Forum posts

Posted 6 years ago2017-11-17 03:45:25 UTC
in How to import brushes and entities in Ja Post #338080
Copy & paste if both maps are open in the same instance of Jack.
Posted 6 years ago2017-10-22 02:10:20 UTC
in TWHL Pockets Post #337822
Sorry, I won't be completing a map for this. I worked a bunch on one idea, scrapped it. My second map was actually telling the story of its own construction, like fullbright blockout to undetailed basic textures, to polished and detailed as you progressed. I think the most appropriate ending for that map is that it remain unfinished, poetic.

The work did get the creative juices flowing again, I still hope to actually participate in one of these projects. :)
Posted 6 years ago2017-09-29 22:15:43 UTC
in (Goldsrc) Changelevel trigger Post #337613
If you still have trouble, I suggest building 2 tiny test maps just to work out the level change stuff - and then you can copy & paste the entities to your real maps once you get it all working correctly.
Posted 6 years ago2017-09-29 22:11:55 UTC
in (Goldsrc) Changelevel trigger Post #337611
Yeah it looks like you have things set up OK. The issue might be that your trigger_changelevels are in exactly the same place in both maps. Check the tutorial again - they should be in different spots relative to the landmark.
Posted 6 years ago2017-09-29 22:00:05 UTC
in (Goldsrc) Changelevel trigger Post #337606
OK, Sledge is fine. But I can't open these files as they aren't the right rmf format. Try resaving as rmfs or .maps and reupload.
Posted 6 years ago2017-09-29 21:56:50 UTC
in (Goldsrc) Changelevel trigger Post #337604
Um it sounds like you're trying to use the Source version of Hammer to map for Goldsource. I don't think that's going to work.
Posted 6 years ago2017-09-29 21:54:14 UTC
in (Goldsrc) Changelevel trigger Post #337602
Why are these vmf files if you specifically say Goldsrc?
Posted 6 years ago2017-09-29 21:43:45 UTC
in (Goldsrc) Changelevel trigger Post #337597
OK, are you sure you have the locations of the triggers set up right too? It might be best to upload your 2 maps to the Vault and I can have a look.
Posted 6 years ago2017-09-29 21:27:11 UTC
in (Goldsrc) Changelevel trigger Post #337595
Double check the landmark names and the settings. This is a good reference too: http://twhl.info/tutorial.php?id=62
Posted 6 years ago2017-09-26 14:27:43 UTC
in TWHL Pockets Post #337549
Damn. I want to say I'm in and can finish in a week or 2 but knowing me I doubt it. :(
Posted 6 years ago2017-08-14 13:02:37 UTC
in TWHL Pockets Post #336880
Good to see people making progress. I am also nowhere near done, and most of my map is just blocky dev textures at the moment. Might have something to show tonight.
Posted 6 years ago2017-08-03 10:48:28 UTC
in TWHL Pockets Post #336693
I don't see anything in the description that says it fixes missing faces.

@SSB

It's great that tiny missing face is fixed. Now you should fix your texturing.
Posted 6 years ago2017-08-02 12:58:28 UTC
in TWHL Pockets Post #336667
I didn't realize you were compiling all the maps. If everyone sets up and names the level change stuff correctly you shouldn't need to. :)

edit: yeah that might be a big "if"
Posted 6 years ago2017-08-02 11:31:50 UTC
in TWHL Pockets Post #336660
Subdirectories for custom content is good.

But why are you merging all the custom textures into a single wad? It seems like unnecessary work - people can just embed their custom textures - that way you don't have to worry about renaming textures or merging wad files.
Posted 6 years ago2017-08-01 13:43:42 UTC
in TWHL Pockets Post #336639
I have a map concept and a few scattered ideas, but no idea how I'm going to put it all together zonked - :zonked:
This is exactly my problem. I'm just jamming things in my map to see what fits and how it might all go together.
Posted 6 years ago2017-08-01 12:22:20 UTC
in TWHL Pockets Post #336631
I've been working the opposite. I have a theme and idea of the 'feel' but so far I've only built in dev textures. It makes for a really ugly blocky map but I want to get a physical feel for the size of things I build.
Posted 6 years ago2017-07-29 21:35:28 UTC
in TWHL Pockets Post #336564
I don't think Urby meant just even multiples of 16, you want powers of 2 for sharpness: 16, 32, 64, 128, 256 on a side.
Posted 6 years ago2017-07-29 15:26:26 UTC
in It's never high enuf Post #336542
Actually "next stop target" is the same as "target" for path_corners (turn SmartEdit off to check). So trigger_changetarget will work.
Posted 6 years ago2017-07-28 13:52:42 UTC
in TWHL Pockets Post #336513
Player can leave the 1024 cube, but must be "punished" which should probably be clarified. I also plan to use a fade + kill or loadsaved if the player falls off.
Posted 6 years ago2017-07-28 12:29:23 UTC
in TWHL Pockets Post #336510
The player must stay inside 1024x1024x1024. Plus the player can walk on the top brush of that cube.

Other things can be built outside the 1024x1024x1024 area.
Posted 6 years ago2017-07-28 11:18:28 UTC
in TWHL Pockets Post #336507
Yes, the rules as written are different here. I think Tower allowed minimal stuff outside the volume, 128 units I think. Here it's a totally different story.
Posted 6 years ago2017-07-27 22:06:03 UTC
in TWHL Pockets Post #336495
I have a big problem with scope control
Posted 6 years ago2017-07-27 12:51:46 UTC
in TWHL Pockets Post #336455
PS: Where is Half-Life Vanille? Just made by Sam's Hl-SDK? But I don't see where is Vanille. Thanks!
Vanilla HL is the standard HL SDK, not Sam's. Regular hl.dll.
Posted 6 years ago2017-07-26 20:42:55 UTC
in TWHL Pockets Post #336424
I think the tools complain about multiple entries if a texture is in both info_texlights and the rad file. But the fact you're using the default is all the info we need. Thanks.

Defaults:
+0~FIFTIES_LGT2 160 170 220 5000
+0~GENERIC85 110 140 235 20000
Posted 6 years ago2017-07-26 17:55:12 UTC
in TWHL Collaborations Post #336419
It's ok, usually things I say don't stand up to scrutiny either. :heart:
Posted 6 years ago2017-07-26 15:58:43 UTC
in TWHL Pockets Post #336415
Urby, recommendations on the airlock:
  • Make a second airlock and add the changelevel entities as soon as feasible (so we'd have 2 copies, coming and going)
  • Put in an info_texlights for the lights in the airlock or tell us your settings - so that if we leave it as-is it looks the same from map to map
Posted 6 years ago2017-07-26 12:08:57 UTC
in TWHL Collaborations Post #336405
Posted 6 years ago2017-07-25 22:23:56 UTC
in TWHL Pockets Post #336379
Possibly in. I also recommend a rule disallowing the longjump module, since you can't remove it once given.
Posted 6 years ago2017-07-21 15:50:14 UTC
in TWHL Collaborations Post #336206
I love what Spirit offers and although I've found it to be stable, I've run across many things that don't work as they should or as documented.

So in short, I'm in favor of Spirit but ok with vanilla too.
Posted 6 years ago2017-07-20 20:11:57 UTC
in (Help) .prt files in GoldSRC Post #336185
No there are both 32 and 64 bit versions of VHLT.
Posted 6 years ago2017-07-20 14:17:00 UTC
in (Help) .prt files in GoldSRC Post #336175
Have you tried the 64 bit version of hlvis?
Posted 6 years ago2017-07-12 21:45:21 UTC
in Shifting a whole map in hammer? Post #336001
You should be fine. Don't move it brush by brush. :hammer:
Posted 6 years ago2017-07-02 01:16:21 UTC
in Duplication of texlights + bad surface e Post #335855
You don't need to call lights.rad, the compile tools automatically load lights.rad and mapname.rad.

Your bad surface extents problem may or may not be related to this.
Posted 6 years ago2017-06-28 20:30:15 UTC
in TWHL Collaborations Post #335792
This is cool, strict and interesting rules are good. I suspect that was one of the problems with TWHL World, we had no restrictions on map type or setting or length or anything.
Posted 6 years ago2017-06-28 20:28:40 UTC
in Competition 34: HL Re-Imagined Post #335791
If only there were some way for the entrants to virtually duel to the death to determine the winner...
Posted 6 years ago2017-05-18 20:43:57 UTC
in Competition 34: HL Re-Imagined Post #334965
Cool, Archie.

Still aiming to finish mine in the near future.
Posted 6 years ago2017-04-23 21:00:43 UTC
in Post your screenshots! WIP thread Post #334600
Try trigger_endsection in singleplayer in place of game_end
Posted 6 years ago2017-04-23 14:28:32 UTC
in Post your screenshots! WIP thread Post #334587
Was this "The Xenomorphs Are Screaming"?
Posted 7 years ago2017-03-20 20:06:49 UTC
in Competition 34: HL Re-Imagined Post #334064
Well not looking good for my map. I'll finish it, just very unlikely to be in time for the deadline.
Posted 7 years ago2017-03-20 20:04:47 UTC
in ERROR usage -wadinclude Post #334063
Fair enough. But... I don't think wadinclude worked back then.

http://zhlt.info/version-history.html#zhlt1.0
Posted 7 years ago2017-03-19 18:53:14 UTC
in ERROR usage -wadinclude Post #334051
You must use VHLT.
This. Wadinclude was added by Zoner, so it's not a recognized parameter in the original compile tools.
Posted 7 years ago2017-03-11 19:45:09 UTC
in Competition 34: HL Re-Imagined Post #333915
Gearbox fixed it in opfor.wad at least:
User posted image
Posted 7 years ago2017-03-10 04:06:18 UTC
in Competition 34: HL Re-Imagined Post #333913
Lookin good, Victor!

The damn "Ordinance" sign is killing me as always.
Posted 7 years ago2017-02-23 02:34:53 UTC
in Competition 34: HL Re-Imagined Post #333708
What if I left this link here too: http://twhl.info/articulator.php?art=80
User posted image
Posted 7 years ago2017-02-22 23:56:46 UTC
in Competition 34: HL Re-Imagined Post #333705
im pretty sure wadinclude includes the entire wad, you used it or not.
right, -wadinclude includes the entire wad you've chosen. It doesnt only include the textures in the map you've used, but it includes the entire wad. Also, if you've used several wads, make sure to -wadinclude each one.
Not true. Both wadinclude and nowadtextures only embed used textures. And you don't need to wadinclude each one - wadinclude matches partial filenames and folder names, so you could dump all your custom wads into a folder called e.g. "blastpit" and -wadinclude blastpit would embed all the used textures from all the used wads in that folder.
Posted 7 years ago2017-02-22 18:05:20 UTC
in Competition 34: HL Re-Imagined Post #333699
No worries. Wait till people learn you can -wadinclude folders!
Posted 7 years ago2017-02-22 12:21:23 UTC
in Competition 34: HL Re-Imagined Post #333692
Unq, would -wadinclude op4.wad not include all of it?
Nope, both wadinclude and nowadtextures only embed used textures. So you're fine just wadincluding any non-HL wad for HLDM.
Posted 7 years ago2017-02-21 16:55:24 UTC
in Competition 34: HL Re-Imagined Post #333677
If your entry is for HLDM, i suggest making a new wad with only the textures you're using.
Can I ask why you suggest this?
Posted 7 years ago2017-02-20 23:22:12 UTC
in Competition 34: HL Re-Imagined Post #333659
Well it doesn't look like much since it's mainly a conversion from the single player chapter, but here goes:
User posted image
User posted image
User posted image
Posted 7 years ago2017-02-19 17:08:01 UTC
in Competition 34: HL Re-Imagined Post #333636
I support the extension request. :) Been really busy lately - new job, going to GDC next week etc.