Forum posts

Posted 6 years ago2018-09-07 23:50:04 UTC
in compile options Post #340815
hi,
I'm using jackhammer to compile half life map. It looks like using "Vluzacn's ZHLT v33" compile tools.
Maybe its a silly question but the issue I'm having is, cpu usage of the tools.
I see that http:/www.zhlt.info site is closed for some reason and I can't find info I needed.

When I go for full compile a big map, it uses all cpu resources maximum and when tools do that, my cpu temperature goes to 80C and I cannot allow that.
How can I restrict cpu usage for compile? Like; it should use %50 of it, so I won't worry about it? I don't want to open editor because of this issue.
Maybe there is a compile command which I don't know yet. Maybe -low? not sure.. any idea?
Posted 7 years ago2017-03-08 18:55:16 UTC
in NatO ending sprite issues Post #333904
maybe you can scale the sprite or double them side by side? just a idea
or cover the sides with black textured brush?
Posted 7 years ago2017-03-07 13:37:11 UTC
in a bit news about my mod Post #333894
james, I'm open to all criticism of any kind but I think you should try it first, its okay, I know this mod needs work a lot, but what is done is done, I'm thinking to focus on mapping and scenes from now on, and ofcourse bug fixing - overhaul if possible but don't expect big changes since I'm working for it alone, time is passing you know, life is going on so thats the one of the reason why I publish it with others.. have fun and have a good day
Posted 7 years ago2017-03-06 18:45:41 UTC
in a bit news about my mod Post #333888
since this cummunity is supported me a lot
you can now try it out

http://www.moddb.com/mods/platoon

:/
Posted 7 years ago2017-02-26 15:06:53 UTC
in weapon lost issue Post #333755
well after many hours of effort finally fixed it, here is what I did:
moved landmark and teleport entity inside the "black empty box" that used
carry player around..

they was inside of the "actual" map before where everything goes on,
I think it made some kind of confusion for the engine..

now player weapons transfered into next map..
happy ^^
Posted 7 years ago2017-02-26 14:46:23 UTC
in weapon lost issue Post #333754
multiplayer? no.. ofcourse I use console but the result is same, I'm also deleted everything in SAVE folder, still same..

maybe in my world its exen :P
Posted 7 years ago2017-02-26 13:52:08 UTC
in weapon lost issue Post #333752
hi, I'm making a halflife map, the second map should be "exen like" place, so teleporters and everything works fine, but when I reach the exen map all my weapons (not the ammo and suit but the weapons) getting lost.. I really cannot understand why, I didn't use "player_weaponstrip" or "game_player_equip" and I double checked if its hidden, nope there is nothing... I don't work on out of boundary so thats not a issue either, there is a small empty boxes with black texture where player stay between maps, I use them to make a teleporter effect to carry around the player but specially this exen map giving problem

anyone encountered this issue before?
Posted 8 years ago2016-09-28 18:18:17 UTC
in Bone rigging issues in 3ds max. Post #331787
any nice tutorial for 3dsmax modelling for halflife 1?
I don't want to work around with milkshape anymore, max is better but about smd plugins etc. I don't know what to do..
Posted 8 years ago2016-09-19 18:33:06 UTC
in music issue Post #331731
after many trial and error finally found the problem,
downloaded other game setups on web
replaced every little file and folder one by one
and found out game cannot process those mp3 files;

not working default mp3 file properties:

channels: Stereo
sample rate: 44100 Hz
bitrate: 128 kb/s

working mp3 properties:

channels: Stereo
sample rate: 22050 Hz
bitrate: 48 kb/s

so its a little bit weird but I'm trying to make a stand alone version of the game so every one can play my mod (without halflife map content)
finally everything is in the order now..
Posted 8 years ago2016-09-19 09:52:11 UTC
in music issue Post #331725
No modifications just vanilla files, musics doesn't play both my new maps and old maps or halflife vanilla maps.. also tried console command
"cd loop #(track)" or "mp3 loop #(track)"
All of them give same error with "developer 1" turned on in console
I suspect it something to do with file path location for game
I have this issue very long time and mentioned it few times in this forums but no solutions..
Posted 8 years ago2016-09-18 22:57:39 UTC
in music issue Post #331722
game doesn't play any mp3 tracks when I change the game folder location to somewhere else or I'm not sure the real reason why,

