Forum posts

Posted 5 years ago2013-07-17 17:10:26 UTC
in Engine limits Post #314256
I am curious as to what is the MAX_NODE_SIZE limit?
Is an NODE every surface that the player can touch, aka 1 poly?
As i raised that question i also asked what exactly are ALL other limits?

I know most of them, as well as introduction of maximum 1800 entities.
Does any one know various engine limits so he can share?
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-17 13:35:27 UTC
in TWHL Planet! Post #314253
Guess thats where Rimoria gets its "herbs". - If you know what i mean.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-17 08:00:24 UTC
in Sven co-op big update Post #314242
Sounds awesome :o
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-17 06:12:08 UTC
in light.rad Post #314238
Give us the content of lights.rad and also what textures did you use (transparent / decal / normal texture)?
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-17 06:01:53 UTC
in TWHL Planet! Post #314237
Ghost do you by any chance make/download such fan art?:
https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn1/q71/s720x720/1012179_4450292154002_1550507712_n.jpg

As for Sinteria, a country that focuses on high end technology and improved living standards while being in close connection with nature and highly controlled antipollution standards.
Where you can have anytrhing as much as you need it. Very strict immigrant control.
Official music is Reggae.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-16 19:03:25 UTC
in TWHL Planet! Post #314222
How the hell did atoms image end up 3MB?
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-16 06:28:52 UTC
in TWHL Planet! Post #314201
User posted image
The islands are mine hisss hisss
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-15 13:26:56 UTC
in Pipeline Post #314192
I think its an OK idea, but needs to be more serious. This looks like a joke.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-15 08:17:47 UTC
in Things you can't stop listening/watching Post #314190
Interesting song video. Would be nice if they don't turn out to be like the average boy band today.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-14 12:56:51 UTC
in Need help for making scrolling backgroun Post #314187
Better use scrolling textures. And a single train, not multiple. Revise your scene.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-11 13:33:22 UTC
in Post your screenshots! WIP thread Post #314171
@ Pengy

The way Half life handles movement and aiming, and shooting too, is far better than UT99 will ever have.
UT 99 has a lot of great features, but compare the two original versions. I certainly did.

And soon i will compare them with GLide.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-08 18:44:00 UTC
in Post your screenshots! WIP thread Post #314157
Some things were good in their era. Nobody uses Windows 98 anymore : .
I still use it every day, as well as countless retro activists.

Old =/= bad.

Half life engine is an amazing retro engine that really shows the light and might of pre 2000 era.
Not as sophisticated as UT engine, but still having better handling and physics, Half life engine will always be remembered as one of the turning stones in gaming history.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-05 17:33:15 UTC
in Post your screenshots! WIP thread Post #314129
I don't agree with you. If something is good there is no reason for it to stop being used.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-02 10:03:41 UTC
in Crafty map viewer missing textures Post #314094
Probably.
Thats why i am searching for how were the past directories formed.
Cant find examples.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-02 07:34:03 UTC
in Crafty map viewer missing textures Post #314092
Seems like it. At least i couldn't get mine to work.

It needs the same folder structure as steam used to have.
Stojke StojkeOPL - 3
Posted 5 years ago2013-07-01 05:40:59 UTC
in Crafty map viewer missing textures Post #314086
You need to set paths to data.
But since crafty is retarded and MUST ONLY have your steam directory, which is now changed, you cant get textures.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-18 06:27:59 UTC
in Competition 33 Post #313996
Seems like it. But i think you can still submit.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-15 04:56:55 UTC
in Practice map in counter-strike Post #313982
You can move targets in one direction and loop. But you cant randomize movement easily.
Also, for the love of god, don't use JPEG compression and paint.

Try Paint.NET.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-14 21:00:57 UTC
in Need quick help about creating rocky wal Post #313978
Sky wont penetrate the frontal texture.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-14 18:52:58 UTC
in Need quick help about creating rocky wal Post #313976
Just use SKY texture, it functions exactly like BEVEL in this case, even with compile time, but wont cause bugs.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-14 15:13:59 UTC
in Need quick help about creating rocky wal Post #313973
It causes you to fall trough the terrain on non even terrain (remember). Don't use it.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-11 10:14:09 UTC
in Troll Theory Post #313949
Nah son, u just got troll'd.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-11 06:11:38 UTC
in mtv cribs, of your room Post #313944
Heh, this just had to pop up when my room is an absolute mess :)
I'm in!

Not the best of quality camera, but i will try.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-10 10:45:50 UTC
in How does one Source? Post #313930
Start with Source. Its easier not to complicate.
There isn't much interface difference.

Don't know about SDK versions, but i had all 3 when i tried mapping in Source.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-10 06:17:09 UTC
in How does one Source? Post #313927
You just need the SDK.
There are custom compilers, but if i remember correctly tools are from Valve.

Mapping is fairly similar where in Source engine you rely more on models for details. You also have an powerful displacement tool you can use to make uneven terrain.

Entities are more powerful, where you can link a few entities into one function, previously not possible in GS (moving tank that shoots).

Its not hard, but you will need some time to get to know it all.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-10 05:13:21 UTC
in Troll Theory Post #313925
Scotch drama queen.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-08 09:21:54 UTC
in Skyscraper Co-op Project Post #313883
You don't really want models in your map other than plants and small props.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-07 15:30:32 UTC
in MAX_MAP_CLIPNODES Post #313863
Yes, any side that wont be seen in normal situations should be removed from the map.
Underneath the boxes, behind walls, opposite sides not normally seen, etc.

Also, get VHLT, it will fix the problems (i assume). You shouldn't mix anything with !water textures. You can use optimization textures though.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-07 15:28:16 UTC
in File read failure - Batch Compiler Post #313862
Thats probably why. Thanks for the info.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-07 12:04:53 UTC
in Post your screenshots! WIP thread Post #313854
Santa! :o
Does this mean?
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-07 06:52:30 UTC
in MAX_MAP_CLIPNODES Post #313850
From the error guide:

mixed face contents
Example:
Entity 0, Brush 12: mixed face contents
Texture ROCK_X1 and SKY
Entity 0, Brush 37: mixed face contents
Texture STEEL_9 and WATER7
In Halflife, brushes are required to have all faces be of the same type (solid, water, slime, sky, origin). Fortunately almost all textures are solid. If you put a water texture on one side of a brush which has dirt or steel textures for example, that would generate the error. The engine needs to know what is inside the brush, and it would be real confusing if different types could be put onto the same brush.

The fix is relatively simple. Simply find the offending brush, and then the faces with the inappropriate texture and change it. If a brush uses SKY, all sides must be sky. The same is true for CLIP, and ORIGIN textures as well. If you are careful it is possible to mix water textures (provided you don't accidently use a slime texture on the brush)
Bevel is located inside of ZHLT.wad file.
It is an texture whos purpose is to be read by the compiler and perform a special function.
Bevel removes the side on which it is applied from game. If you apply bevel to one side of a box, that side will no longer be visible/exist.

You have ZHLT.wad with ZHLT compile tools. Also, use the newest VHLT tools:
https://sites.google.com/site/gshltools/compiler-tools
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-06 16:42:30 UTC
in MAX_MAP_CLIPNODES Post #313842
There is no way to by pass this.
You must reduce clip nodes by using optimization techniques.

You can use Bevel to texture all invisible sides of your map.
Please post the compile log.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-06 14:34:16 UTC
in File read failure - Batch Compiler Post #313840
Just to have it as info if any one else needs it, can you write down these:

1. How many WADs did you use, how big are they
2. How much textures were used in the map (you can see this in map properties)
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-05 20:25:34 UTC
in Post your screenshots! WIP thread Post #313834
Rule is : Conserve resources
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-05 16:41:32 UTC
in File read failure - Batch Compiler Post #313832
64MB texture data?!
Why so much?
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-04 16:12:40 UTC
in File read failure - Batch Compiler Post #313823
Error File read failure can be any file you're using in this compilation.
Try the more spammy console write out.

