Forum posts

Posted 1 week ago2020-05-26 19:35:11 UTC
in My Old HL Maps wont start Properly Post #344304
Are they single player or deathmatch? If deathmatch, you have to make a server using the Create Server menu option, or set deathmatch 1 and then run the map via console - then you'll get the HEV from the start and the starting weapons.
Posted 2 months ago2020-03-29 16:52:46 UTC
in Get rid of menu options. Post #343990
You can change this stuff in the .res files in the resource directory.
Posted 2 months ago2020-03-12 12:41:32 UTC
in New computer, nothing compiles, pls help Post #343891
hlrad also has a parameter allowing you to specify your own rad file if you want. It's nice to keep separate rad files for separate maps.
Posted 3 months ago2020-02-25 00:00:32 UTC
in Shameful mapping confessions Post #343781
I know some of these cropped up during the Level Design Academy streams I did with Phillip. Trying to recall some that some of the viewers didn't know:

Ctrl-E centers all 2D views on the selected object.
Ctrl-3 centers the 3D view on it (JACK only)

Space + left mouse drag to move a 2D view.
Posted 3 months ago2020-02-23 23:01:29 UTC
in (another) Problem with level change... Post #343774
Yes, even if it's a one-way transition, you need the return trigger set up properly. You can put it out of the way and make it 'use only' so it's a true one-way trip.

I think I know what you're trying to do - you could edit the one vanilla map and include that with your mod. That one should load instead of the one in the valve folder.
Posted 3 months ago2020-02-23 19:35:35 UTC
in (another) Problem with level change... Post #343772
The problem is that the c2a3d trigger does not point to mymap.bsp, it points to c2a3c.

Also the landmarks don't need to have the same coordinates, they just need to have the same relative place in the maps (e.g. left side of a hallway, 64 units from the ground).
It also makes it easy to filter for light textures, even if you do have to make sure to add them to lights.rad or info_texlights
Posted 6 months ago2019-11-24 20:22:32 UTC
in TWHL Tower 2 Post #343400
Check the FAQ in the blue box, there are alternate downloads.
Posted 6 months ago2019-11-11 15:11:07 UTC
in half-life still updating with necessary features Post #343346
Agree it's a feature, not a bug.
Posted 7 months ago2019-11-03 16:18:19 UTC
in TWHL Tower 2 Post #343300
Do 1024x1024 maps really need fog? Remember, there's a whole particle system in Spirit (Aurora).
Posted 7 months ago2019-11-02 23:01:16 UTC
in TWHL Tower 2 Post #343293
Yes, particularly helpful is the info in the docs folder in the Spirit 1.8 download.
Posted 7 months ago2019-11-02 16:13:32 UTC
in TWHL Tower 2 Post #343288
Posted 7 months ago2019-11-01 02:20:05 UTC
in TWHL Tower 2 Post #343274
Sounds good. This time I'm in. No sub-basement released years later this time.
Posted 9 months ago2019-08-10 20:49:08 UTC
in Command for getting players position Post #342991
status in the console will give you that
Posted 9 months ago2019-08-08 21:30:30 UTC
in Change level Trigger and Landmark Not working!!! :( Post #342978
Env_global is not needed for a changelevel.

