Forum posts

Posted 8 years ago2015-12-18 15:04:00 UTC
in SDK Compiler(s) Post #327800
i dont see why you couldnt compile it with any c++ compiler
Posted 8 years ago2015-12-14 20:26:50 UTC
in Lighting error - Help? Post #327777
are you using ZHLT or VHLT?
Posted 8 years ago2015-12-10 16:45:07 UTC
in Is the site dead? Post #327741
just smells funny
Posted 8 years ago2015-12-04 08:31:03 UTC
in Help getting Spirit of Half-Life working Post #327664
I have heard that sohl code is way messier than the original hl code...
Posted 8 years ago2015-12-03 16:53:04 UTC
in Trouble beginning with SDK. Again. Post #327653
dive into the web archive, tooooooooons of hl coding tutorials
Posted 8 years ago2015-11-24 16:41:21 UTC
in Models crash Hammer - help? Post #327527
my 3.5 doesnt crash but it needed some fix in the .cfg
Posted 8 years ago2015-11-20 09:22:07 UTC
in Can you trigger events based upon a dama Post #327492
Maybe you could have multiple buttons triggerable by damage and point them to a multisource so only with explosions you would trigger them all at once but you should get hl sdk, its really not that hard to code such things
Posted 8 years ago2015-11-09 23:33:12 UTC
in The Official HRAFD Progress/Troubleshoot Post #327439
there's a console cmd in hl2 thats outputs 6 skybox images for the current camera position
Posted 8 years ago2015-10-29 19:40:50 UTC
in Halloween 2015 Post #327360
eat your buddies and barbecue them afterwards instead, that will be a real halloween movie

edit:wtf did i just say
Posted 8 years ago2015-10-07 11:04:27 UTC
in Post your screenshots! WIP thread Post #327220
thats what the radius options are for in light_spot, u can make it something between a spot light and a point light
This post was made on a thread that has been deleted.
Posted 8 years ago2015-09-21 08:16:31 UTC
in Big Map Doesn't Fully Compile Post #326996
write email to gabe
Posted 8 years ago2015-09-17 14:06:38 UTC
in Post your screenshots! WIP thread Post #326978
I guess they are both
Posted 8 years ago2015-09-15 10:47:08 UTC
in Big Map Doesn't Fully Compile Post #326960
isnt the red circle the condom thing?

i mean cordon smth... nice work btw, dimbark
Posted 8 years ago2015-09-10 08:47:50 UTC
in Post your screenshots! WIP thread Post #326937
kinda like the real world, Strider. Yeah, that would be a nice metaphor

And Orange, Dimbark, very nice
Posted 8 years ago2015-08-29 17:02:49 UTC
in Unexplained compiling error... Post #326880
dont listen to this guy ^
Posted 8 years ago2015-08-23 13:41:53 UTC
in Weapon creation guides? Post #326814
welcome
Posted 8 years ago2015-08-23 02:01:54 UTC
in Weapon creation guides? Post #326803
Posted 8 years ago2015-08-21 15:22:29 UTC
in Weapon creation guides? Post #326789
I've seen one decent tutorial on HL weapon coding somewhere deep in webarchive, tho you gotta find it yourself!:p
Posted 8 years ago2015-08-20 13:30:44 UTC
in Unexplained compiling error... Post #326779
Simply give the spotlights a very narrow angle, like 10 degress, bring them close to wall and point them upwards (with info_target?) maybe you can use the pitch yaw roll dunno and the wall has to have a texture with small enough scale, at least 1.0, if the scale is very big you wont get that beam so defined, you dont need to make the entire wall 1.0 or 0.5, just the parts where the light falls
Posted 8 years ago2015-08-19 08:41:25 UTC
in Entities/Brushes Vanishing at Certain Po Post #326768
Mapping off grid is not a bad idea, its a great ability if you get hold of it. If you wanna map something realistic, youll never be on grid
Posted 8 years ago2015-08-18 03:05:29 UTC
in Entities/Brushes Vanishing at Certain Po Post #326757
Posted 8 years ago2015-08-16 09:49:39 UTC
in How to put jumpscares? Post #326746
ther ar ways to decompile maps so u can see how its done!
Posted 8 years ago2015-08-15 14:00:09 UTC
in Entities/Brushes Vanishing at Certain Po Post #326732
I removed that hint skip thing in the middle, compiled with -full and nothings disappearing

Also I noticed that everything in your map is off grid. It's not a bad thing, but relying on grid makes it way easier to map and to avoid bugs. It's nice that youre using func_detail but you dont need to use it for very big walls, they should remain world brushes so visibility can be calculated properly.
Posted 8 years ago2015-08-13 16:39:34 UTC
in Entities/Brushes Vanishing at Certain Po Post #326712
can you post the god damn .rmf?
Posted 8 years ago2015-08-12 20:56:34 UTC
in Planning a map... with words? Post #326700
I had a similar idea for a compo long ago, we would all write one detailed story and then everyone would have to recreate it but of course everyone's imagination is different and it would be interesting to see how all the maps differ yet resemble each other. Or anyone could write their story and then only one would be voted out.
Posted 8 years ago2015-08-09 19:46:02 UTC
in Windows 10 Desktops Post #326661
Posted 8 years ago2015-08-04 19:09:31 UTC
in Entities/Brushes Vanishing at Certain Po Post #326635
This has nothing to do with too many details, it's probably a bug, you should email vluzacn, ive heard hes releasing a new version soon
Posted 8 years ago2015-08-04 18:46:57 UTC
in Unexplained compiling error... Post #326633
Low -gamma might help with the contrast but RAD isn't really important. Take a look at Kachito's map, almost exactly what you want: http://twhl.info/vault.php?map=6064

