Forum posts

Posted 14 years ago2010-04-30 02:43:53 UTC
in SDK gone wild Post #280875
I've updated nothing, rebooted a couple times, tried making new or edit old maps all come to the same odd glitch. I cant see anything in the top/right/front windows except the odd model which only became visible by toggling show models in 2D. Only think I've not tried yet is deleting SDK and redownloading it. Anyone have previous experiences with such behaviour?

Screeny:
http://yfrog.com/5s38507315p

Edit:
The black grid under the tree is me selecting the group of objects, used to colour is as red instead of grid it black.

Edit:
Never mind, its fixed now. SDK did an update patch or something this morning and all objects are visible again.
Posted 14 years ago2010-04-24 03:38:52 UTC
in Source question/idea. Post #280751
Hey all,

New to source mapping. Got an inspiration from assassins creed 2 to try and create my 1st source map as goodlooking as the game was. I came across an idea when trying to come up with stuff to fill the streets and reduce visibility, civilians.

Would is be possible to make npc's walk/run arround the map in a multiplayer game?
Posted 15 years ago2009-04-06 05:46:04 UTC
in HLDM SERVER! ! ! Post #265088
I could ask my friend if he was willing to put a HLDM server running on to his server machine. Hes got way more bandwith than he can use alone and was thinking of getting his own DoD server, however I kinda trashed that idea after I made him look at how many DoD servers there currently is on Steam.
Posted 15 years ago2009-04-04 05:45:04 UTC
in Desktops of April Post #265010
Heres mine :)
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Posted 15 years ago2009-04-01 10:13:22 UTC
in Transparent modeling? Post #264852
Any idea how this could be done with Milkshape 3d. Working on an oil lamp (see below) and ofc I'd love to have a glass arround the source of light. I've searched the internet and every tutorial at my disposal but can't seem to figure it out, ingame the model seems as if the glass was painted 255 blue as that is the texture I used there.
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Posted 15 years ago2009-04-01 09:21:25 UTC
in New 2 Your Site Post #264849
Welcome to the site.
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We'll try to answer most questions you have for us ;)
Posted 15 years ago2009-03-31 13:13:11 UTC
in Entity problem Post #264817
Got it right now. I had the origin placed in the wrong location. Now its working as intended. Thanks :)
Posted 15 years ago2009-03-31 12:02:27 UTC
in Entity problem Post #264809
Now why didn't I think of that ... :quizzical: Totaly forgot that entity.

Now the hard part is to make it act like I want it to ... no luck thus far, it sort of starts to swing from the corner of the ship and not from the middle :\
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Now if I could somehow set the center to the helm so that it would swing both sides while the helm itself would stay still... any tips ?
Posted 15 years ago2009-03-31 09:20:49 UTC
in Entity problem Post #264804
Ok, heres the deal:

I'm trying to make an object move from one side to another with a 15? angle. Lets say it should work like a swing. Currently I can make it (func_door_rotating) go only one way to the 15? and back to zero but how could I make it go another 15? to the other side so that it could be loopable.

This would be added to a SP version of the tall ship I'm working on. Will do two different version of the ship, one that is for gameplay and one that will look as realistic, detailed to the maximum.

Another problem I encountered with my test map is that the models wont move with the door, nor do the model entities have a movewith possibility. This is only from DoD though so would Spirit have an option to move the model with the door ?
Posted 15 years ago2009-03-29 14:59:21 UTC
in monster_handgrenade alt. Post #264738
I'd use a func_train that would be the granade, make it to follow a path you want it to go and then make it stop for a couple seconds on the floor. env_explosion effect on the location of the granade and the train would then move on one more step trough the floor to make it seem like it dissapeared.

I've got no clue of monstermakers, never had the need to study that part of HL mapping yet.
Posted 15 years ago2009-03-29 04:48:35 UTC
in Exceeded MAX_PATCHES and I can't seem to Post #264716
I gave it a look and my 1st though't was I wonder how long VIS would take to compile this on full. It's a bit too big with a bit too much open air. I could recomment you to try and make the sky (not a skybox cause that would give you the same error) a bit (ok a lot) tighter arround the map. Try to minimalize the amount of open air with the sky. Places that you should't be able to go.

Also, use a texture named "NULL" as much as possible on objects that cannot be seen in the game. Painting the sky as null from outside will help.