media folder with music files is in valve folder
MP3Volume "0.8" default
bgmvolume "1" default

in game console message appeirs:
warning: MP3_InitStream(10, media\Half-Life02.mp3) failed
(changed this to any other track none of them works)

is there any registry info to correct the mp3 file location or something?
Posted 8 years ago2016-06-25 14:48:40 UTC
in train issue Post #330602
long story:
track_train should teleport somewhere instantly and move on, but since path_track doesn't have teleport flag (and track_train does not work with path_corners) I have to increase the train speed to 30000 for teleporting it, it works but I'm noticed "path_track"s doesn't change the speed of "func_tracktrain", it just move with its own speed what am I doing wrong? maybe its accelerating with time don't know..

I'm being in this stuff for a very long time but still can't make simple thing work..


fixed, finally imagination strikes..
instead teleport the track_train, why not let it travel with first track_train? so I don't have to work out teleporting etc.. genious idea...
yes I'm crazy you don't have to understand lol..
Posted 8 years ago2016-06-25 05:26:19 UTC
in train issue Post #330594
I'm changed func_train to func_tracktrain and path_corners to path_track
fixed the issue.. I will never use func_train again.. I don't have any stuck issues with tracktrain.. feeling happy

the end
Posted 8 years ago2016-06-25 03:26:17 UTC
in train issue Post #330593
there is a huge gap between ceiling and floor so there is no problem with space, when the train start goes straight, every entity getting stuck..

tried change speed when train get there no luck..
Posted 8 years ago2016-06-24 17:53:36 UTC
in soldier AI Post #330587
well, trigger the only way looks like.. I'm tried it to be natural but nope.. everything should be scripted to have a good scene unfortunately, they don't do anything themselves whatever I do..

I think I'm posted something like this long time ago back in 2011.. hmm nevermind thank you all anyway
Posted 8 years ago2016-06-24 17:48:17 UTC
in train issue Post #330586
short story:

http://i.hizliresim.com/8168Yn.jpg

help :(
I'm tried make it smooth.. doesnt work
Posted 8 years ago2016-06-23 13:49:47 UTC
in soldier AI Post #330574
I think I remember a console command where it shows node connections, anyone can remember that? because they act very weird when moving, I really want to see them do things right.. they just blow themselves with grenades -_-
Posted 8 years ago2016-06-23 13:27:26 UTC
in soldier AI Post #330572
how far can I go with halflife AI? I want to soldiers go from second floor to first floor with elevetor when they hear combat

im tried few things but they dont respond until they see the player (ofcourse wait until seen flag unticked) I made two squad but I can't move them.

there is things from 1999 year fgd for info_node's, "hint" and "activity" etc. I'm not sure how they work but there is somethings usefull like world:button and world:door I think I make it work somehow but not elevetor part.. tried activate scripted_sequence when they hear combat doesn't work.. any ideas?
Posted 8 years ago2016-06-10 11:03:04 UTC
in decals in game issue Post #330377
oh man I fixed the issue now, I'm deleted everything in game config.cfg restarted the game and everything works perfect now I don't know why it happend but looks like there was no problem with hammer or compile process.. everytime I try to do something one thing always goes wrong very problematic game..

and I can say now I'm decided release my hl mod after 5 years, I will link everything I done including my multiplayer maps so it will extend the gameplay a little more.. it won't be finished mod but I want to end this and abondon halflife 1 mapping forever since I'm not doing for 5 years this should be released.. the game is very dated already and probably this is the last community of HL alive

in the few weeks I will release it http://www.moddb.com/mods/platoon
Posted 8 years ago2016-06-10 10:45:50 UTC
in decals in game issue Post #330376
none of them appairs in game unless if I use them as texture (like on the wall etc.) I'm tried both placing decal with 3d and 2d manually, if its a position problem, I have a lot of decal placed in my map so one of them should be rendered in game but no..

there is no error or warning in compile log everything works fine in editor side, tried change fgd file, tried change files to main hard drive, using compatiblty mode as xp sp3 and running with administrator rights as well both game and editor, I'm using windows 7 pro 64bit

other than decal issue everything is perfect

this is the compile log anyway (VHLT)

[quote]
hlcsg v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: C:\valve\editor\hlcsg.exe c:\valve\valve\maps\SINGLE~1 -verbose -estimate
Arguments: c:\valve\valve\maps\SINGLE~1 -verbose -estimate -low -wadautodetect
Entering c:\valve\valve\maps\SINGLE~1.map
Load map:c:\valve\valve\maps\SINGLE~1.map
481 brushes
24 map entities
228 engine entities

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ on ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wadcfgfile [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.20 seconds)
World bounds: (-2491 -868 -298) to (4032 4032 256)
7382 map planes
CSGBrush:
(0.55 seconds)
5524 csg faces
2135 used faces
0 tiny faces
0 tiny clips
Including Wadfile: \valve\valve\zhlt.wad
  • Contains 2 used textures, 4.00 percent of map (17 textures in wad)
Using Wadfile: \valve\valve\halflife.wad
  • Contains 48 used textures, 96.00 percent of map (3116 textures in wad)
"wad" is "halflife.wad;"

added 9 additional animating textures.
TEX_InitFromWad & AddAnimatingTextures elapsed time = 0ms
FindTextures elapsed time = 0ms
qsort(miptex) elapsed time = 0ms
Texture usage is at 0.65 mb (of 32.00 mb MAX)
LoadLump() elapsed time = 0ms
0.98 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: C:\valve\editor\hlbsp.exe c:\valve\valve\maps\SINGLE~1 -estimate
Arguments: c:\valve\valve\maps\SINGLE~1 -estimate -low -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...1242 (0.20 seconds)
BSP generation successful, writing portal file 'c:\valve\valve\maps\SINGLE~1.prt'
SolidBSP [hull 1] 500...1000...1003 (0.17 seconds)
SolidBSP [hull 2] 500...967 (0.14 seconds)
SolidBSP [hull 3] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (310,-733,18)(-230,-632,92) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...1200 (0.23 seconds)
Reduced 1172 texinfos to 732
Reduced 58 texdatas to 57 (2556 bytes to 2512)
Reduced 7382 planes to 2412

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 63/512 4032/32768 (12.3%)
planes 2412/32768 48240/655360 ( 7.4%)
vertexes 3521/65535 42252/786420 ( 5.4%)
nodes 1427/32767 34248/786408 ( 4.4%)
texinfos 732/32767 29280/1310680 ( 2.2%)
faces 2571/65535 51420/1310700 ( 3.9%)
clipnodes 3746/32767 29968/262136 (11.4%)
leaves 980/32760 27440/917280 ( 3.0%)
  • visleafs 542/8192 0/0 ( 6.6%)
marksurfaces 3601/65535 7202/131070 ( 5.5%)
surfedges 12108/512000 48432/2048000 ( 2.4%)
edges 6059/256000 24236/1024000 ( 2.4%)
texdata [variable] 2512/33554432 ( 0.0%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 25914/524288 ( 4.9%)
  • AllocBlock 7/64 0/0 (10.9%)
57 textures referenced

Total BSP file data space used: 375176 bytes

1.23 seconds elapsed

--- END hlbsp ---

hlvis v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: C:\valve\editor\hlvis.exe c:\valve\valve\maps\SINGLE~1 -full -estimate
Arguments: c:\valve\valve\maps\SINGLE~1 -full -estimate -low
542 portalleafs
1681 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

BasePortalVis:
(0.12 seconds)
LeafThread:
(3.28 seconds)
average leafs visible: 111
g_visdatasize:15147 compressed from 36856
3.43 seconds elapsed

--- END hlvis ---

hlrad v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: C:\valve\editor\hlrad.exe c:\valve\valve\maps\SINGLE~1 -extra -verbose -estimate
Arguments: c:\valve\valve\maps\SINGLE~1 -extra -verbose -estimate -waddir C:\valve\valve -low

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 4 ] [ Varies ]
verbose [ on ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 2.200 ] [ 2.200 ]
reflectivity scale [ 1.000 ] [ 1.000 ]

Load Textures:
Opening wad files from directories:
C:\valve\valve
Using Wadfile: C:\valve\valve\halflife.wad
57 textures referenced
Reading texlights from 'C:\valve\editor\lights.rad'
0 opaque models
0 opaque faces
2571 faces
Create Patches : 7189 base patches
86557 square feet [12464309.00 square inches]
29 direct lights
6 light styles

BuildDiffuseNormals:
(0.56 seconds)
BuildFacelights:
(4.87 seconds)
BuildVisLeafs:
(1.17 seconds)
visibility matrix : 1.2 megs
MakeScales:
(0.47 seconds)
Transfer Lists : 2484586 : 2.48M transfers
Indices :     1974592 :    1.88M bytes
   Data :     4989806 :    4.76M bytes
Bounce 1 GatherLight:
(0.23 seconds)
Bounce 2 GatherLight:
(0.22 seconds)
Bounce 3 GatherLight:
(0.23 seconds)
Bounce 4 GatherLight:
(0.22 seconds)
Bounce 5 GatherLight:
(0.23 seconds)
Bounce 6 GatherLight:
(0.22 seconds)
Bounce 7 GatherLight:
(0.23 seconds)
Bounce 8 GatherLight:
(0.22 seconds)
FinalLightFace:
(0.37 seconds)
9.72 seconds elapsed

--- END hlrad ---
[/quote]
Posted 8 years ago2016-06-10 02:08:51 UTC
in decals in game issue Post #330374
hi if you still alive I need to ask a question, when I compile my maps I discovered halflife 1 decals not visible in the game, looked every option in vhlt,zhlt, wad list,fgd tweaking.. just nothing works, I can add info_decal, I can see it in hammer, but it doesnt appair in game, when I add decals directly into block as a texture it appairs but not if I use info_decal.. using hammer 3.4 build 2363
Posted 9 years ago2014-12-08 13:35:56 UTC
in My first Half-Life Mod... Post #322690
I really feel sad to say this but for the halflife universe, there is so tiny people left around who care about it, ofcourse it doesn't mean you cant make your own mod but it won't get much attention.. sometimes I just think why we didn't live early 1980..

anyway if you want to start, I think mapping is the first easy thing you can do, try to learn how to make simple room and make sure it works okay, there is lots of tutorials (including this site) how to configure valve hammer editor. I can say modelling is much more different with mapping it has own expertise, same thing with coding, it won't be easy to do everything so you might need a team (if you can find anyone)

I hope you will achieve what you want, strength of mind is the key to complete something, good luck...
Posted 10 years ago2014-07-21 12:31:51 UTC
in Atom's 'map from base' Minicompo Post #320546
oh guys, im played all entries as well and one word: "awesome"
in my opinion we cant judge contest conditions and rules because its free, and the real purpose to do this contest is inspiring people to make maps, add togather mappers and have some FUN. I enjoyed it and thanks for making this kind of competition
Posted 10 years ago2014-07-19 19:54:59 UTC
in Atom's 'map from base' Minicompo Post #320477
@atom:
well, there is 5 min left to end 19th (23:55)
if you accept, here is my entry:

http://twhl.info/vault.php?map=5986

sadly im not changed anything for days so its not finished map. But I want to try anyway hope you guys like it..
Posted 10 years ago2014-07-11 19:28:08 UTC
in Atom's 'map from base' Minicompo Post #320236
here is some screenshots from my entry: (it's hot!)
User posted image
User posted image
User posted image
waiting for some feedback :)

a little question:
this will be multiplayer or singleplayer map?
Posted 10 years ago2014-07-06 05:04:19 UTC
in Atom's 'map from base' Minicompo Post #320141
checked out the base map and I think base map is detailed enough to play as a halflife map :D I want to prize but im not sure what to add. its cool..
Posted 11 years ago2013-10-28 22:29:52 UTC
in Halloween community map? :D Post #316533
Sorry. I'll provide you the 2 missing models asap.
its not a problem really, I'm enjoyed to see your map design, its enough for me :)
If you could be more specific about this:
its just a idea, I see there is a wooden bridge on the rooftop in your map, I think there could be a locked room with treasury where we need to sneak inside through the windows, it can be ammo, weapon, triggerable event or something like that..
except for the brushwork grass and trees.
well they are extra stuff :) I'm testing environmental effects for some reason. maybe there is better design outthere but I think this is the best I can do with brushwork :)

I dont know about that fog effect but im sure its awesome..

I hope there will be more mapper next year
just for fun guys good luck all
Posted 11 years ago2013-10-25 21:28:38 UTC
in Halloween community map? :D Post #316490
guys I'm said before in shoutbox maybe I can help with this contest.
I made a map with alberto pack wad's few days ago. well actually its not a map, its more like resource for other mappers, check yourself:
screenshots:
http://t1310.hizliresim.com/1g/u/tx4xs.jpg
http://o1310.hizliresim.com/1g/u/tx500.jpg
http://s1310.hizliresim.com/1g/u/tx50q.jpg
http://o1310.hizliresim.com/1g/u/tx51r.jpg
http://s1310.hizliresim.com/1g/u/tx521.jpg
http://o1310.hizliresim.com/1g/u/tx52n.jpg

I'm really carefully builded this house, first thing I can say;
all unseen brush faces selected as null texture I think it will effect performance very much,
there is no error,
I'm not filled interiors with furniture, door or any other object. so you can build inside anything with your taste,
there is a roof floor,
texture corrections,
worked for quite a few hours.. and I wont tell about other objects..
anyone can use it for this event.
link:
http://www.dosya.tc/server18/P3MHhx/hallowplatoon.rar.html
alternative:
http://www.megafileupload.com/en/file/464105/hallow-platoon-rar.html

alberto:

Im checked your map, you should know there is 2 minor error showed up:

halloween2013lumber.mdl
customtrasigbrunsoffa.mdl
files not found

but dont worry, im replaced them with fake models to see the map

dude that house plan is so cool, brushes detailed as well..
I liked how you attached hanging man to second floor, this kind of stuff is important when you make a detailed maps. maybe you can give darker ambient around, player should get the cold area feeling , you know..
I think there is need a lot of ambient sounds.
maybe player can cross windows to reach locked rooms..

remember, too much blood decals around killing environment,
also player is going to track clues to what happend here before, it should be less recognizable. it will make feel haunted and there is always more thing to investigate..

good luck for everyone who is working for this event...
Posted 11 years ago2013-10-02 22:11:16 UTC
in Hammer: Can't select faces Post #316058
here take this, put it inside your vhe folder
maybe it will help, im not sure..

I'm uploaded this
http://www.dosya.tc/server17/cCCO1B/atioglxx.rar.html
Posted 11 years ago2013-09-20 14:48:51 UTC
in Halloween community map? :D Post #315809
I got a environment idea, we can make a map similer xeno world

its not about halloween much, just talkking..

lets think about space, you are jumping on floor of one unknown planet, if you jump too far, you can get lost in the space, thats the main horror idea everything should be under the player controll.

we can add air recharge positions so player don't have chance to survive outside for so long. it will be controlled by many trigger_hurt.

space is scary enough for me
Posted 11 years ago2013-09-20 02:38:13 UTC
in Halloween community map? :D Post #315796
I made a lot of multiplayer maps before
no one interested/played them so they are in the past..(7-10 years)
now I do no more mp map
I got bad connection to play with multiplayer through..
Posted 11 years ago2013-09-19 23:45:59 UTC
in Halloween community map? :D Post #315794
I can make a map, but it cant be multiplayer

just old good singleplayer WON halflife map..
I'm not sure
Posted 11 years ago2013-09-19 23:36:44 UTC
in Blank Post #315793
(respect the paint made picture)

“We finally reached Sun Sun Olala Avenue where the song disposal shed was located…”

but it is too late,
aliens infected humans with deadly epidemic virus,
they will drink all diet coke's in the local bar while all people get killed each other. why they should use their weapons to kill silly heads when there is a free coke?
User posted image
anyway
I see store is fortified and there is no way to go inside expect emargency ladders. I found out there is a crowbar inside the car maybe I can bash the window and take it, but there is not much time, zombies getting faster and faster..

La Volpe said I'm so scared..!
he made me angry, I told her shut up
I just need to think about it..

what should I do now? I can search for safeplace, weapon or some survived people..
Posted 11 years ago2013-09-08 23:51:08 UTC
in pushable trick/help Post #315561
If I am remembering correctly, func_train already gets blocked by a func_pushable
I cant remember the result either,
but if it is true I guess you cant move the func_pushable while it is stuck with func_train

just not sure
Posted 11 years ago2013-09-08 22:43:28 UTC
in pushable trick/help Post #315559
im tracked problem and solved stuck issue

its because
if you want to push a func_pushable you need a empty space atleast one player can fit inside, you cant walk in that tiny space so pushable brush cant move either..

I made a 36 units empty space (4 unit added to your empty space of walls) so pushable can be pushed

picture:
http://u1309.hizliresim.com/1f/9/sgu2t.jpg

also you should know triggers can be triggered by pushables.
you can solve "one way movement" that way, just think about it..

for example make a func train behind the pushable brush,
(func train will be act as a "pushable brush holder" in this example)
when you move pushable brush, it will activate a trigger somewhere forward.
trigger will send message to func train and it will move a little.
maybe it will push forward the pushable brush too.
when func train will reach path_corner, it will stop and gonna wait for next trigger activation.
make another trigger and continue this chain reaction..

pushable brush cant go back because there is a barrier behind..

have a nice mapping
Posted 11 years ago2013-08-23 22:25:39 UTC
in [CS 1.6] cs_minesion Post #315192
impressive map idea and a little weird
liked it

minecraft need this lightning and shadow without mods :(
Posted 11 years ago2013-07-13 19:55:25 UTC
in Custom hl1 map, free to try Post #314183
thank you very much
I'm so happy to see positive comments

I will fix them
normally they have solid rendermode, it should fix the lightning problem but I will check it double next time, also I know about glass cups render issue

I will add clip brushes to prevent player getting stuck from weird places, sometimes I fall from tunnels with no reason investigating for possible errors

I'm thinking continue but first waiting for more people to comment :)
Posted 11 years ago2013-07-12 21:50:58 UTC
in Custom hl1 map, free to try Post #314176
User posted image
Hello

Guys I want to show you one map I did, working for one week.
Its trash if no one going to see it, so I'm sharing it with you only.

its a horror theme map and our objective is find a way out from this
weird place.. you will learn many secrets in future maps..

I'm inspired from many games while making it. Also final compile took 5 hours, believe me it is happend. I hope you will enjoy this map and if you gonna like it, than I will continue the story.

note: I won't give more screenshots because its a short map and it got a horror theme. So far the only problem is player can stuck somewhere.
There is some sounds I'm prepared for the map, I hope you will like them too. If you tried it, please throw some feedback so I can understand where did I wrong or what I'm missed to do..

thanks..

download
http://www.dosya.tc/server12/EEWz0A/YeniKlas_r_2_.rar.html
Posted 11 years ago2013-07-07 00:32:03 UTC
in Modular Staircase Minicompo [GameBanana] Post #314144
thats why I don't enter gamebanana so often
Posted 11 years ago2013-06-04 13:18:12 UTC
in Valve Hammer Editor 3.5.2 Post #313820
well I guess its just a modified version like everybody can do..
there is need different and better new features which I can't say now
there can be bug fixes but listen..

with new fgd files they erased or forgot to add some lines
I'm not talking with this one but its common mistake with updated fgd files (version 3.0.0.1, 2003-2001 updates)
here is the example;

[quote]@PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node"
[
hinttype(choices) : "Hint" : 0 = 
[
	  0 : "None"
	  1: "World: Door"
	  2: "World: Window"
	  3: "World: Button"
	  4: "World: Machinery"
	  5: "World: Ledge"
	  6: "World: Light Source"
	  7: "World: Heat Source"
	  8: "World: Blinking Light"
	  9: "World: Bright Colors"
	 10: "World: Human Blood Decal"
	 11: "World: Alien Blood Decal"
	300: "Stuka: Ceiling Perch"
	301: "Stuka: Landing spot"
]
activity(choices) : "Activity" : 45 =
[
	 0: "None"
	35: "Eat"
	45: "Inspect Ground"
	46: "Inspect Wall"
]
][/quote]

as you can see its sometimes important to set monsters node knowledge,
you can say to monsters "there is a door, press it and go inside"
but its not founded with new fgd files, I don't know if there is more mistakes but modifying fixes it

its from old halflife fgd file which used for Worldcraft 2.0 (1 april 1999)
now its very rare I think