You just have to play with the lighting, sprites, etc, fiddle around more and learn all kinds of tricks and hacks, illuminated textures, conveyors. You CAN make a scene like this in HL1 if you really want.

edit: ops i meant high -gamma, like 1 or 2, default is 0.5
Posted 8 years ago2015-08-03 13:52:11 UTC
in Entities/Brushes Vanishing at Certain Po Post #326628
If you are compiling VIS in fast mode first try compiling VIS in normal and -full modes
Posted 8 years ago2015-08-02 11:20:01 UTC
in Unexplained compiling error... Post #326614
abbadon, you can make the map as big as the engine allows, it's just a matter of sacrificing detail
Posted 8 years ago2015-08-02 11:16:00 UTC
in Has someone coded this yet? Post #326613
vlucazn's tools help greatly with spheres, domes, donuts etc, you can make them with qtools as well, but vhlt's func_detail helps to avoid all kind of bugs and has way better lighting
Posted 8 years ago2015-07-31 14:44:10 UTC
in Has someone coded this yet? Post #326599
Yeah, moving to Source would be smarter than implementing such a thing in HL1. Some of these things you can do manually, you make an invisible brush of similar shape inside the model for it to cast shadows and to have player/bullet collision. If you have really big models and their poor lighting makes them look out of place, you can try to bake some shadows or some ambient shadowing on their textures, I've seen this done with Blender for HL1, but then you could just make them out of brushes and since vluzacn's tools have a great entity called func_detail you can do great things with brushes now in HL1.
Posted 8 years ago2015-07-26 23:02:30 UTC
in Player´s eye position in game Post #326573
There is one weird thing about player size in hl, the shape is specified when compiling or something, in some kinda "hulls" file or something... not sure, but ESF (earth's special forces) mod has smaller player models, so u gotta use special values for that otherwise youre floating one meter from the floor or smth as well... vluzacns tools have an entity for this thing, but im not sure really

heres passage from zhlt.info:

"-hullfile file

Load a custom hullfile.

Loads a custom set of hulls for the collision hull generation. The file is composed of 3 lines of 3 whitespace delimited numbers. Each line is an X Y Z size of the bounding box it is for. Only specific mod authors and their mapping teams should ever worry about this feature."

http://zhlt.info/command-reference.html

like so:

8 8 18
24 24 24
8 8 12
This post was made on a thread that has been deleted.
Posted 8 years ago2015-07-13 22:08:23 UTC
in TWHL Tower Post #326372
in fact I found Malle's map more fun than the entire Portal 2, lol
Posted 8 years ago2015-07-13 21:25:03 UTC
in TWHL Tower Post #326370
what a bunch of idiots, Malle's map was the best so far
Posted 8 years ago2015-07-06 19:08:05 UTC
in gordon freeman slav holiday Post #326210
about you, orange
Posted 8 years ago2015-06-21 02:27:55 UTC
in Post your screenshots! WIP thread Post #326047
Archie, have you thought of using vhlt's info_translucent? might do wonders for this thing
Posted 8 years ago2015-06-21 02:25:52 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326045
some things might line up, math is full of secrets
Posted 8 years ago2015-06-20 19:26:36 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326038
for building stuff at weird angles
Posted 8 years ago2015-06-19 19:39:45 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326033
Penguinboy, ever thought of implementing rotatable grid?
Posted 8 years ago2015-06-11 21:11:15 UTC
in Proper dark style of my map: which light Post #325903
for example the new _spread parameter for light_environment in vluzacns tools might generate 100000 lights if the angle is big but the light style is single
Posted 8 years ago2015-06-11 20:25:38 UTC
in Proper dark style of my map: which light Post #325900
if theyre all without a name or with the same name theyre gonna be treated like one light style
Posted 8 years ago2015-06-11 18:57:29 UTC
in Proper dark style of my map: which light Post #325895
color doesnt matter Tetsu0
Posted 8 years ago2015-06-11 16:24:51 UTC
in Proper dark style of my map: which light Post #325889
it doesnt matter how many lights you use, even if a 1000, theyll be all baked to one lightmap
Posted 8 years ago2015-06-07 16:40:53 UTC
in Now Gaming: ... Post #325833
how mentally retarted u have to be play such games when u can go outside and play it for real lol
Posted 8 years ago2015-05-25 16:23:09 UTC
in Lightning problems on HL 1 Map Post #325662
Models take color and brightness values from the lightmap of a world brush beneath them, so make sure their center/origin isnt stuck in a wall, i think you can manipulate it with using a single "bone" or whatever theyre called in models, also make sure the origin isnt even a bit off a ledge, because itll take values from the bottom of the pit which is probably dark. The max height models can take values is limited too, so maybe u could modify it in the code if its there, itd probably be better for those sentinels to take values from surface on top of them rather than beneath them
Posted 8 years ago2015-05-23 20:40:31 UTC
in Post your screenshots! WIP thread Post #325643
damn using the source engine to make games that would be happy on a megahertz cpu, weird weird stuff

i think it would be more fun to make such games run within the game, like on those interactive panels in doom 3, i guess quite possible on source too

-bugbug
Posted 8 years ago2015-05-13 17:18:29 UTC
in HELP: Basic shapes and grouping Post #325534
Sources displacements are ugly, people dont know how to use them, your noobish method is way nicer looking