Basicly you've reached a limit that the game engine has. And I agree wit h the engine, that map is big :)
Posted 15 years ago2009-03-27 06:23:09 UTC
in Post your screenshots! WIP thread Post #264669
Maybe its a transformer type of truck! Animate that baby to turn into a truckmarine :pirate:
Posted 15 years ago2009-03-26 08:25:23 UTC
in Model compiling problem Post #264613
:zomg:

...

:thefinger:
Posted 15 years ago2009-03-26 08:07:35 UTC
in Post your screenshots! WIP thread Post #264609
huh?
Posted 15 years ago2009-03-25 16:25:43 UTC
in Changing turret rate of fire Post #264566
Wouldn't it only seem as if it shot faster but infact the gun would still use some part of another code to actually shoot. Isn't the change in the qc file just for the animation ?
Posted 15 years ago2009-03-25 15:21:50 UTC
in Post your screenshots! WIP thread Post #264503
Seeking beta testers for the M/S Favilla. will do a full compile over the next night. Map is for non source dod, flag capturing. If anyone happens to have connections to a server of some sort where the gameplay could be tested please contact me via PM.

Something tells me that I need more practise using milkshape. The model itself is fine, but the scale worries me a bit.
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Posted 15 years ago2009-03-25 11:17:22 UTC
in New member reporting in Post #264547
it has the same effect on all of us
Ye got tha right! :plastered:

Welcome to the site :)
Posted 15 years ago2009-03-24 11:16:06 UTC
in Model compiling problem Post #264502
Problem solved. Exported the textures out of Wally into bmp files and then replaced those files in to the model. Compiled and tested.
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Meh 1st model ever, hip hip horray !
Posted 15 years ago2009-03-24 04:42:36 UTC
in Model compiling problem Post #264499
That jpg file was taken from Wally, a texture from the ship, so I take it that it suits Halflife already. I'll try changing it to bmp and see if that helps.
Posted 15 years ago2009-03-24 03:31:27 UTC
in Model compiling problem Post #264494
[Performing Sanity Check]
QC file loaded...PASS
Can read QC...PASS
Can find studiomdl.exe...PASS
Can build command line...PASS
All tests passed!

[Compiling QC file - "tykki.qc"]
[Compiler output follows]
entering C:\Users\acer\Desktop\Jutut\Hammer\Modelit\tykki\tykki.qc
grabbing \Users\acer\Desktop\Jutut\Hammer\Modelit\tykki\/./reference.smd
grabbing \Users\acer\Desktop\Jutut\Hammer\Modelit\tykki\/sequence.smd
unknown studio command : triangles

********** ERROR **********
unknown graphics type: "\Users\acer\Desktop\Jutut\Hammer\Modelit\tykki\/rauta.jpg"

&
[Compiler execution completed]

That is what I get when I try to compile my cannon model. Having had only a couple hours of modeling experience I have no clue what I'm supposed to do here.

Yes, I have done research and cannot find the solution to this error, yet.
Posted 15 years ago2009-03-21 19:15:58 UTC
in Post your screenshots! WIP thread Post #264220
Still working on it!

Raised the water level to about half the ships height, tough challenge to clip the water so that it aligns with the outer hull of the ship, some clip textures to help with the tough spots so that the payer cant reach and touch the hull from underneath though...

Also working on getting those textures to fit with the ship. Looks a bit blocky atm but hopefully I can fix that. Compile time at arround 10minutes at the moment :pirate:
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[update]
I could use help from a modeler who has some spare time. Contact me if your able to help me with a couple models.

Heres a couple ingame screenies:
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Posted 15 years ago2009-03-21 08:47:58 UTC
in [?] Need a bit help Post #264373
2.)

Wouldn't a simple trigger_push do the job here, set speed and angle of the entity to match the destination. make an aaatrigger box and tie it to a trigger_push and once the player steps inside the box the push effect will take place.

Now if you wanted the platform to push you to the direction your facing...multiple trigger_push entities and just make them push you away from the platform. Its the only way I could think of. Having multiple push locations.

I'll think about 1.) and about 3.) I know not.
Posted 15 years ago2009-03-16 07:29:20 UTC
in Possible to make the shy move ? Post #264162
While working on this ship of mine. I held the possibility to be able to climb the masts more than making the entire ship a func door so I could add it a wave like effect. Now that I've made the masts climbable I'd still like to think of a way to add a ocean atmosphere to the surroundings of the ship.