My point is we need to understand what we got before what we are doing, so if you are happy with your hammer stay with it because its always gonna stay old game..
Posted 11 years ago2013-05-31 16:14:27 UTC
in Trigger_once to be turned off by button Post #313762
just a idea:
you can disable trigger_once with killing it
make a hidden door somewhere outside of your map,
add trigger_once as a killtarget to the door

target door to the button

now when you press the button it will open the door and door gonna kill the trigger_once

I'm not sure how you will reactivate trigger_once again but atleast it can solve your problem

edit: maybe you can add another trigger_relay to activate multisource or change the state to "toggle" for your first trigger_relay so when you trigger everytime trigger_relay it will change the state
on, off, on , off...
Posted 11 years ago2013-02-18 10:47:24 UTC
in MP3's don't play Post #312681
but mp3 better quality :( not sure actually..
Posted 11 years ago2013-02-18 03:23:02 UTC
in Geometry compiling question. Post #312677
Well it isn't about brush count. It's about convenience. This method can create complex brushes very quickly and can be much much faster than regular multibrush VM techniques.
but there might be solid brush problems beacuse it should calculate each face you are looking into one solid brush, it is makes sometimes players glitch inside brushes and it is the not only problem

this is the what im trying to do: (fixed into 2 clipped brush)
http://c1302.hizliresim.com/16/l/k7fzz.jpg

if I use one brush this is what happens in game: (otherwise crashes)
http://b1302.hizliresim.com/16/l/k7g0b.jpg
Posted 11 years ago2013-02-18 02:52:48 UTC
in MP3's don't play Post #312676
I guess if you install game to other location and try it out it should be ok, because I did the same thing before never worked whatever I did so sometimes you should reinstall the game (maybe its about registry for folder paths, I don't know)..
Posted 11 years ago2013-01-30 19:40:07 UTC
in Trimesh (displacements Hammer 3.5) Post #312385
I seen those but didn't used any of them yet maybe you already know my method, I'm just posted it to tutorial section admin because don't know how to post a new tutorial for now lol

it is just curving a box cross, moving them with arrow keys with vertex and group them togather as much as possible..
Posted 11 years ago2013-01-30 18:45:18 UTC
in Trimesh (displacements Hammer 3.5) Post #312382
I dont think this program need to make terrain, there is a other way to make good vertex terrain brushwork

I will open new thread about that soon
Posted 11 years ago2013-01-28 15:17:42 UTC
in forced HD pack Post #312353
Personally I always hate any kind of addons valve added later.They are ruined original's, that old bastard freeman hands and rusty weapons lol I like them..
look what they did for early halflife beta, its kind a different game, different models player stuff, movement, animations, etc..
Posted 11 years ago2012-12-13 08:56:12 UTC
in help edit this model? Post #311529
link not working for me..
Posted 11 years ago2012-12-04 16:00:33 UTC
in Your mapping repertory? Post #311347
playing paranoia mod track 11 sometimes
the thing main theme
hl2 /hl1 soundtracks
battlefield and cod soundtracks
Resident Evil Afterlife soundtracks

I like listen game soundtracks.. if you say real music,
P.O.D-Testify-If You Could See Me Now
Evanescence- Broken / Bring me to life

sky FM modern rock or piano music channel

thats all I listen in this week while mapping
Posted 11 years ago2012-12-03 12:27:32 UTC
in HL1 zombie models question. Post #311321
Nope, Soup Miner is correct. The additional files are animation groups
yeah yeah checked now.. I see " $sequencegroup seqgroupX "
but why they did it like that? interesting..

poorboy22, I think you can checkout modeller's around here or you can try learn modelling a little bit. I'm not expert modeller but atleast I can make things with milkshape, this will make your zombies detailed more than skins, just a suggestion..