Forum posts

Posted 7 years ago2017-01-26 19:16:55 UTC
in Anyone have Steam Svencoop? Post #333193
Thanks Trempler :D
I have no immediate plans for it, I just wanted to make a cool aquarium :)
I'm letting anyone take it and work from it if the want, because I want to see what others might do with it.
I might continue working on it at a later stage though
Posted 7 years ago2017-01-26 05:41:06 UTC
in Anyone have Steam Svencoop? Post #333184
Decided I'll stick with Sven-coop. I've uploaded the map here: http://twhl.info/vault.php?map=6154

It can easily be loaded up into Hammer for vanilla Half-Life and retextured
Posted 7 years ago2017-01-25 12:31:47 UTC
in Anyone have Steam Svencoop? Post #333178
True, textures can be included in the final .bsp file, correct?
However, I'd like to distribute the .bsp as well as the .rmf because I want to see what other mappers would do with the map :)
Posted 7 years ago2017-01-25 05:08:16 UTC
in Anyone have Steam Svencoop? Post #333173
Hi folks

I just want to know how many people here have the Steam version of Svencoop.
The reason I ask, is because I've been working on a map that I'd like others to have a look at, and even maybe work on the map themselves if they wanted.
I've used a lot of textures from Svencoop because they look nicer, but I'm worried that I'll upload the .rmf file and no one will have the textures.

Do enough people have Steam Svencoop or should I retexture the map using standard HL textures before I upload?
Posted 7 years ago2017-01-25 04:50:08 UTC
in Building an aquarium in HL2: Water probl Post #333172
So I've tried the suggestions above, but had no luck.
I've decided to change my map to a GoldSource map instead and carried on working with it there.
Perhaps Source was never meant to allow you to look into a volume of water from the side
Posted 7 years ago2017-01-11 10:21:43 UTC
in Building an aquarium in HL2: Water probl Post #333023
Thanks for the tips!
I'll give func_water_analog a shot and see how that turns out. I'll also use transparent materials directly for the glass instead of func_wall, otherwise I'll try func_brush as well
Posted 7 years ago2017-01-11 04:58:09 UTC
in Building an aquarium in HL2: Water probl Post #333018
Hi folks!

I've recently decided to fiddle with mapping in HL and HL2 again. After becoming a little bit obsessed with aquariums lately, I decided to make a big one in HL2.
I've designed a large square aquarium with platforms going around it so the player can look through the glass into the aquarium at different height levels. I've also built service passages that go to the top of the aquarium, for "maintenance access" to the top of the aquarium.

Essentially, the player can look into the water volume from outside, below the water's surface, and the player can look into the water volume from above the water surface.

For the water volume I've made a normal brush with a water texture on the top face and the "nodraw" texture on the sides and bottom.
For the glass I've used a "func_wall" with render mode solid and render amount 30.

Looking at the water from above, the water looks good. The problem is that standing on the outside of the aquarium and looking into the water volume from the side, all you see is the "Hall of mirrors" effect because of the "nodraw" textures on the side of the water volume.

Is there a correct way to create this water volume so that I can look at it from above like normal, and from the side into it through a transparent brush?

Let me know if you need a screenshot and thanks in advance!
Posted 8 years ago2016-02-03 11:47:28 UTC
in Is the site dead? Post #328639
Really glad to see activity here after all this time :)
I've recently started mapping again after Sven-coop got released to Steam (woot!) and I'm looking to release a map here soon!

I've also released an unfinished HL2DM map here years ago and I'd finish it now if I thought folks still played HL2DM.... does anyone?
Posted 14 years ago2010-01-24 12:28:12 UTC
in Hammer Source: "Failed to load the Post #278358
Hmmm well I doubt my video card is an issue. I recently upgraded to an Nvidia GTS250 512mb :-) and previously I had an Nvidia 6600.. same issue across both cards. Also, and keep this on the low-down, I use SteamBuster haha! It might well be corrupt files, and I can't download them again.. any ideas?
Posted 14 years ago2010-01-23 19:31:40 UTC
in Hammer Source: "Failed to load the Post #278333
Hi everyone... Haven't been here in ages...
My hammer is a bit broken. I get a fatal error when I try and start it from Source SDK. I can, however, get it running by just finding it's executable in the .../SourceSDK/Bin folder but when I load a map I get the following: "Failed to load the default scheme file. Some visual elements may be missing."

The map still loads, and my 3D view is fine. My 2D views are completely blank though. Nothing at all. So I can't use it to create brushes, move things around or anything like that. I've gotten used to creating brushes and entities on the 3D view, as well as moving objects with the arrow keys and resizing brushes with vertex manipulation and arrow keys, all in the 3D view... its painstakingly time-consuming and very limiting... (but you should see my fingers go! :-D)
my maps could be so much better!

If anyone knows why this problem occurs, and any way to resolve it, please let me know! I have an HL2 map dying to be completed and at this rate it'll take months.
Posted 15 years ago2009-04-13 16:26:40 UTC
in Uploading a map, aint working Post #265480
Hmmm ok, Ill try that, can you give me a few sites of direct-to-file hosting?
Posted 15 years ago2009-04-13 11:55:17 UTC
in Uploading a map, aint working Post #265469
Ok I zipped my bsp file with 7zip. it is now dm_reckless.zip and I uploaded that to filefactory, used the link to upload my map here, and same problem. "File error" :-/

heres the link...
http://www.filefactory.com/file/agbaf98/n/dm_reckless_zip

maybe twhl doesnt like 7z's zip format?
Posted 15 years ago2009-04-13 04:23:34 UTC
in Uploading a map, aint working Post #265456
Iv uploading my map on FileFactory, and all is well, Iv got the link to my map
(http://www.filefactory.com/file/aga7ff8/n/dm_reckless_bsp) but when I want to upload the map here using my link, it gives me a "file error"
Iv got a screenshot and everything.

Can some one tell me anything I need to know about uploading maps? Do they need to be zipped or just the .bsp file?
Posted 15 years ago2009-04-05 11:14:15 UTC
in Some quetions for HL2DM Post #265047
Ok, figured it out, using ai_changetarget entities. So my map is all done, going to upload it tonight. Lookout for dm_reckless :-) and a much smaller dm_hideout coming soon...
Posted 15 years ago2009-04-04 07:15:01 UTC
in 4 Of The Greatest Post #265011
Awesome thanks for the links! :-)
Posted 15 years ago2009-04-03 17:05:00 UTC
in Some quetions for HL2DM Post #264996
Huntey, sending an "output" to the teleporter, there was no option to change the teleporter's destination... so, couldnt realy figure that one out... any other ideas?
Posted 15 years ago2009-04-02 16:11:59 UTC
in Some quetions for HL2DM Post #264938
I got the sprites to work... the problem ended up being that after I selected a sprite, I just had to add .vmt to the name of the sprite I chose... But I decided I wont be using sprites anyway :-P Thanx tho..

I like your idea with logic_timer, Huntey... Gona try it out
Posted 15 years ago2009-04-01 06:22:56 UTC
in Some quetions for HL2DM Post #264844
Hi all, new member here...
Ok, working on a nice big HL2DM map, and theres a few things I don't quite understand...
Whats the deal with env_sprite(s)? They don't show up in my HL2 or HL2DM maps.. how do you properly put them in your map?
Also, Im trying to set up a teleporter system in my HL2DM map. I want to have a few portals (that use sprites) and when you step into one of these, it well send you to a random destination. By that I mean I want to have a few destinations around my map and the teleporter must have an equal probability to send you to any of the destinations.... please helping for I

Oh, another question. Is it possible to have sprites move to follow a path around a map? (assuming sprites are possible)