not fully symmetrical, from the side views it looks like as a 18 sided prism and is not a perfect circle. BUT I need to shut my mouth, because I just cant create it with Hammer. My vertex points in game were not in the correct position or I got many errors in my compile. With Quark it is just takes me 5 minutes or less, I wonder how to make you guys it with Hammer. :o
Posted 16 years ago2008-01-14 08:20:19 UTC
in block light with doors question Post #243392
Just think about when the door is opened, isnt it ugly too?:
picture
Posted 16 years ago2008-01-13 15:28:12 UTC
in valv.wad Post #243357
Type "-wadinclude mywad.wad" in the additional parameters field.
all commands here
Posted 16 years ago2008-01-13 12:04:10 UTC
in Geometry Challenges Post #243343
I accept Tetsu0 solution, even if it not working in a compiled map due to the coplanar faces error, but no one takes any effort... So Tetsu0 would you like to make the challenge #4? Maybe I would join with my not so high experience in Hammer... :glad:
Posted 16 years ago2008-01-13 00:56:47 UTC
in Geometry Challenges Post #243321
Anyway I created it in Quark, but a little bit more detailed one. From the top view it looks like as a 20 sided prism, but from the other two view it is more detailed. This one takes me less then 3 minutes with compile. I put the sphere into a func_wall entity to short the compile process time. Only contains the bsp file, cuz no one uses Quark and it makes errors in Hammer (as mentioned above).
Link
Now I am going to sleep, cuz the time is 4:50. Hopefully when I get up we have the winner, who has the honor to figure out the geometry challenge #4 (if he likes). Tetsu0 is so close... :cool:
Posted 16 years ago2008-01-12 22:51:10 UTC
in Geometry Challenges Post #243311
Nice Tetsu0...you gonna make it
Posted 16 years ago2008-01-12 22:38:54 UTC
in Geometry Challenges Post #243307
Ok, then let it be 12.
Posted 16 years ago2008-01-12 22:25:10 UTC
in Geometry Challenges Post #243303
I didnt want to make it too hard, but yeah 12 sides looks like much more beautiful.
Posted 16 years ago2008-01-12 22:20:21 UTC
in Geometry Challenges Post #243302
http://quark.planetquake.gamespy.com/
I also use zhlt compile tools. And geometry challenge means creating geometric bodies for me. By the way creating it in quark is just two clicks.
Posted 16 years ago2008-01-12 21:44:33 UTC
in Geometry Challenges Post #243297
Yes you can, and also create maps for more than 20 games, including:
Half life, Half life2 (unfortunatelly it cant handle the displacement, which is very big disadvantage), Crystal Space, Doom3, MOHAA, Quake1-4, SOF, SOF2, ...

If I would make the Geometry Challenge #3, I will say:
Create a sphere from one brush, which looks like as a 10 sided prism in the 2D views.
Posted 16 years ago2008-01-12 21:19:39 UTC
in Geometry Challenges Post #243295
It's a Hammer only contest
I am so sad about that :cry: ...I feel like I bowl out. I also started mapping with WorldCraft, but it made me a lot of errors on my maps (most caused by bad vertex manipulation).
doing it in Quark is so much easier
That is why I am using it. Vertex manipulation is not a morphe mode in it, this made me angry so many times in Hammer, because just simply cant undo moving of one vertex (must exit morphe mode to undo changes you made). And just cant create an invalid brush in Quark by vertex manipulating, rarely it can make error in your compile, but not in the building part. This means that when you move a vertex in an invalid positon the whole brush transforms to make the brush valid.
Quark is a bad level editor
laugh...
I am not saying Hammer is bad (I also use it sometimes). It has a very big advantage in texturing, but Quark has a very big advantage in creating brushes.
nothing in quark that you can do that hammer cant
That's right, but why should I spend 5 minutes on creating a stairs if I can do it in just 1. There are many usefull stuff in it, Half life RAD editor (for texture lighting), shape builders (bevel, arch, staircase maker,...), some precreated brushes (like pyramid, prisms (8-10 sides), wedge,...), advanced search (bad tex scale, find microbrushes, find thin faces,...), you can mark your selection and can make some advanced selection, for example there are options to select only brushes, only entities and everything,...there are plenty which I didn't mentioned. I am sure Quark is more advanced in creating polyhedrons.
the navigation is all weird in quark
It can be for the first time, but after a little practice you will figure out it is much more easier (for me sure).
The usage of it is optional...