What engine/game is this for? And I second the request to be more specific - can you tell us the problem, and exactly what entities you are using and what properties you've set?
Posted 10 months ago2019-07-04 20:41:43 UTC
in SoHL, entities help? Post #342840
Which Spirit version are you using? I've mostly used 1.8 and it certainly has the Pre-Disaster flag there.
Posted 1 year ago2019-05-03 02:17:04 UTC
in Competitions or Collaborations? Post #342566
I am a huge fan of mixing things up. I'd love to see some collab projects among the mini-compos, even small ones like TWHL Tower 2 like someone mentioned.
Posted 1 year ago2019-04-01 12:26:42 UTC
in Biggest HLDM maps Post #342377
I would check out Sulsa's Chaocity maps (1-3)
Posted 1 year ago2019-03-28 21:34:46 UTC
in Texture skewing in map editor Post #342358
You mean texture UV lock. Regular texture lock is fine with vertex manipulation.
Posted 1 year ago2019-03-27 00:35:33 UTC
in Conveyor direction Post #342335
I don't think there's a whole tutorial here. But yes, yaw direction sets the direction the conveyor moves and pushes. You use it with a SCROLL texture (not an animated texture) to be precise.
Posted 1 year ago2019-03-08 03:58:27 UTC
in The Hype-o-matic (Upcoming games) Post #342184
I don't get excited about very many upcoming games at all. But hell yeah.
Posted 1 year ago2019-01-09 00:33:01 UTC
in RunThinkShootLive's Ville Competitions Post #341594
We could have challenges instead of competitions, no judging involved. Or a user poll instead.
Posted 1 year ago2019-01-07 20:05:39 UTC
in RunThinkShootLive's Ville Competitions Post #341577
Well, I didn't say the Villes were done with. We'll see what the future holds.

That said I'm 100% behind Urby's suggestion. One of these days I really will finish and submit a map on time here.
Posted 1 year ago2018-12-06 02:45:28 UTC
in Func_Illusionary problem with lighting? Post #341392
Make sure you are using rendermode solid, not texture.
Posted 1 year ago2018-09-20 12:56:03 UTC
in Post your screenshots! WIP thread Post #340923
Agreed, great idea and beautiful map, Doc.
Posted 1 year ago2018-09-16 02:02:18 UTC
in Temporarily disable triggers mid-game Post #340891
You can probably set this up using a couple trigger_changetargets. Have trigger_multiple_2 target a multi_manager that targets the first trigger_changetarget at time 0 and the second trigger_changetarget at 2 seconds.
Posted 1 year ago2018-08-30 18:07:46 UTC
in Competition 35: Vanilla Half-Life Post #340744
Yeah I only recently switched to info_texlights. It's nice cause the settings are embedded in the rmf rather than being a separate rad file to keep track of and distribute. LIght_surface is even better though, I'm going to that as soon as I start actually mapping for this.
Posted 1 year ago2018-08-30 01:19:16 UTC
in Competition 35: Vanilla Half-Life Post #340740
Yes the light textures had ~ in the name. But that's just for convenience, texture lighting is totally controlled by lights.rad, or info_texlights, or light_surface, whichever you prefer.
Posted 1 year ago2018-08-27 21:54:43 UTC
in Competition 35: Vanilla Half-Life Post #340700
How do I favorite a post
Posted 1 year ago2018-08-25 11:02:44 UTC
in dynamically scaling a model Post #340656
Check Spirit. I recall Laurie saying you could use calc_ratio to dynamically scale Barney's size according to his health.
Posted 1 year ago2018-08-22 18:54:12 UTC
in Competition 35: Vanilla Half-Life Post #340637
I really find this image from Robert Yang useful to reference. It's not perfect but it gives a solid idea of the direction I want to be going in with map layouts.
User posted image
Posted 1 year ago2018-08-21 13:49:59 UTC
in (Release) Half-Life: Echoes Post #340623
Awesome work, J-M. So much that I missed.

Hi by the way, I think we played quite a bit of Anti-Rush HL in Sven when the difficulty was extreme a while back. I go by Scheherazade in-game.
Posted 1 year ago2018-08-19 19:58:02 UTC
in How to see players current coordinates on a map. Post #340613
Just use status in the console, it tells you your coordinates.
Posted 1 year ago2018-08-19 04:07:24 UTC
in Competition 35: Vanilla Half-Life Post #340601
My approach is to try and make it fit in with Black Mesa, but I'm not going to skimp on detailing and making things look good. Basic architecture is acceptable for this challenge, and I may end up with a lot of that, but that's really not what I intend to build these days.

I'm not entering this challenge to go for the prizes, it's a great chance to get back into mapping and work simultaneously with the community on a project together. I'm in this to build and release a map that I'm proud of and that hopefully people will enjoy playing.
Posted 1 year ago2018-08-17 13:14:06 UTC
in Competition 35: Vanilla Half-Life Post #340576
Rimrook, does that mean Worldcraft 2.0 as well? Good luck :)
Posted 1 year ago2018-08-14 03:21:07 UTC
in How to properly put in OpFor content into a hl1 mod? Post #340535
So, making an Op4 mod is straightforward, but what you're aiming to do is complicated. The game dlls hold things like enemy behavior, weapon behavior, and flashlight/night vision stuff. It sounds like you want some elements from HL and some from Op4, and mixing them in this way is probably going to require you to code your own dlls for your hybrid mod.

If you can live with the Op4 night vision and an Op4 style HUD, you should be able to recolor the HUD easily enough.

edit: Sorry, was tired when I wrote that. What it should say is that if you're using Op4 you can't recolor the HUD but you can change how most of it looks since that is set in sprite files.
Posted 1 year ago2018-08-13 18:19:35 UTC
in Competition 35: Vanilla Half-Life Post #340530
@Solokiller - OK thanks for clearing the bsp name limit up. I was thinking it might be 16 characters. Isn't 16 the entity name limit?
Posted 1 year ago2018-08-13 14:34:20 UTC
in Competition 35: Vanilla Half-Life Post #340522
@SSB Why are you lecturing me with the map limits?
Posted 1 year ago2018-08-13 13:22:54 UTC
in Competition 35: Vanilla Half-Life Post #340517
This is cool, I hope yet again to get a map submitted.

@Jessie I thought that too. But it sneakily uses your login name for the example. :) Isn't that full name too long for bsp names by the way?
Posted 1 year ago2018-08-10 17:58:57 UTC
in (Release) Half-Life: Echoes Post #340473
Aye, congrats. Always great to finally release something into the wild.

I've posted it on RTSL as well.
Posted 1 year ago2018-07-31 12:50:54 UTC
in Half-Life Echoes releasing soon Post #340343
Stupid slow playtesters. Er
I've run across this only when using a larger than normal texture (was 512 on one side I think).
Posted 1 year ago2018-07-26 20:51:45 UTC
in Goldsrc mapping - disappearing decal Post #340268
No, a func_door that can rotate is a func_door_rotating.

It's likely not origin brushes they don't work with, but simply faces that can change their angle in-game. And I'm not the authority on this, please someone come and check into this in more detail - I'd love the definitive answer too.

Edit: OK, did some more testing.

A decal works on a func_train that is built centered on its first path_corner (i.e. the decal is exactly where the train spawns in-map).

A decal does not work on the same func_train with an angular velocity set (no origin brush).
Posted 1 year ago2018-07-26 11:16:48 UTC
in Goldsrc mapping - disappearing decal Post #340263
I can test with a train later, but a func_door_rotating not set to start open would not show a decal I applied.
Posted 1 year ago2018-07-26 02:59:39 UTC
in Goldsrc mapping - disappearing decal Post #340260
You know, just testing now I couldn't get one working on a func_train. Perhaps since func_trains can have origin brushes?

Decals can work on some moving entities, func_doors for one.
Posted 1 year ago2018-07-26 02:25:33 UTC
in Goldsrc mapping - disappearing decal Post #340258
I believe decals do not work on faces that can rotate (i.e. any entity with an origin brush).
Posted 1 year ago2018-07-16 11:21:26 UTC
in 6 minutes speedrun of Half-Life Post #340152
I actually found this really cool from a technical perspective. It's not as interesting to watch as a normal speedrun and I can understand why a lot of the runners didn't want to do this one since it's probably not all that fun to run.
Posted 1 year ago2018-07-05 21:42:40 UTC
in Problem Post #340056
But Focalpoint uses the op4 dlls. Did you try the version of the mod on RTSL?
Other options are: monster_generic with the Not Solid flag checked and env_sprite although you'll have to fiddle with the angles to get it upright.
Posted 2 years ago2018-05-20 04:05:49 UTC
in Best Half-Life Chapter Tournament Post #339665
Surface Tension, we all knew it was coming. A worthy winner though.