If adding two entities to one block is impossible as it is, could I then create an entity of the enviroment, in this case the sky box arround the ship at sea, to act as a func_door. I also thought about using trigger_push entities to active after one another to push the player from side to side (not too badly though). A third idea was somehow alter the gravity to change its direction to a 20? angle to both sides of the ship.

SInce I've not mapped for years and am lacking skill on how to create this enviroment for the ship, I'd appreciate help. Any thoughts ?

PS. By Shy I do mean Sky... (thread title)
Posted 15 years ago2009-03-12 16:37:57 UTC
in Post your screenshots! WIP thread Post #264091
I've now tried the map by both DoD and HL that were both accessed from Steam. I downloaded those dll files but they didnt fix the issue at all. Still puzzled...nevermind. I could have sword I did an index swap in Wally, seems like I didn't

"Man with a shovel overboard!"
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Posted 15 years ago2009-03-12 11:07:34 UTC
in Post your screenshots! WIP thread Post #264089
Problem: I cant make the ship sails made invisible. In Crafty they seem to work as intended but in HL when I go play it ingame the sails look as if they werent indexed to 255 or made into an entity at all.

Pictures:
from Crafty
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From HL
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@ Mowgli
I can beta test. From what I've seen that map seems huge :)
Posted 15 years ago2009-03-11 16:45:06 UTC
in Post your screenshots! WIP thread Post #264075
Well since the M/S Failure sank because of her many errors. We've began on a new slightly modified version. This new vessel has 3 levels that can be entered below the deck. It is a little smaller than M/S Failure but due to that she will be even more beautieful! :pirate:

Compiled picture taken from Crafty using Xray rendering, she doesn't have paint yet...
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Posted 15 years ago2009-03-06 15:58:22 UTC
in Post your screenshots! WIP thread Post #263893
Well I made a model for the railing using MilkShape but I'm stuck :D I cant seem to figure out how to make this ugly piece of wood into a .mdl file :cry:

Btw, I took away the ropes & sails and the map compiles I also re-textured the hull, now every face that isnt visible to the player is textured as null :)
Posted 15 years ago2009-03-06 10:54:03 UTC
in Post your screenshots! WIP thread Post #263885
That was uncalled for...but what can I say, I map from experience, not from tutorials. Best way for me to learn stuff is to experiment it myself. Thats how I began mapping about 10 years ago, took me a week to figure out how to make a blody ladder that actually worked! :plastered:
Posted 15 years ago2009-03-06 07:47:05 UTC
in Post your screenshots! WIP thread Post #263869
Tetsu0, by making a face with the null texture it doesnt count as a plane ? If so I've got alot of re-texturing to do... Also if someone could help me with a model of a small pilar used in the railing of the ship. Doesnt have to be anything amazing. Something like this would do:
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Using models instead of a pilar made of 6-9 solids would decrease the amount of planes drastically. They dont need to reflect or anything like that on the picture, a plain simple wooden texture would be perfect. I have never modeled though so I have no idea what I'm asking for.

I also thought about if it were possible to make the ropes from sprites using env_beam but that wouldn't be too pretty I guess, all the ropes would be seen as if they were 2D, right ?
Posted 15 years ago2009-03-05 10:02:36 UTC
in Post your screenshots! WIP thread Post #263806
Yeah and I learned its not possible due to the complexity of the sails and all the railings. Today was the day I had in mind of compiling her but then it turned out that it had way too many planes :death:

Guess I'll just continue to make it like a showcase map, just like Daubster there mentioned. It probably could be made into a playable map, I'd just have to tone down the sails by alot and find a way to replce the railing...perhaps by models, but I'm no modeler so :\

PS. each sail consists of no less than 120 blocks. Meaning all of the sails in that ship equals to 2,160 blocks... a size of an avarage map alone would have :D
Posted 15 years ago2009-03-05 07:48:41 UTC
in Post your screenshots! WIP thread Post #263794
Lets just agree that there both fine ships that both are still unfinished :pirate:

I'm debating with a friend about what mod should I make mine for. Day of Defeat would be an interresting pick for a ship, any thoughts ?