Posted 16 years ago2008-01-11 23:32:55 UTC
in Geometry Challenges Post #243236
Yeah, got it:
T-joint
textured pipe section
Maybe I am going to make a little example map tomorrow if I have enough time...
Posted 16 years ago2008-01-11 19:46:25 UTC
in Geometry Challenges Post #243227
It can cause problems when trying to compile it with Hammer or any external compiler, but it can be compiled correctly in Quark, I have started building it with it because I like it much more than Hammer.
Thanks for the comment MuzzleFlash, I figured out how to create the T joint from 4 brush. Now the building part is ready, but still have problem with the alignment on its faces. They are already aligned to the world. Is there a way to fix it and of course how?
Ugly bended pipe
Thanks in advance
Posted 16 years ago2008-01-11 15:25:40 UTC
in ...bevel. Post #243215
This texture acts like a NULL texture but also doesn't expand when generating clip hulls. It can be used to eliminate exterior corner clipping bugs without using "-cliptype precise" (although "-cliptype precise" is still the recommended method for removing clipping errors, as this feature is experimental).
Posted 16 years ago2008-01-10 10:01:26 UTC
in VIS just fails ... Post #243119
I suggest not to use Hammer for compiles, use external ones like this:
http://halflife.bluefang-logic.com/file.htm?act=view&id=1
Posted 16 years ago2008-01-10 09:54:33 UTC
in Geometry Challenges Post #243118
Posted 16 years ago2008-01-09 20:07:50 UTC
in Laggyness Post #243065
You have to start your map like this:
http://twhl.co.za/tutorial.php?id=41
Because it is only working in developer mode. So when you double clikk on the launch icon and the game automaticly start a server with that map.
Posted 16 years ago2008-01-09 19:59:58 UTC
in Geometry Challenges Post #243064
lol :biggrin:
Posted 16 years ago2008-01-08 12:27:00 UTC
in creating rugged terrain Post #242955
"The Bing" is aslo made me laugh, I just now realised that how to add images in my post and give it a try...I dont want to take the shine out of that. :o
Posted 16 years ago2008-01-08 10:05:35 UTC
in creating rugged terrain Post #242948
To start the normal Source SDK go to its properties/launch options and type "-engine ep1", then start the SDK and it is gonna bring up a window, there is the version of Hammer what you need.
User posted image
Posted 16 years ago2008-01-08 09:48:30 UTC
in Geometry Challenges Post #242947
I still have problems with understanding it, but now I created a wedge (5 sides and 6 vericies) from a 4 sided pyramid (5 sides and 5 vertices) and a 4 sided brush (4 sides and 4 vertices):
http://rapidshare.com/files/82196205/redka_solution_2.rmf.html
Posted 16 years ago2008-01-07 22:27:36 UTC
in creating rugged terrain Post #242910
You need to buy a game based on source engine, after that download the source sdk, and then you have Hammer. You didnt find displacement and info_player_counterterrorist because that version of Hammer is for the goldsouce engine (like half life 1 and cs).
Posted 16 years ago2008-01-07 22:24:26 UTC
in Geometry Challenges Post #242909
I think I didnt understand totally what you would like (can it be my bad english), but here my answer:
http://rapidshare.com/files/82099119/redka_solution.rmf.html
Posted 16 years ago2007-12-23 07:17:51 UTC
in func door rotating Post #241790
Posted 16 years ago2007-12-23 07:04:04 UTC
in func door rotating Post #241788
Is it gonna be a guillotine?
Posted 16 years ago2007-12-23 06:46:51 UTC
in func door rotating Post #241786
creating a door:
http://twhl.co.za/tutorial.php?id=5
But what do you mean on it flys into the air?
Posted 16 years ago2007-12-16 13:42:43 UTC
in Error: No Lights! Post #241202
Posted 16 years ago2007-12-15 16:17:58 UTC
in Error: No Lights! Post #241060
I think the epoly value is too high, which cause lagg on this map, and he wants to optimize it somehow, scalling is one of those tricks which solves it.
Scale 1 means that the texture is not scaled, in the game higher resolution textures (512X512, 256X256,...) cause bigger squares and smallers (96X96,...) cause smaller squares at the same scale. So an 128X128 texture with scale 2 has the same square size as an 512X512 with scale 1.
Posted 16 years ago2007-12-15 16:13:46 UTC
in Error: No Lights! Post #241057
Scale it up and you will see the difference, on large areas, like on rats maps it is 3 to 5 ont the most of the map, because it makes less patches.
Posted 16 years ago2007-12-15 16:09:40 UTC
in Error: No Lights! Post #241053
Those are the patches, scalling the texture up (e.g. to 3) makes bigger squares...
Posted 16 years ago2007-12-15 09:37:40 UTC
in Glass Post #241020
Yes u are right but throwing the grenade is breaking it, I tried it myself... :zonked:
Posted 16 years ago2007-12-15 08:11:48 UTC
in Glass Post #241016
The problem still be with these options of func_breakable, 'material' unbreakable glass and 'strenght' 99999... :nervous:
Just make it as a simple func_wall...
Posted 16 years ago2007-12-15 07:57:52 UTC
in player spawn switching Post #241014
http://twhl.co.za/mapvault_map.php?id=4908
Don' be affraid that after the first round you spawning back to the same spot, when joining players to servers after the second player joined a new game commercing and that would be the real first round...
This is just one ct spawn... all player need these entities, except multimanager, because they can control up to 16 separate events.
I think your idea can be solved much more easier with the func_wall_toggle technic...ask if you need an examlpe map for it...
Posted 16 years ago2007-12-15 07:48:55 UTC
in Glass Post #241013
Is this glass is going to be an unbreakable one, if yes, then make it with func_wall or with func_breakable, but in this case the 'strenght' value need to be high, like 99999.
Posted 16 years ago2007-12-14 17:29:20 UTC
in player spawn switching Post #240933
With func_wall_toggle you can rotate it, but it is not a real one, because it can make the brushes visible and invisible. The first func_wall_toggle tied to the original brushes and to the rotated one. It is too complicated for me to say how to get it work, but if you like I can make for you an example map...also need four trigger_relay, three multimanager, two trigger_changetarget and a func_door...
Posted 16 years ago2007-12-14 15:37:58 UTC
in name change entity function ? 2nd post Post #240915
As I understand you need the trigger_changetarget entity...
Posted 16 years ago2007-12-14 15:32:16 UTC
in Rock/Boulder Construction Post #240914
Isn't in Hammer a terrian maker tool?? Because in Quark there is a good one...xD
Posted 16 years ago2007-12-14 15:30:22 UTC
in Error: No Lights! Post #240913
As you can see, a 8 day compile time is possible.
http://www.countermap2.com/Tutorials/tutorial3162.html?id=26
Posted 16 years ago2007-12-14 15:26:30 UTC
in player spawn switching Post #240912
Use teleports and changetargets
Posted 16 years ago2007-12-11 18:34:02 UTC
in Blue/Green textures not visible Post #240677
set fX amount 255 and rendermode solid as metioned before.
Posted 16 years ago2007-12-10 06:04:44 UTC
in some questions Post #240464
Try to use another button instead of a trigger_multiple. Tie the ground into func_button, dont move and touch activates flags must be ticked.
Posted 16 years ago2007-12-08 16:38:09 UTC
in some questions Post #240261
Posted 16 years ago2007-12-07 17:52:05 UTC
in some questions Post #240143
U have to do the resetting thing not with the button, but with what its targeting to...with 'trigger_relay' U can turn on, off and toggled things like lights. The door (main, resetting) targets to a multi_manager which targets to a trigger_relay, it targets the thing U'd like to turn off, this turns it into off state...
Posted 16 years ago2007-12-05 18:33:30 UTC
in Textures Post #239986
Posted 16 years ago2007-12-03 20:11:06 UTC
in TELEPORTERS Post #239816
The mistake with the teleports is when a player reaches the buttom he is teleporting back to the begining what is feel like you sliding continiously, but from another players view who started sliding a little bit later, see that the other dissapears and will be on a higher position (sorry, i cant exlpain it...)
maybe from the pictures you understand:
http://img137.imageshack.us/img137/4264/mistaketelega7.jpg
But unfortunatelly i havent got any solution for this, sorry...
Posted 16 years ago2007-12-03 16:48:19 UTC
in TELEPORTERS Post #239796
In awp_speed the texture is moving not the trucks, it uses func_conveyor and a texture with SCROLL in its name...
Posted 16 years ago2007-12-03 16:44:08 UTC
in Complex func_button event Post #239795
Use the 'multisource' entity...
Posted 16 years ago2007-12-03 08:28:56 UTC
in MotM: November Post #239743
pls_fy_deak_square is my vote, it looks very nice...
Posted 16 years ago2007-12-02 17:29:29 UTC
in Reducing file size Post #239680
Create tables and chairs as a modell, this will reduce wpoly (brushes), but raise epoly (modells).