Set the Developer Compilation Console to Warning level.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-04 13:48:38 UTC
in Valve Hammer Editor 3.5.2 Post #313821
Found that a long time ago on a Russian forum, but its not really much so i didn't bother.
Also, i found undownloadable file named VHE 3.6 on VulzaCNs site.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-03 05:19:16 UTC
in Skyscraper Co-op Project Post #313813
As i remember HL is compatible with SoHL. If some one makes a map for HL alone it should work with SoHL.
From my stand i agree on any Gold Source modification.

Some people are too edgy, this should be for fun.
User posted image
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-02 13:00:34 UTC
in Skyscraper Co-op Project Post #313797
Everybody is over reacting as if this is about bread during 1991 food shortage.

Just take your time and form the compo first, than make a separate thread about it.
You cant take some ones idea and just say: "Aww yeah compo time! YOU ALL AGREE?"

SoHL is fine by me, the current rules are fine by me. If any one wants to expand it with something, say it.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-01 21:34:43 UTC
in Skyscraper Co-op Project Post #313788
Y u rage?

The point of that thread was to form the mini compo not get mad.
I never used SoHL thats why i asked.
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-01 19:25:04 UTC
in Skyscraper Co-op Project Post #313785
Well one question is for sure, why SoHL? What enhancements do we have with it for this project?
Stojke StojkeOPL - 3
Posted 5 years ago2013-06-01 09:14:18 UTC
in Skyscraper Co-op Project Post #313768
I'm for.
Stojke StojkeOPL - 3
Posted 5 years ago2013-05-31 19:31:25 UTC
in TWHL Coop Ideas? Post #313763
Heh. I don't think its time for you to lead anything yet. But of course that doesn't mean you can't help when some one needs it.
Stojke StojkeOPL - 3
Posted 5 years ago2013-05-31 16:06:16 UTC
in File read failure - Batch Compiler Post #313761
I don't see what might cause problems here.
All it says is that a file is not loaded.

Is the path to the file thats about to be compiled correct? Are tool paths correct?
Stojke StojkeOPL - 3
Posted 5 years ago2013-05-30 18:30:43 UTC
in File read failure - Batch Compiler Post #313748
Batch compiler is too complex. Have you tried using only the programs 8wad thing?

Edit the wads.txt and remove ZHLT if you didnt use any special textures.
Stojke StojkeOPL - 3
Posted 5 years ago2013-05-30 11:48:34 UTC
in TWHL Coop Ideas? Post #313740
Do you have experience with realizing organization for multi user mapping mods and technical advisory or similar?
Stojke StojkeOPL - 3
Posted 5 years ago2013-05-30 06:05:04 UTC
in Key Half-Life Tutorial Post #313734
Give me the properties window of the model and screen shot of the area from hammer.
Stojke StojkeOPL - 3
Posted 5 years ago2013-05-30 05:21:07 UTC
in TWHL Coop Ideas? Post #313732
Null as in optimize.
For those who dont know how they should get a tutorial.
I agree for the elevator. We should make it look awesome.

I think 1024 for floor limit is a good idea.

Those rules are ok. I agree.
Stojke StojkeOPL - 3
Posted 5 years ago2013-05-30 05:18:16 UTC
in Key Half-Life Tutorial Post #313731
Is the path to the model correct?
Stojke StojkeOPL - 3
Posted 5 years ago2013-05-30 04:29:24 UTC
in Can TWHL explain this phenomenon Post #313729
This is Gold Source, there are no VMFs :)

The horse picture is from Google. I cant remember what i wrote in the search box. Probably something random, lol.
Stojke StojkeOPL - 3