Update:
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Posted 15 years ago2009-03-04 17:21:23 UTC
in Post your screenshots! WIP thread Post #263756
Thanks for the compliments but I deserve no salutations, the ship is already busted and broken with my silly shortcuts. I regret now that I did not do the hull with care when I still had a chance to. To fix it now would take a day or two with the VM tool alone... :pirate:

PS. The current version of the ship holds a total of 4626 solids and 27808 faces... I dread the day when I get to the point of letting my computer compile her let alone be able to play it ingame !
Posted 15 years ago2009-03-04 14:38:11 UTC
in Post your screenshots! WIP thread Post #263745
I had created a monster. The tall ship I had been working on exploded into so many errors (I knew I had that coming) when I had slacked with the sails & ropes. During the last couple days I've gone trough with all the crappy parts and boy were there loads of those. Finaly after the revamp process... I'm on clean waters and rebuilding from what I was left with :plastered:

Now... I take careful steps on with the sails and the ropes. Not only will I do an check for problems (alt+p) type of search, but also a compile with CSG only to scan it thoroughly :pirate:
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Posted 15 years ago2009-03-01 16:47:50 UTC
in Post your screenshots! WIP thread Post #263542
Updated screenshot:
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Posted 15 years ago2009-02-28 20:28:32 UTC
in New project (tall ship with sails) Post #263474
I realized too late that there was already a thread for works in process things like this ship of mine. So I thought it would be better for me to move my junk over there :ciggie:
Posted 15 years ago2009-02-28 10:06:40 UTC
in Post your screenshots! WIP thread Post #263438
Ah did not see this thread a while ago and stupid me made a new one about the ship I've been working on and no I had no clue Tetsu0 was working on one too for I had not logged or even been to the TWHL for a long while :|

Guess I'll just update my work here instead of that individual thread from now on, a mod could go ahead and delete it infact.

I've not yet compiled my ship so the pictures will be from Hammer.
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Posted 15 years ago2009-02-28 10:04:16 UTC
in New project (tall ship with sails) Post #263283
Requesting thread to be deleted. Moving to [WIP]
Posted 15 years ago2009-02-25 14:48:16 UTC
in New project (tall ship with sails) Post #263276
Updated picture. Also, still looking for some help with texturing.

Oh and Tetsu, if war is what you want, then war we shall have!
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Posted 15 years ago2009-02-24 15:21:48 UTC
in New project (tall ship with sails) Post #263209
Hello everyone,

After a long while I've finaly gotten back into the world of mapping. And what could be a better way to start off than making a new ship! I had made one a long time ago and could not find the old ship model from anywhere... thus I'm building it from scratch :nuts:

Old ship picture:
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I've never been any good with texturing so I may require some assistance in getting a good set made for this vessel. Ideas and suggestions are highly appreciated aswell :)

Here is a picture of the current ship I'm building:
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  • F0ld
Posted 16 years ago2008-01-15 07:06:00 UTC
in Something freaky Post #243467
You guys are giving me lots of pressure, now you expect me to make one awsome scary ass map :P

Blueprints are done, just need to start mapping and texturing, texturing being my weak point... this will take a while :glad:
Posted 16 years ago2008-01-12 14:14:31 UTC
in Something freaky Post #243267
Change in my plans, an era in my studies came up where I'm going to be busy as hell. So dont expect this to come soon... it will be one hell of a map though since I can give it a thought every now and then :)

I plan on not giving any weapons to the player. Brains and fast feet for this map.
Posted 16 years ago2008-01-09 12:22:22 UTC
in Something freaky Post #243031
Awsome inputs here! Some of these things I already had planned, the fat lady... maybe not. I'm new to mini mods though, anyone know a good site to get different models for zombies ... etc ? The scientist zombie doesnt quite suit the crypt style of ancient and mystic.
Posted 16 years ago2008-01-09 07:07:30 UTC
in Something freaky Post #243006
:badass:

I'm starting on a new project on a dungeon map, crypt type place. The theme would be scary. I know the basic things that make people afraid, dark spooky, wicked, loud bangs and stuff like that. But I want to know what you guys are most afraid of. This might be a fun experiment on getting all those little fears into one map... Just post what your afraid of OR PM it to me if your too shy to shout it aloud :lol:

[edit] omfg I remembered to use this button instead of making a new post, whoppee !... oh ya. The map will be for HL. Single player type of a minimod or something, time will tell.

:badass: